Stalker folk hodgepodge plot. The development of the plot

S.T.A.L.K.E.R. SoC Narodnaya Solyanka 2016 (2017) PC by SeregA-Lus Download via torrent

S.T.A.L.K.E.R.: Shadow of Chernobyl - Narodnaya Solyanka 2016 (2017) Repack by SeregA-Lus (updated on 02/26/2018)

This mod combines a huge number of other various modifications and addons. There are objects, functions and features from other mods. Now you don't have to download and play them separately. The plot has been changed, many new quests and several storylines have been added. After the end of the original story, a new one begins. The zone has become more dangerous: lands full of unknown anomalies and mutants, new allies and enemies.

Release year: 2017
Genre: Action / Shooter / 3D / 1st Person
Developer: GSC Game World
Publisher: Arhara
Edition type: Repack
Game version: 1.0006

Interface language: Russian
Voice language: Russian
Tablet: Sewn

System requirements:
Operating system: Windows 7 / Windows 8.1 / Windows 10
Processor: Intel® Core™2 Duo 2.4 GHz / AMD Athlon(tm) X4
RAM: 1 GB
Video card: 512 Mb - 1024 Mb / nVIDIA® GeForce™ / ATI Radeon®
Sound Card: DirectX® 9.0c compatible sound device
Free hard disk space: 15 GB

The same "People's Solyanka" modified and supplemented. The main story ends with the finale at Zaton.
Locations:
! Some of the locations have been recompiled. Geometry, bugs, AI mesh. Added 2 new locations: Hollow from Lost Alpha and Mine (made specifically for the National Assembly, not previously published anywhere).
! Junkyard: corrected geometry + removed the wall of radiation around the entire perimeter.
! Dark Valley: Fixed geometry.
! Agroprom subway: fixed geometry and some bugs.
! Cave: Fixed geometry.
! Forgotten Forest: Radiation on the outskirts has been completely removed.
! Swamps: fixed geometry bugs, removed radiation and fakes from Tuzla, made a normal passage to the CN base. Correct lightmaps.
! Radar: Fixed geometry, removed all invisible walls on the hills in the Radar forest.
! Hollow: new AI mesh.
! Sarcophagus: corrected geometry, fakes.
! Chernobyl-2: completely removed invisible walls (fake) wherever they were. Now you can walk, run and jump anywhere.
! Jupiter Viaduct: fixed geometry, as well as a bug with disappearing hermetic gates. Correct lightmaps.
! Eastern Pripyat: fixed geometry and a bug with a disappearing deli. Correct lightmaps.
! Limansk: removed fakes on bushes and trees.
What has changed - you will see in the story. There will be a lot of interesting things, we will not tell all the secrets.

The plot and some tips:
The basics of all the plot branches of Solyanka remained the same: the search for the "Missing Expedition", Fang, Ghost, Fly, Panther, Lightning, etc. All this is left.
- some pieces of the plot in these branches have changed. In many places, unnecessary running around the locations has been removed, small quests have been merged, and some have been completely removed. For example, the "Living Heart" storyline has been completely removed. For a corpse is a corpse, and a miracle is because it is a MIRACLE that happens 1 time. So we revive as before, only the girl Mukha and that's it. We will never revive anyone else (By the way, the Fly has changed, it has become smaller).
- removed where possible various teleports and their deactivators, as well as all sorts of teleports from quest players. There are only 2 manual teleporters left in the zone: Strelka and URT. And that will be oh so enough.
- added the final plot on Zaton, completely. You will see for yourself.
- added a branch of quests on locations from the RFP.
- new caches of Kostya and other quest players, in general, 99% of quest items are hidden. Jumping on poles is not necessary, going beyond the boundaries of locations is not necessary. Play and search calmly, without "realism".
- 10 absolutely new models of artifacts + replacement of old models with build ones and from SAP. There are several models of new NPCs and monsters. Also new models of the situation, all sorts of little things ..
- removed several buggy barrels, added "Thunderstorm" from the Arsenal. The rest of the weapons - did not change, for nothing.
- weapons: "Executioner", a unique "Vintorez", "Thunderstorm" by General Voronin and a couple more barrels are unique. In the Zone, they exist in a single copy, if you lose or sell, you will not find it anywhere else, even in caches.
- M134 "minigun" removed forever. Only the quest one for Adrenaline remains, but it will not shoot. This barrel is "heresy and weapon obscurantism."
- optimized scripts made it possible to achieve very fast loading of the game on the default engine.
- take a look at the game settings and NS settings. There are many different options out there. Including INTEGRATED:
--Choose sighting reticles for different resolutions.
--HUD selection. There are several of them, the most popular. Can be changed on the go. All saves will of course be compatible. Now you don't need to add anything extra. Everything is done by scripts and configs.
- talking to Bland... think!!!
- do not leave Strelok's cache in the Agro subway without taking a flash drive.
- do not leave the Sarcophagus without reading CAREFULLY the Strelok's note, it lies in the same place.
- secondary questers are strengthened, but they don't have immortality, there's no point in it. If one of them died, then do not rush to replay, let the plot go as it is. The recipe for an art transformation, which such a quest owner owned, can be bought from the Informant.
READ THE DIALOGUES AND PDA CAREFULLY!!! A lot has changed.

Solyanka prepared for you:

Arhara- the plot of the Zaton finale
lsclon - scripts, configs, logic, allspawn, plot, SDK.
sapsan - scripts, logic.
Dennis_Chikin - scripts, logic.
Shadowman - scripts. New URT and remyashchik.
Ray - scripts, configs, weapons.
WhatAbout - scripts, configs.
sarcus - scripts, configs, barter menu.
solvador - scripts, configs, new menu, hood, splash screens, settings menu, etc.
MAV - plot.
SergeT - plot, configs, icons.
Khabarych - models, locations, SDK.
vadyan - models (Maya).
CAHCAHbl4 - models (3ds MAX), SDK.
BFG - models (Maya), locations, allspawn, SDK.
D1mon - connection of locations.
fokstar - weather.


The mod was tested for you:
a185, vitaly_m67, Hector, MAV, Eugen81, Dobry V., marinochka, pahancop, AZh, kalter, plotnikoff

Thanks:

Charsi is a person who knows EVERYTHING about modding!
mauvais-sdk.
Werner - models. One of the best "maychiks" at AMK
abramcumner - global graph. Simply invaluable help.
val - logic
HellRatz-SDK
fume - icons.
Long-eared - tsobako, a living standard of a German shepherd for one of the models.


All that is done in the patch:

1. New recipe for brewing the Blood of the Stone. (Spelled out to Zakhar for hiring)
2. URT for 2 arts: Battery or? Moonlight
3. Repair kits are made with weight taken into account in the volume of the backpack. Weight of repair kits = 0.5 kg, a weight indicator is made in the strap itself. Removed from the belter the display of 100% and items killed in the trash.
4. Mark on Klenov's psi-antenna on Kordon
5. Articles about koloboks and anomalies and transitions have been added to the PDA
6. Code 342089 removed from PDA
7. Shot is strengthened, NPCs with shots instead of shots by default - zhekan
8. Commented out SMS about changing smart when healing an enemy, removed SMS about loss of connection when descending into the dungeons
9. The bartender is registered for the sale of a sleeping bag and a backpack, the Raven is registered for barter: MG-42, the Miser for trade is a NATO grenade launcher.
10. Description of Voronin about the transition to ATP
11. Enabled lava editing in X-10 (by YTroll)
12. Fixed icon for ATP in URT
13. Exa description corrected
14. Removed all doors in the Hospital. Rebuilt Hospital. Removed all fakes in 3 compartments. Fixed geometry. Removed blockages and doors in the path of the AI ​​mesh. Trees have been planted.
15. Removed all barrels in the Limansk portal and removed the ability to take everything from the safe.
16. Fixed the appearance of a teleport in Limansk after talking with Lightning. The registry in the attic is removed, the teleport will be immediately.
17. The registry on Yantar for the Chernomor rifle has been removed. Sending SMS to Lightning is sewn into Chernomor's dialogue, and after giving the photos, Klenov was given a mini-task to meet with Lightning. She is forbidden to talk to the Klenov piston
18. Provided URT access to the subway
19. Made normal fatigue for exoskeletons
20. Added missing location loading screens
21. SPAS "Hunter" at Kocherga will be a reward again and again.
22. Stalkers examine art in their hands (corrected). Fixed seating around campfires.
23. Adrenaline added a small text about Kalinin at the ATP.
24. The task for the Hump has been corrected
25. The logic of the door on the Radar has been corrected
26. Code from X-8 according to Bolt's PDA. Issuance of the code in any order of flash drives is made
27. Sniper LR-300 is registered to Are, Voronin's dialogue has been corrected
28. The security system in the X-18 is ALWAYS working!
29. Little surprise
30. Restor on the spawn of Klenov and Lazybones has been corrected. Spawn after dialogue with Vitamin
31. Recompiled the geometry of Bolot, V. Pripyat and Radar.
32. Mining in the kindergarten was removed, the ambush was respawned and dispersed on the escape route, and not on the heads of the debtors in the kindergarten.
33. Removed from the update extra on the flamethrower quest.
34. The GG mark was made at Chernobyl-1, a new map.
35. Reworked the brewing of Kinstone and Living Heart in normal anomalies. The fly revives without problems. Dialogues with BH corrected with instructions on how to cook. Anomalies are delivered with effects. Extra teleports in the Hospital have been removed. Voice SMS clipped
36. Made the task “find the Black Doctor” after talking with Rabi in Pripyat, so as not to be forgotten.
37. Maniac's work on new dreams from OLR has been adapted. But not all dreams. Also config from Maniac by thirst.
38. Cartridges for PKM and SVD removed from the Bartender from sale, Petrenko has a barter
39. Petrenko has been removed from the sale of cartridges for NATO snipers. Bartered or sold to the Miser.
40. Removed “Titanium Gingerbread Man” from Akim's cache in X-18
41. Fixed the icon of RG-6 in the description of Ivantsov's task, fixed the icon in the description of the task on Blend's flash drive
42. Adapted flamethrower from ShokerWeapons (nasar75)
43. New fire mixture model. Charging was removed from Screw, only barter from Max.
44. Sidor gives the passage to the Swamps as a box from the checkpoint. Fan only money and prescription for hires.
45. We carry the medallion for the Doctor immediately to the Miner, after finding it. Don't fuck
run once again to Pripyat to the Doctor.
46. ​​Adjusted the weight of boxes and other heavy items in an adequate direction.
47. A fork in the dialogues of Kidala and Sidor has been made. To pay/not pay if suddenly there is/isn't an art detector.
48. Added table of arts for total destruction in X-18
49. Added task to find and help Pilgrim in SD
50. Spelling corrections (by posts in technical support)
51. Fixed GPS beacons.
52. Transition SD-Hospital made by SD-Pripyat
53. Fixed Kostya's last task on Jupiter and made the final dialogue with him after the document on Chernobyl-2
54. Removed Kostya's cache outside the location (lonely Christmas tree) within the Old Village.
55. Fixed dialogue with the Joker on Modest. Stop puffing!
56. Some monsters have been strengthened.
57. Fixed the dialogue with the Bes if you clean up the bandos yourself. (Kash)
58. A conclusion was made to the log of the Solyanka version and the patch. (Alexei)
59. On the roof of the main hall in the Sarcophagus, at Chernobyl-2, you can now run. We don't fail. A trifle, but let.
60. Freeman passes off his mount as a pistol.
61. Various gloves from Arsenal
62. Rats will appear on the Kordon elevator after the departure of the Doctor and the Astrologer.
63. Beggar Hunters added money to the wallet.
64. The door to the Armory of Freedom is alarmed. Don't even think about opening it. According to WG-6, all to the Cook.
65. Restoration logic for the Barrier has been corrected.
66. Recompiled ATP location. Bushes and trees were planted along the outskirts, and so, little by little, by location.
67. Recompiled location Old Village. Removed fake walls for access to gastronomy.
68. Fixed endless spawning of mutants hatched from embryos. Now - a one-time spawn.
69. A new task has been made - Reconnaissance in NZ, on the Fang's safe.
70. Canceled theft and removed the sale of locks from Akim.
71. In the Hollow and on Jupiter, they were delivered by car (Niva). Radiation in Niva does not work. (Shadowman)
72. Auto-correction of buggy logic of NPCs and everything else when loading a previous save.
Those who helped, modding monsters and vaapche are good people.
mauvais, _Val_, Charsi, abramcumner, nasar75, viklavr, Cheldon, Maniac,
Mecheniy@Mecheniy, SENSEL,??YTroll, Kash and? probably someone else, I don’t remember everyone, but who helped - write. + The National Assembly team, of course, in full force and testers.
list kept and fixed all edits - BFG
Good game!


Installation:
01. Run exe.file
02. Install following the instructions
03. Play

Repack features:
Nothing cut / Nothing recoded
Game version: 1.0006
Mod version: Patch from 02/23/2018

Additions:
Engine edits from Macron
Engine edits from OGSE

Important:
Owners of Windows 7/8/10, if User Account Control (UAC) is enabled, run the game with administrator rights.
If saves in the game do not work, then run the game with administrator rights.
Do not put the repack on the "C" drive (where Windows is)
For owners of Windows 8/10, if the mod crashes when starting, put compatibility with Windows 7 in the shortcut.

Customization:
Playing on the dynamics - a problem with shadows (the _userdata folder in user.ltx set the r2_sun_near_border parameter to 1)
Severe camera shake / makes you sick from the game (folder _userdata in user.ltx find the alphabetical line: cam_inert and set the value to 0. By default it is 0.7)

Repack updated, Fix from 02/26/2018.
The repack is completely rebuilt, everything needs to be pumped over.
NI (new game) - required!
Those who are on patch 18.06 can continue to play safely, there will be no problems. Those who have a desire to start NO - go!
New corrected engines for patch 6 from Macron and OGSE.
On edits from Macron, you can set the viewing angle of the weapon, bin folder / file 10006_fov_switcher.
Added libraries for rifles with zoom scopes (auto-lock targets like binoculars).

The repack was updated on 03/09/2018.
Fixed installation of engine edits from Macron.
Previous downloaders can rehash and redownload modified files. (setup.exe)

Name: S.T.A.L.K.E.R.: Shadow of Chernobyl - Narodnaya Solyanka 2016
Release year: 2017
Genre: Action, Shooter, 3D, 1st Person
Developer: GSC Game World
Publisher: Arhara
Platform: PC
Edition type: Repack
Game version: 1.0006
Mod version: 12/31/16 + fixes on 06/18/2017
Interface language: Russian
Voice language: Russian
Tablet: sewn

Description: Another addition about the anomalous zone has collected several mods at once. Another release of harmful substances into the atmosphere has occurred in the zone, and anomalous phenomena are now capable of generating some valuable items that free mercenaries are hunting for. The zone is very dangerous, because angry monsters and mutants roam the locations, and stalkers set up many dangerous and deadly traps around the entire perimeter of the zone. In the game Stalker Narodnaya Solyanka, which you can download torrent for free from our game server, your new character will become a real adventurer in the alienated zone.

The development of the plot
After another release of radiation in the Chernobyl zone, the territories became infected, and people began to turn into dangerous mutants. You play the role of a mercenary who, by order of government services and organizations, must find valuable artifacts in the anomalous zone. The amount of new weapons and equipment in this mod is amazing. Now you can get yourself an exoskeleton, an armored suit, as well as new types of gas masks, since the level of radiation will constantly increase in the zone. You can get grenade launchers for yourself and move freely around the zone, destroying all the mutants in your path. You can also sell the found artifacts to other stalkerarms. You can also get vehicles in the game. The amount of dialogue has also increased, and there are more new characters and guides in the mod.

Game mechanics mod
In this mod, the game texture is completely changed, and the weather will change at each stage of the game. You will go through all the terrains and territories of the zone, using the tips and help of your main game guide. More than thirty types of weapons have been added to this ode. So you can get sniper rifles, knives and brass knuckles. But you will also be able to hand-to-hand destroy potential enemies. You must find hidden caches before your game opponents find them. For the caches found, you are awarded bonuses that can be used to upgrade your ammunition and weapons. You can download Stalker Narodnaya Solyanka via torrent completely free of charge on our game server. In this add-on, you can use any weapon. Switching between different types of weapons is easy in the game.

Special Information
In this game addition, even more quests have been added. Each quest is given to you by completely different characters. But getting valuable documents is important in the game. Found documents must be transferred to your curators. Only now other stalkers have already begun to explore the territory, so you need to be on the lookout.

Features Stalker Narodnaya Solyanka
Caches. You will have to find more than forty types of hiding places in the locations. Interesting surprises await in each cache of your character.
Important documents. You are instructed to find and deliver to the headquarters a huge amount of documents scattered throughout the game perimeter. Alcoholic drinks. In this mod, you will need a lot of alcohol, which can be purchased from merchants or on the black game market.
game missions. You can selectively complete game missions. They basically do not affect the game plot. Therefore, complete the missions you like at each game station.
New opportunities for the hero. Going in search of hiding places, your character will also learn how to perform acrobatic stunts - because he will have to climb, jump, crawl. All valuable artifacts are now buried in hard-to-reach places in the Zone.
In the game Stalker Narodnaya Solyanka 2016 - 2017, which you can download torrent for free on our website, you will receive even more tasks from your curators.

System requirements:
✔ Operating system: Windows 7 / Windows 8.1 / Windows 10
✔ Processor: Intel® Core™2 Duo 2.4 GHz / AMD Athlon(tm) X4
✔ RAM: 1 GB
✔ Video card: 512 Mb - 1024 Mb / nVIDIA® GeForce™ / ATI Radeon®
✔ Sound Card: DirectX® 9.0c compatible sound device
✔ Free hard disk space: 10 GB

Repack features:
A game:
- Nothing is cut
- Nothing recoded
- Game version: 1.0006
- Mod version: 12/31/16 + fixes on 06/18/2017
Additions:
- Engine edits from Macron
- Engine edits from OGSE
Important:
_ Owners of Windows 7/8/10, if "User Account Control (UAC)" is enabled, run the game with administrator rights.
_ If the saves in the game do not work, then run the game with administrator rights.
_ Do not put the repack on the "C" drive (where Windows is)
_ For owners of Windows 8/10, if the mod crashes when starting, put compatibility with Windows 7 in the shortcut.
Customization:
Game on dynamics - problem with shadows (folder _userdata in user.ltx set parameter r2_sun_near_border to 1)
Severe camera shake / makes you sick from the game (folder _userdata in user.ltx find the alphabetical line: cam_inert and set the value to 0. By default it is 0.7)
Author Repack "SeregA-Lus"

The legendary mod for "Shadow of Chernobyl", which has been finished and finalized by craftsmen since 2010. A lot of water has flowed under the bridge since then, many game concepts and gameplay features have been revised, new ones have been added and old ones have been thrown out. Everything goes for the sake of the gaming stalker community. "People's hodgepodge 2016" is the pinnacle of a long search and ordeal of igrodelov from the people. What did we end up with? And we got quite a valuable and strong product that deserves our attention. As a result, we have: more than 30 locations in the game, two parallel main plots, hundreds of side missions and a bunch of hit innovations in the gameplay. We recommend this mod for downloading and passing.

The main characteristics of the mod "People's Solyanka 2016":

  • Redrawn locations, changed the geometry of the levels.
  • New storyline - old and new in parallel.
  • New characters, dialogues, objects, interaction with the outside world.
  • Updated graphics and post-processing effects.
  • Removed unnecessary running around the locations compared to previous versions.
  • New cache location.
  • Updated artifact models with their characteristics.
  • Weapon models have been reworked, outright rubbish has been removed.
  • The minigun is left as a quest item, it will not shoot.
  • The choice of HUD'a at the request of the player.
  • War with armored personnel carriers and helicopters.
  • Improved mod stability.
  • Interesting settlement of the zone with characters and beasts.
  • Lots of other minor improvements.

Regarding the negative qualities of the mod, we can say that anarchy in development does not always benefit the final product. Sometimes the modification looks chaotic, there are logical gaps in the plot, incomprehensible items come across in the inventory, which often violates the overall atmosphere of the zone. However, the mod "People's Solyanka 2016" is highly recommended for those who like to have fun in the zone and fight a lot, as well as experience the full power of powerful artifacts!

Download the modification ‘People’s Solyanka 2016’ from Cloud.Mail.ru.

The order of installation of the mod "People's Solyanka 2016":

  • Download the archive with the mod.
  • Unpack the mod with WinRar or 7z.
  • Requires a pre-installed original game ‘ ‘, version 1.0004 or 1.0006.
  • We throw the folders and files of the mod into the root folder of the original game, all other mods before this action must be deleted.
  • We start a new game.

Video with a first look at the modification:

Folk hodgepodge 2016 - a major update of the first version of the mod, Folk hodgepodge 2010 , supplemented by a considerable amount of diverse content. similar name Folk hodgepodge 2016 , received due to the abundance of added game content: new weapons, improved textures, as well as many similar innovations. Mod authors have recently created a lot of their own "hodgepodges", but Folk hodgepodge 2016 is especially popular among players and despite strong competition, Folk hodgepodge 2016 still remains the most popular mod for "Shadows of Chernobyl". After the full release of the mod, many players began to look for sites where they can download mod Folk hodgepodge 2016 . On the STALKER-way website, fans of the STALKER series can download Folk hodgepodge 2016 , updated to the most stable version.

MOD FOLK SOLYANKA 2016

Creators fashion Narodnaya hodgepodge 2016 tried in various ways to raise the quality of the graphic component, but everything turned out to be not so simple. Instead of the expected improvement, the developers fashion Narodnaya hodgepodge 2016 significantly worsened the graphics, making it more unoptimized. mod Folk hodgepodge 2016- is a large build consisting of many alternative modifications, and the most popular mods among the players are weapon mods. Compilers fashion Narodnaya hodgepodge 2016 collected all the previously released weapon mods and taught them how to interact with each other, and because of this, the arsenal of the main character will increase significantly. After installation fashion Narodnaya hodgepodge 2016 players will have access to: several types of melee weapons, a wide variety of throwing weapons, as well as a rather large collection of weapons made for melee combat. The developers of the mod also removed several non-optimized weapons.

Strengths Fashion: ✫ New Groupings ✫ New Locations ✫ A lot of additional content (mutants, equipment, weapons) ✫ Changed Plot ✫ New build of additional and main tasks

Weaknesses of Fashion: ✫ Tech Side: Creators Folk hodgepodge 2016 put a lot of effort during the development of the mod, trying to add an assembly of files removed by the developers to the game, but did not guess to test the performance of the new material. A similar phenomenon has caused frequent bugs, periodic seizures and crashes.

ERRORS FOLK SOLYANKA 2016

✫ Grammar Mistakes: It is worth noting that in the new dialogs that appear after installation Folk hodgepodge 2016, often there are various mistakes: starting from spelling, ending with syntactic.

Technical transformations

BUGS FOLK SOLYANKA 2016

✫ The authors of the mod failed to improve the stability of the project, as well as affect the number of crashes, bugs and other factors that prevent you from getting the full pleasure of passing the game.

TASKS FOLK SOLYANKA 2016

✫ Despite the fact that some aspects of the game, which were edited by the authors of the mod, negatively affected the overall state of the project, the developers managed to add an immense amount of additional game content to the game. First of all, the mod developers have increased the total number of additional assignments that differ from each other and are unique and original in their own way.

CHARACTERS FOLK SOLYANKA 2016

✫ The sane population of the Zone has also undergone noticeable transformations, namely, the number of game characters able to talk and trade with the main character. The most significant new characters are: Astrologer, a stalker who is engaged in rescuing the main character, Kostya, a novice scientist who is able to give the game a lot of quests related to finding hidden hiding places.

In addition to new characters, the developers decided to diversify the "Shadows of Chernobyl" Zone with new groups. Groupings that were previously present in the game have been significantly improved and expanded. New groupings include:

Avengers

✫ The members of this group are outwardly similar to ordinary bandits. And because of this, the equipment of the "Avengers" completely coincides with the bandit. Distinctive features of the group are: high organization, secrecy and efficiency.

Last day

✫ Representatives of the "Last Day" group are distinguished by their insanity, as well as the presence of a little madness. They are mainly engaged in the study of zombified and irradiated stalkers. They have advanced equipment and rather powerful weapons.

Hunters

✫ Members of this group maintain good relations with all representatives of the Zone, excluding bandits, Avengers, military and Monolith. The representative of the "Hunters" is easy to find in the crowd of stalkers due to a small distinguishing feature of the group: the presence of powerful hunting rifles. Many friendly groups have a positive attitude towards the "Hunters", because they are engaged in shooting mutants that interfere with the rest of the inhabitants of the Zone.

ITEMS ARTIFACTS FOLK SOLYANKA 2016 ANOMALIES

The Zone is a mystical and dangerous place, inspired by the setting of the novel Roadside Picnic. Like the Romance Zone, the game zone is filled with a lot of anomalies, unusual phenomena that can cause irreparable damage to living beings. After installing the mod, 15 unique anomalies.

There were no changes and artifacts of Narodnaya Solyanka 2016, unique items, appearing at the moment of "discharging" anomalies. Before installation People's Solyanka 2016, in the Shadow of Chernobyl artifacts could be found without outside help, however, after installing the mod, players will have to look for artifacts using special tools - detector. After installation, players will have to look for many new artifacts, using 9 detectors differing from each other in characteristics and efficiency.

The developers of the mod have prepared for the players several new representatives of the fauna obtained in the process of mutation of the body under the influence of radioactive radiation. The authors of the mod have added about 14 new mutants, but the most unusual of them are:

Chimera

✫ This mutant was used during the creation of "Shadows of Chernobyl", but the game developers did not add the monster to the game and cut out the "Chimera" with all references. Despite this, the original version of the mutant was recreated by the efforts of the authors of "Narodnaya Solyanka". A key feature of the Chimera is its behavior model, reminiscent of the behavior of nocturnal predators: they prefer to operate in absolute darkness, attack from the back, and avoid direct contact with the victim.

electrochimera

✫ It is a modified version of the normal Chimera. The general habits of the updated mutant are very similar to the original. The hallmark of the new Chimera is a unique ability that allows the mutant to generate electrical charges after taking high damage.

Librarian

✫ The next mutant, the librarian, is familiar to players involved in the passage of the Metro 2033 series of games, because the texture of the new mutant was completely "borrowed" from the previously mentioned game. The new mutant has an impressive appearance, is quite well physically developed, and is a great danger in close combat. The key feature of librarians is the ability to speak some unrelated lines.

Burer

✫ At one of the stages of the development of "Shadows of Chernobyl", a mutant was cut out of the game, called "Byurer". The compilers have restored all the files associated with the mutant and now all players will be able to find the byurer in the Zone. A key feature of the mutant is the propensity to use telekinetic abilities. Using them, Burer is able to inflict many serious wounds on the main character.

kink

✫ These mutants do not have the most attractive appearance, and also, most of the replicas of Izlomov are obscene swearing. This fact helped the players to determine the origin of the mutant, which are the result of unknown experiments performed on human beings. Most of the individuals are aggressive towards the main character and in battle, as a rule, use their own mutilated hands, absurdly hanging to the ground.

Zombie

✫ The last mutant added by the authors of Narodnaya Solyanka is a zombie. The natural source of these monsters are stalkers who found themselves under the influence of strong psi-radiation. Unlike other mutants in the Zone, zombies are rather frail creatures. The peculiarity of the new mutants lies in their high survivability, as well as in a large number of various alternative categories of these creatures: from an ordinary zombie to a "titanium".

DOWNLOAD PEOPLE'S SOLYANKA 2016

Players interested in fashion can free download Narodnaya Solyanka 2016 from the STALKER-way website. On the dedicated mod page, users can get full access to the latest version for downloading Narodnaya Solyanka 2016

CASTERS PEOPLE'S SOLYANKA 2016

The authors of the mod not only significantly increased the number of game items, but also supplemented the game locations with specialized caches of Narodnaya Solyanka 2016, containing many unique and powerful equipment. Added caches Narodnaya Solyanka 2016 pretty well hidden and not located in obvious places. The largest number is located at locations: Agroprom, about 20, Swamps, about 18. Players who have reached the caches will have access to a new assembly of cartridges, various armor and well-developed weapons.

PASSING PEOPLE'S SOLYANKA 2016

Folk Solyanka is a large assembly of various mods, and among them there were story mods. Each of them makes some changes both to the main storyline and to Passage of Narodnaya Solyanka 2016.

Quests Bones

✫ Stalker Kostya, a new character added after installing Narodnaya Solyanka, can meet the player at the Cordon location. After talking to him, players can receive several quests, mostly related to finding caches of Narodnaya Solyanka 2016. If the main character agrees to go on a quest, the stalker will follow him. Kostya is well equipped: he wears good armor, shoots from a Thunderstorm rifle. It is worth noting that all caches are randomly generated within the Zone, but their approximate location will be indicated in the PDA.

Main plot

✫ Key changes affecting passage of Narodnaya Solyanka 2016 games are closely related to the increase in the overall duration of the passage. The authors of the assembly provided players with the opportunity to complete tasks in several ways, which is a good sign, because the game is partially non-linear.

FOLK SOLYANKA 2016 CODES

Many fans of the STALKER series know that in the first part of the series, "Shadows of Chernobyl", it was possible to use the game console by entering codes that facilitate certain aspects of the gameplay. With the help of codes, players could make themselves endless ammo, grenades, and also turn on the immortality mode. The authors of Narodnaya Solyanka cut out the game console from the game and use codes Narodnaya Solyanka 2016 became impossible. This decision angered fans of easy passages and many of them began to look for a way to restore the console.

All attempts have led to the creation of two ways to edit the gameplay. The first way is not safe, because players need to edit the values ​​of one console file of the game. The required file is called actor.ltx and is located in the creatures folder, which can be accessed from STALKER Shadow of Chernobyl\gamedata\config\. In the lines satiety_critical, radiation_health_v, health_hit_part, power_hit_part and bleeding_v all values ​​must be set to 0.

The second way is much safer and easier. Its essence lies in the use of the trainer for STALKER "Shadow of Chernobyl". At the moment, there are several versions of the trainer for this game, however, Narodnaya Solyanka will require an adapted version of the "Lord of the Zone" tool, which was created by one of the developers of the original "Lord".


Text review of the National Assembly 2016. Divided into sections. Lots of writing. There are no spoilers. All summer I planned to make a video review, the voice acting was completely ready, half of the video materials ... But somehow it didn’t work out. There is no desire to spend a lot of time on finishing (yes, it is already gone, as well as the opportunity to finish it). Therefore, here, I leaked all the text material (modified and expanded). Immediately for the especially gifted - I do not force anyone to read. Not interested / too lazy to read - feel free to pass by. If you see that I made a mistake, please let me know. All the best!

INTRODUCTION


Those who are interested in and follow the modifications to the Stalker, probably, could not help but hear about such an old popular project as Narodnaya Solyanka. Old - since the last version of the original Salt until recently was 2010.

This project was based on the well-known AMK mod 1.4.1 and combined a huge number of other different mods and add-ons that existed at that time, had some of its own personal characteristics and offered players many new quests and very long storylines in new territories. The original PM plot, of course, also remained. For its time, such a global modification looked pretty cool.

After that there were big unofficial additions. Of the most famous - DMX and OP-2, which did not let you forget about the original Solyanka. And now, almost 7 years later, on April 30, 2017, an updated and final version appears called Narodnaya Solyanka 2016. Yes, exactly 2016, because. the main assembly was exactly this year, so they left it in the title.

In this version, the new plot was brought to its logical conclusion; many controversial points were removed, changed and finalized; 99% of quest items and caches are hidden; completely new interesting places for tasks have been added on some of the old levels of the original; included, populated and seasoned with quests locations from the Call of Pripyat, as well as the Dark Hollow location and a certain Mine created from scratch. And this is not all the changes. Everything will be discussed in more detail later.

In this review, I will try to tell in detail and without significant spoilers about many of the features and components of Solyanka as a whole, taking into account the final version, its pros and cons, and at certain points there will be some useful tips. I'll start.

SOLYANKA OPTIONS


Having launched the game, the first thing you should pay attention to is a new section in the game options - hud settings. The first is the choice of interface. This, in my opinion, was seen only in Lost Alpha, and there were few options. An interesting feature. Of the proposed: standard salty, digital, original GSC, slightly modified, minimalism and a certain spec. Serafim12.

Further, it is also interesting, this has not happened anywhere else - this is the choice of the type of inventory, there are only two of them: the standard view from the old version of Solyanka and the PDA style is new. I played with the second one and highlighted one drawback - when communicating with characters, the dialog box overlaps all kinds of messages on the left and this is not very convenient. So, it is inferior to the standard for this reason.

The last thing is the choice of reticle for monitors, depending on what aspect ratio of the screen you have. After choosing what you like, you need to remember to click "apply" and restart the game. All this can be changed not only at the beginning, but at any stage of the game.

Having dealt with all the currently available settings, you can start a new game. There is nothing new with the difficulty levels, except that the hero's survivability seems to have increased, i.e. Survival will now be much easier than in Salt 2010.

After selecting the difficulty of the game, you see an updated loading screen. You can now see various hints on it. They are not always important. There are some with humor. What is sad is the noticeable errors that occur in them.

After the initial splash screen, it makes sense to go to the menu and look into the Solyanka options, there are a lot of interesting things.

Dynamic music that hasn't changed since the old version. There are several options for her. She plays when there is an enemy nearby, be it a human or a monster. Moreover, she also plays when a neutral “red” opponent is nearby, which is extremely annoying. Of the most harmless - mice in the bar "100 X-rays", tangled underfoot. And just imagine: music is playing in a bar and dynamic is connected to it because of these mice. Some crap comes out. Most of the tracks are from Halfa 2. The overall selection is not the best, I personally think so. And not everyone likes to fight to the music, the atmosphere deteriorates, that's all. So it's good that it can be turned off.

Igniting campfires are a strange item. I still don't understand what effect it has. I remember asking a question about this fad more than once, but no one answered it.

Psi-strike during a search of zombies, collecting a small amount of money from dead stalkers, knocking out objects from the hands of the GG, the effect of injury and malaise, the radiation scale - I will not focus on this. If you want it to be easier or harder to play, turn on / off the one you need, everything is clear by name.
The next one is adaptive complexity. How it works: Difficulty level automatically decreases or increases depending on the number of deaths or a good long game without them. Do you want to play the whole game on the difficulty you chose initially? Cut out this item.

The corpses in the zombies after the release - that's interesting. Did the ejection find where the crowd of enemies was resolved by you? Expect a surprise. The risen dead, although they look like zombies, move quite cheerfully (like ordinary enemy NPCs), pouring lead on all the living. And yet they are tenacious, contagious.

The hour of horror is also an entertaining thing. It usually happens late in the day. An SMS notification arrives, it becomes darker than usual, frightening loud sounds appear, after a while there is a flash - and voila! Soon, a crowd of evil spirits will spawn near Strelok. The closer to the center of the Zone, the more dangerous mutants appear. If you turn on the removal of the remaining monsters, then when this hour of horror ends, all unkilled creatures evaporate.

The anomalies are tied to the outlier - i.e. if it happened, they change their location in the territory where the GG is located. When visiting locations, anomalies always migrate to random places, it is worth noting. If this item is disabled, then they will change their position with each boot.
Next on the options is an interactive hood, to which you can still add a fogging effect. Here on the fan, but it is implemented not very high quality, as for me.

A pause after loading is a useful thing, but for someone at the same time it is unnecessary. Here's another, after each transition to the location and each download, press the extra button to remove it!

Sound when ejected - well, that's understandable. Voice SMS - if their voice acting is annoying and you want to read to yourself - turn it off. According to the new plot, there will be especially many of them in the later-middle stages of the game. Since we are talking, the messages were voiced quite aptly. Well, not all, of course. The trouble is that the voices of most of the characters are not suitable. And one person also voices many more characters. But what to do - the voice acting is amateur, you should not expect much from it. Plus, it hasn't changed since 2010. On Zaton, only Strelka's SMS was voiced, and then only partially. New important messages from the characters are not voiced in any way. This upset me. As far as I know, the voice acting on Zaton of all important SMS was done. Why they decided to abandon it is an interesting question. Perhaps the quality was poor. So it's probably for the best that they removed it. By the way, if you turn off these voice sms in the options - and there will be no questions.

The frequent revival of the living - here, too, there is nothing special to explain. Mutants and people in the territories after the sweep will quickly re-occupy their habitats.

And the last thing - thirst - a new feature for Salt. Affects endurance. You can quench it only with flasks of water. And then a moment - as you take a sip of fresh water - do not expect the thirst icon to disappear immediately. Wait a little bit. If you plan to swell with stalkers for hiding places up to the red thirst icon, then get ready to drink almost a bucket of water later. Checked. The main thing is not to drink all the flasks at a time, but gradually, each in about 30 seconds or a minute. After a long game, I had a lot of vodka and Marked-Shooter went into a binge. I didn’t drink with anyone ... I had to turn off my thirst, since there were sorely lacking flasks. Keep in mind, in general.

So, turning on / off everything you need, click “apply” and save the game. You don't need to restart it.

STORY AND DIALOGUES


One of the strengths of Narodnaya Solyanka for me is the new plot. Not all players get to the point where it is more or less fully revealed. There can be many reasons for this, the most malicious of them I will cover in the future.

The plot of the original Shadows of Chernobyl has undergone minor changes. In particular, they touched the beginning of the game. The labeled one is not in Sidor's cozy bunker, but next to the stalker who saved him, not far from the death truck. And immediately the test is to get to the village of beginners. With the initial issued weapon, it is worth noting that it is random.

Then GG takes the medicine and goes to the side. He finds himself in a dream, in his past, in a location "favorite" by many players - a cave. And here it is, the reason that previously could immediately alienate some people. At the very beginning they were thrown into hell. In the new version, this moment of the game was made easier and robustly changed, which pleases.

Everything follows the original with very minor changes. After the refusal to the representative of the O-Consciousness, the main quests of the PM end. Teleports at Station-2 will not lead to the video and subsequent credits.

Now for the new storylines. A lot of them. They are closely connected with the old plot of TC, which, one might say, is a small particle in their background. Of the main chains at the initial stages of the game, I will mention: the search for the Ghost and the killers of the Fang, the search for the missing scientific expedition, the Miner's tasks and the Cat's quests, or the search for the Black Doctor. During the first three investigations mentioned, it makes sense to look at the “Journal” section of the PDA, if something is not clear. All mentioned quest branches are dependent on each other. Chief among them is the investigation into the death of Fang. When you finish it, you can continue the rest. Well, except for the Cat's quests, perhaps. There, to continue, it will be necessary to move along the next very long storyline. It is tied to the search for certain pieces of the monolith, artifacts, of which, according to legend, there are 3 pieces. There are many who are looking for them - both friends and enemies. On this basis, the plot will be built. Other branches tied to this will be decent. I'd rather not spoil them.

While not far away - some seemingly additional tasks are also important for progressing through the plot. Therefore, it makes sense to try to do everything, at least if you play for the first time.

The last storyline is also very long. It will be if you make the right choice in the previous one and get the true ending. This chain is more fantastical and is closely related to the Last Day faction. After its complete passage - freeplay. The final is hot. I like it. I won't say more. It's a pity that no end stop was delivered. And there weren't even any subtitles. But by the way, they are. And besides - new. You can look at the menu.

Advice for beginners and not only: in the process of moving along a new plot, there is no need to rush, you should carefully read the dialogues, some tasks are not displayed in the pda. I also do not advise you to abuse teleporters and it is advisable to go out with your legs from the territory where there was an action on the main task. Why is that? Yes, because there will be a lot of plot SMS that are activated by the script after a short period of time or when the GG passes a certain place. And if the message is not received, then you will not move further.

And now about the plot as a whole. To begin with, he is too straightforward, i.e. go through and do everything as intended by the developers. Some important elections that affect something, at a minimum. And then, in them it is simply necessary to choose a good, peaceful and correct option, otherwise you will not go through the whole plot.
So, there is a lot in the plot: friendship, love, family relationships, betrayal, heroism, dramatic and emotional moments, humor, pathos in places, unexpected twists, some mystery, good and evil ... Well, and probably a lot of other things that I could forget to mention . No matter how some of these themes are sometimes clumsily and not entirely successfully implemented, they are present and give some kind of emotions.

I’ll clarify about the love line just in case - it will not be with a local bloodsucker and not with Sidorovich, but with a female character, as expected. Yes, there are women here, I’ll tell you a little more about them a little later on the topic ahead.

I would like to focus more on good and evil. Goodness dominates in Solyanka, or some kind of correctness, or something. Despite the fact that the Strelok is a fan of organizing the genocide of crowds of hostile human heads and herds of mutants, he is a kind soul, a positive hero of the entire Zone.
He's also a human being, not the standard emotionless hero like in the original trilogy or in a fair number of mods. In the process of passing, this is clearly seen in some of his actions, dialogues and other things. A good living person with his own concepts - personally, such an image of him was created for me throughout the game.

And yes - not only one GG is like that. Many other unique characters also do not cause rejection, but not without exceptions, of course. Their main negative quality is that they are, for the most part, lazy asses! But there is nothing new or surprising here.

In general, about all the characters in the game - how different are they? I am glad that there are a decent number of non-faceless heroes. They are revealed to some extent, it's a pity not all of them. "Empty" in abundance. In particular, the inhabitants of the Zone are well remembered externally. A huge variety of their unique models is very pleasing.

As for the dialogues, things are so-so here, the characters do not always show their individuality during communication, there are many similar ones. Deeds and actions - yes, for the most part reveal the characters. Ultimately, for such a huge project with several hundred quest characters, everything is more or less normal.

About all game dialogues. It is worth noting right away that they are peculiar. One of their main features is the presence of humor. Well, not in every dialogue, of course. As for me, this is such a highlight that not everyone will like. What I didn't like was when some of them went overboard with it. Fortunately, there are few of them. About their quality - not all are good, there is such, and mistakes are found in some places, but they are not very striking. And so, what is there to complain about, otherwise, for an amateur, everything is written pretty well.

When communicating with unique NPCs, the following was missing - additional optional branches, by which one could better know the character or something interesting about the Zone, what tips, stories, and the like. No, something like that, of course, met, but very little. But the game is still big.

That's what I especially liked about the dialogues of the plot, this is the meaning and the correct instructive thoughts that they carry. I do not mean everything, of course, but some individual ones. It's great, in my opinion. Always welcomed this in any game.

CONCEPT AND ADDITIONAL QUESTS


The concept of Sol differs from parts of the original trilogy. The plot is very fantastic, the further you move along it, the more clearly it is seen. The zone is densely populated with people and all living creatures, so lovers of the atmosphere of abandonment and desert will not be in the habit. In this regard, the number of shootouts is a big part of the game. If you recall the Shadows of Chernobyl, then there was also enough shooter part. So, there will be even more of it here.

Also, as previously mentioned, there are female characters in the National Assembly, but there are not many of them - only 5, and they are only in a new plot. It is worth noting their age diversity - from a teenage girl to an elderly woman. This is rather unusual. They are inscribed in the plot, as for me, normally. Their models - well ... They will do. And in general - all the visuals of the NPCs in Solyanka do not stand out with good quality, for that matter. In principle, they are at the level of the original PM, but not better. Although, maybe you can highlight some ... In a bad way, most likely.

So, from the above, I will summarize: modification is by no means for everyone. But that's the whole point, that NS stands out from the rest and has its own unique atmosphere. Personally, this, in some way, captivates me.

Now it's time to talk about additional quests. Those that affect the plot in any way will not be taken into account. Additional tasks are very similar. Yes, there are some interesting ones, even multi-stage ones, but most of them are: find and bring, kill, collect a certain number of certain things and bring them, go and exchange the given heavy bandura with the merchant for another heavy object and something like that .

I am glad that in this version of Salt, new secret places have been added at some of the old levels. They somehow add variety and interest to tasks. Also, now there is less chance that the quest items that need to be found will disappear, roll away, be abandoned somewhere by burers or poltergeists, or even fall under the textures, because. a lot of things are now in boxes, texture boxes or backpacks. And now you won’t find some gizmos for quests in advance.

You do not know what from your swag you will then need for tasks? It doesn't matter, you shouldn't be afraid. Sell ​​whatever you want. Everything can always be found. Well, of course, except for unique quest items. And it's easy to understand what they are. Nevertheless, it makes sense to collect good things in stash, so that everything can be done easier and faster in the future.

Quest rewards. Here it is interesting. There are few monetary rewards in Solyanka. Basically they give: art and recipes for them, which I will talk about later, useful transitions to locations, information, unique things, trunks, armor, cartridges, and so on. And this is very good, it makes you actively engage in trade, money is needed. Well, the diversity, of course, is nice to see in such a huge modification.

By the way, some quest characters, mostly merchants, do not appear in the territories immediately, but after certain actions of the GG in the story, basically. It's worth bearing this in mind.

I can not help but mention those optional tasks where you need to look for caches. The first chain on them is from the stalker Kostya. It’s not too hard to find them, you won’t have to do somersaults or somersault after them, it’s still not OP-2, but the original Salt. Although, as you're lucky in terms of complexity, after all, GGs are always randomly given places where you need to look approximately. And this is very good, i.e. when you pass again, completely different places may fall out. Groping for hiding places by pixels - this will happen, but without fanaticism. Pointers to places where to look approximately are quite understandable if you know the location well.

Why look for these nychki? Firstly, for the sake of swag, because Kostya needs only pda from which he gets the information. This infa, again, for GG count. Secondly, in order to get a very useful crap in the finals for these caches. I'll say more about her later.

The second chain is the caches of Charon or the path to the cache of the monolith. With these staves, it is almost the same as with Kostya's hiding places. I would even note that they are somehow easier to find. At the very end, perhaps, it is rather complicated, because there you already need to think a little.

Well, the third chain is also from Kostya. It opens when you play on Jupiter. Here it is the most difficult. Notes of OP-2 will already be visible there. I was especially pleased with the entertaining nick behind the location, where the hell you get because of the invisible walls. But yes, there is one loophole. Rave. Another separate hello to the hiding place in the toilet of the X-8 labs. By the way, there are no swags in these pockets, only flash drives. What will be the reward for this suffering in the end? Let me just say that she is very “very” pleased.

Since we are talking about invisible walls, they have been removed in some locations, as well as radiation. There will be no heresy with the search for something outside the territory. Almost. Only one example is above and there are quite a few other moments in the plot, but it is not difficult and understandable there, since the obstructing walls and radiation have been removed. I was pleased that several additional quests were changed and the delusion in them with getting out of the location was excluded. Well, in addition, the controversial missions associated with all sorts of teleports were cut out, which is wonderful.

Cyclic tasks. It's standard: “I need a job. Do you have anything in mind?” Such quests, as left from the original, have been added. Main tasks: find an artifact, a part of a monster, clear the area from mutants or hostile NPCs, kill a hostile stalker with such and such a click or a zombie. And that's it, nothing new. Unless the order of execution of many of these assignments was changed and new goals were added. Those missions where you need to find a unique armor or rifle are no longer related to this type of quest. It is understandable - they are not cyclic, in fact. I am glad that GG is shown what reward awaits him for completing it. The time to complete such tasks was increased to about three weeks. For such quests, they give mostly cartridges, medicines, food, art, and less often something else.


It's time to talk about the visual component of Narodnaya Solyanka. I'll start with graphics. In the new version, it was not particularly pulled up, if at all. So it remained at the level of 2010. From the original PM, the graphic part of the Salt, of course, differs purely for the better. Some textures have been replaced with better ones, lighting has been reworked, plus new weather effects and skyboxes have been added, while water has become more realistic.

In static lighting, half of this, of course, is not noticeable. On the dynamics - yes, but there some players may encounter the following problem - overexposure of textures. Even if you turn off the shadow from the sun in advanced settings, they will still be, but already weaker. And without this option on dynamic lighting, play this for yourself. Everything is gloomy, no shadows from trees, buildings and other things. What if you want to play at maximum settings with a nice picture? Configure everything in the user.ltx configuration file yourself.

A few words about skyboxes. The sky looks very pretty at times. Especially in clear weather and at sunset/dawn. And sometimes the night skies are just a fairy tale, they fascinate. I could be wrong, but they seem to be from builds. In rainy and cloudy weather, the sky is gray and gloomy, as in the original PM, and looks rather bad. I didn't like this alternation of new/old skyboxes.

With vegetation, things are not very good. In some locations it is in the autumn manner, in others - a kind of summer, spring. The Dark Hollow that appeared in the new version, pulled out of Lost Alpha, looks good due to its unique green vegetation. Flowers, unique weeping willows, everything. At the location of the Old Village with weed, things are also similar. In some other new territories, it is also green, but it looks worse. And the original locations remain with some new ones, where the vegetation is, the bad looking old from the PM.

Water. She looks pretty good in NS. Walking through the Swamps on a clear day is good, the picture pleases. Sky and water work wonders. Well, reed thickets hide a lot of things. Voditsa in the lakes, which is with mud, will already be worse. In general, the Swamps visually stand out very strongly. I also liked the cave - the textures look graphic in dynamic lighting.

What else I would like to highlight is a lot of small details in the form of various objects, mainly in some rooms. Many new and unique ones have been added. This is a separate plus.

I have already spoken about the NPC models, so I will summarize: the graphics in the National Assembly are a kind of vinaigrette. Ugh, it would be more correct to say - Solyanka. It doesn't look quite complete. And so - if you compare the picture of the National Assembly with other projects on the PM - it is not bad, even now, such an average graphic on the scale at the moment. And this is only at maximum speeds and taking into account individual levels of beauty.

If you want a sharper picture, then there is currently an adaptation of the graphic part of OGSE. It transforms the game not bad, but the hardware to play with it at maximum speed is also not bad. In principle, it is not necessary to start a new game with this adaptation. I flipped my saves and everything. Personally, I would not recommend this adaptation. I don’t know what’s wrong with me, but I’m not a fan of the graphic part of OGSE, I can’t play with it. If you like it, feel free to download and play with it! The author of this adaptation is on the list of Salt developers, so he is a proven person, I think you can rely on him. And it's great that the saves are compatible. Official technical support for the creators of Solyanka will be available. I will not advise other left graphic mods. And yes - the installation of the original PM and NS is not required, their resources are included in the installer archive.

WEAPON PACK


The most terrible, in my opinion, what is in Solyanka is a weapon pack. It hasn't changed much since 2009-10. Well, I’ll just single out a nice Thunderstorm model from the new arsenal, it was just added. 2 more AEKs and Pernach, I don’t know where they come from, but Groza is clearly inferior in beauty. All.

Further, what we have - there are a handful of models of normal, tolerable ones, including the hands of GG. And there are also models at the “tolerant” level, but with the poor hands of the hero. What is so rude about the hands, you ask? Yes, because they are worse than in the original PM, you know, worse! I'm honestly not picky about weapon packs, especially to the hands of the main character. But here, I must admit, things are quite bad. And yes - hand models with different o r u g and i, I ask you to emphasize, some kind of goblin is changing. Rave. Bad little hands, I note, more than acceptable. You know, there are also crappy weapon models, worse than in the original ... Yes, plus the terrible paws of GG. This is a piper.

Could anything be worse? Of course it can! Unique FN-2000 “Old” or “Executioner”, because they look the same. The model is straight from some builds. At first, you look - it seems to be nothing like that, it doesn’t look so nightmarish. But what, what kind of incomprehensible garbage is going on with the right hand when running!? Yes, hello, right there, GG's fingers pass through the texture of the rifle when running! Who needs such a bugged unique weapon?

Oh yes, the description on the AMK says that several buggy trunks have been removed - and thanks for that. However, why they left one such misunderstanding here is not clear.
Sol-pack recipe: a pinch of good models, a glass of more or less passable ones, a bunch of bad ones and a teaspoon of terrible ones! Fierce mess, by God!

About the characteristics of the trunks. In this case, I understand poorly, I immediately speak, so I will not rant on this topic. By the way, they did not seem to be changed from the old Salt. In general, this is a game, as in real life, everything does not have to be here at all. So okay.

About the lethal force of cartridges - a separate conversation. Here things are unimportant. This is especially true for ordinary fractions - it is about nothing. After the last patch, I tested it - in terms of lethality, it remained as shit as it was. The bandit in exa laid down after 3 magazines from the saiga to the chest. In dense. From AEK-a caliber 7.62 - with only 2 shots to the same place. This... this is not normal. Everything is bad with a fraction, in short. Zhekan is also the same, here is a dart - a thing that is many times superior in causing damage. If not talking about a fraction, then I can’t say anything specifically, because there were no more questions. If suddenly someone is more or less versed in this topic and played in the National Assembly, let him write how things are going with the lethality of other ammunition. More or less acceptable or bad? Interesting to know.

Didn't mention the anomalous weapon. Two copies of the opponents are found - an anomalous bison and a colt m16. Well, they look like r… uh… anomalous. I will also highlight crossbows, a needle gun, a flamethrower and different types of knives. It's cool, for a change - why not. Far from being found in many mods, this is a plus. There are also WWII weapons. The most deadly of all is the MG-42 model. Such a "beauty"!

What can be said about the weapon in the end? Vile wine ... Solyanka. There is absolutely no integrity of the pack. Eh, after all, they replaced the model, again, Thunderstorms, it began to look very pretty. After all, they showed by this that they can ... I looked at the numerous beautiful models of barrels from the new arsenal and something became despondent. Yes, there is even a flamethrower, that's just asking for Salt. Or okay, figs with this arsenal, he still came out in the spring of the 16th. There are plenty of other normal ones!

Most likely, Groza, AEK-i and Pernach were added last, for fun. And they didn’t want to touch the pack at all - “because it’s useless” (as it is written on the AMK). Indeed, who needs these good models of volyns. Well, it's better to admire the old ones for the whole long game, nostalgia for the old days!
Yes, even okay, to hell with these weapons, the terrible hands of the hero infuriate me more, at least they were replaced! Okay, for 2009-10, such a pack will do, then they didn’t pay much attention to it, because there are few good mods and Salt was just a gift. Now it's 2017, it's mine. How can you leave this? The fans are fine, whatever. What about new players? Were they not taken into account? Look, for example, for the future of the Last Stalker, they even decided to file a special OP. And here? Hello 2010.

Okay, something I got on this NS pack, it's time to tie it up. So far, there is no good weapon pack that can be recommended, unfortunately. Yes, even if it is / is - by installing it, you lose official technical support, which is not great at all.

GAMEPLAY AND GAME FEATURES


Now we will talk about the gameplay and features of Narodnaya Solyanka. You can say enough here. In the process of complete passage you will visit 38 levels. I note that you can’t run through all of them at once - you need to follow the plot and complete additional missions, then gradually all the paths to the old and new territories will open.

Eastern Pripyat, Viaduct and Jupiter are unnecessary locations for the plot. Once you get a trail to one of them, you can safely go there whenever you want. There Strelka will be waiting for new adventures on the fifth point. It will also be possible to make good money on the orders of the local residents and the furry paws of the inhabitants of the Overpass. Arachnophobes will not be sweet, I warn you. Be afraid, hehe!

At the levels of the game there will always be something to do. At least at the beginning. It is worth inspecting all locations for the presence of boxes and boxes, because they often have various goodies. In addition, you can find useful recipes and transition information documents. And artifacts, of course, are worth looking for. With them at each NI, I note, randomly.

There are a lot of quests, so a huge number of options for where to go and what to do. This is good - you can kill several Chernobyl hares at a time, i.e. every hike will not be boring. But the moment will come, of course, when the tasks in the PDA will significantly thin out and in order to finish everything you will have to drag yourself from one end of the map to the other.

This is especially true for the new storyline. His variety of quests is huge. There are really cool missions, but there are also standard ones: go, find and bring; kill and loot; collect such and such a number of something there, etc. in the spirit of optional tasks. For the most part, search items and stuff are often quite unusual. This gives some incentive to complete a task that is simple in action and find out what will happen next.

I note that when performing such tasks, unexpected situations and acquaintances sometimes arise, which pleases. However, running from one end of the map to the other for the sake of a possible “interesting” is not good.
In this case, there is such a thing as a smart hand-held teleporter. You can get it by completing a line of quests in the caches of Bones. When using the URT, a convenient GUI window opens, where you select one of the four coordinates of the location where you need to go from the picture. In order not to break the plot, the hero can only go to the territory where he has already visited. Be that as it may, I did not understand its principle of operation until the end of the game. You cannot teleport to some underground levels and not only that are on the list, even though you have been there more than once. Well, not everywhere there are full four coordinates. And so - a very useful thing. And everything would be fine, but only for one teleportation you need an artifact Battery. It can be found, bought for crazy money from some merchants, or cooked according to a recipe. And here the ingredients for the Battery become important. Those of them that are art can also be obtained from something, etc. In general, this is all interesting. URT - a teleporter in the zone is not the only one, you can find 2 more. Those are already simpler.

Since we are talking so much about recipes in the National Assembly, I will tell you about them. There are two kinds. The first is recipes for obtaining standard PM artifacts from several components. You always need 4 ingredients: necessarily certain other arts, a part of a mutant or vodka, or medicines, or something from food. Everything you need must be thrown into the desired anomaly so that a white flash appears and wait 5-10 minutes of game time. Voila - the art is ready.

The second type is obtaining a recipe for a modification from an artifact of the 3rd degree in rarity from the Shadows of Chernobyl. Here, apart from one necessary art and an anomaly, nothing more is needed. You will have to wait a little longer, you need to look in the PDA. By the way, all recipes are listed in the "Help" section. Basically, the probability of getting a mod, i.e. an improved version of the usual one is equal to one hundred percent, but there are also small exceptions, where, as a result of cooking, a cobblestone without any properties can turn out.

By the way, about these stones. When brewing in the new version of Salt, it became difficult to get them, but in certain areas they have spawn places. But the easiest way is to sacrifice normal arts in the “scrapping zone”, there are several of them in the game. I explain: in a certain place, according to the script, good artifacts from your belt and backpack deteriorate and turn into cobblestones. Such a zone can be easily deceived. When you get caught for the first time, load the previously made save, upload the art and boldly go “cobble”. The script will work once and in the end nothing will be lost, but the Strelok will still be upset, because you are cheating. What are these stones for? For nothing. Only for the story quest, a dozen will be needed.

Well, back to mods. They, in turn, can also be further improved. Usually, one simple art has 3-4 stages of improvement. Many recipes are given as a reward for quests, some are bought from the Informant in the Bar, and some can even be found on locations, so you need to be careful.
So, the first type of obtaining an artifact according to the recipe, of course, smacks of heresy. The second is quite normal, why not. More about cooking. When it is necessary to throw 4 ingredients into the anomaly, it is not very convenient. Therefore, there is such a thing as a transmuter. It makes cooking really easy. In the Zone, it is only in one copy. It is given out by Kuznetsov (who is in a hurry to the next world ahead of time) as a reward for the quest.

Most quest NPCs are buffed but not immortal. Don't worry if someone dies, it's okay. If he promised a recipe as a reward, then the Informant will have it after the death of the character. Although, no, if you play, for example, for the first time, you need to be more careful and keep everyone alive: sometimes the one who is needed in the story is mortal.

Since we immediately started talking about different devices, I’ll tell you about the rest. First of all, I note that there will be quite a few interesting things in the plot. I won't say a word about them. About others - I'll start. The first device is an artifact detector. There is only one kind of it. It is hung on the belt and squeaks when the victim is nearby. The arts are now smaller and more inconspicuous, so the use of the detector has increased.
The second device is an anomaly detector. Several models. The better, the more it recognizes and displays anomalies on the minimap. It also makes a sound and is hung on a belt.

The third device is a bioradar. The thing is very expensive and useful. Hangs on the belt. An additional field appears on the screen, where all living and dead people will be displayed. Plus, if you still hang a part of a certain mutant on your belt, it will also display it. Well, in principle, everything is instrumental. About the dosimeter, I think, it’s not even worth talking about.

Repair box - with its help you can repair weapons and armor yourself. It is worth considering: the condition suitable for repair should be at least 60%. The new GUI window is pretty handy. The box itself is useless - you need to purchase repair kits from the merchants for art. One unit of the set restores only 10% of the state.

It is worth keeping an eye on your barrel and armor. It is unprofitable for technicians to repair - for weapons you always need a similar one for spare parts, plus wait. You don’t need spare parts for armor, pay and wait. Only now, not every repairman specializes in fixing both.

A little advice: it makes sense to take 2 cyclic quests for clearing dogs and jerboas from Sergeant Kitsenko at the Bar, for them he gives arts that the Bartender needs to exchange for 2 types of repair kits.

As for the technicians, since we are talking: they also have a convenient GUI window for repairs and upgrades. Repairmen are not a master of all trades, everyone makes improvements only for a certain armor. You can't install too many upgrades. So.

Now I'll go through the secret places. You can get their coordinates in several ways: as a standard, remove information from a corpse, buy from a green friend, get it by drinking vodka with an NPC, or exchange it with an Informant for 20 pda. The filling of caches is always random and depends on the rank of the dead or alive, from which the cache was obtained, as well as the complexity of the game.

There is theft in the NS Zone. Fans of hamsters will not be accustomed. You can buy backpacks from merchants. Make your jumps away from the paths of the NPCs, but it's far from certain that this will save. A lot depends on luck too. From personal experience I can’t say anything - I had only one cache in the Bar’s drawer. And no one stole anything in the whole game. Yes, I didn’t fill it with junk too much, I must say, maybe that’s why. Plus there was a castle. Yes, by the way, about him - it is possible to purchase from the merchant Akim. According to rumors, 100% does not protect. I saw on the forum, many people wrote that they stole from him. In the description, in principle, it says that 99% protection. 1 percent, apparently, can.

There is also such a thing as a GPS beacon, with which you can make labels with a description on the map. If you stick it in your hiding place, the entire list of swag will be visible. Comfortable. You can also slip it to some huckster, so that it is always visible on the map. Unfortunately, you can’t hang a beacon on ordinary NPCs - they don’t want to buy or pick it up. Apparently, it's a bug.

About the logic of non-scripts. She is limping. They shoot something like aptly, but the problem is that they like to climb on the rampage and see the hero badly. Plus, the response is slow. No, for some players this is good, it simplifies the game. But for those who like more serious opponents, it will be easy to play even on the master. I don’t know if they touched the intelligence of the opponents in the new version or not, but as far as I remember, in the National Assembly 2010 they were somehow more dangerous. Although, perhaps this is due to the fact that I was not such an experienced stalker player at that time. Veteran of the National Assembly, if you suddenly read this, write what you think about it.

One more moment - NPCs loot and pick up almost everything and everything. Throw out what is not far from them, move a little further away - they immediately crawl to vacuum. I liked the trick when stalkers don't smuggle the body and don't pick up thrown items if the GG is standing next to them. Plus, you can’t catch a flight while simultaneously searching a dead man, as it used to be.

There is also a good feature that I personally like very much, this is the treatment of enemies. Bandit, Monolith, warrior, mercenary - no matter who, if you cure him, he will become a loner or join a friendly clan. Plus, the attitude of a friend towards you and there will be an opportunity to buy a cache ... for 15 pieces (with the last patch, the price seems to have become like this). This, of course, is a little expensive, here you should give a tip for free, but oh well. So, the cured is then sent to any location where there is a place for him. It was fun for me to see, for example, a former Monolith from Chernobyl-2 in the Landfill near the fire. And everything would be fine - but no, some, after being saved by Strelkom-Aibolit, can again go over to the dark side. So if you saved some enemy, first watch him, hold him at gunpoint, otherwise you will get a bullet in the back from the bastard.

About the simulation of life on the levels. She's almost gone. All stalkers and mutants live only in the places designated for them. If you clear a point on the territory, then the same opponents will appear there in the same number. Unless at the beginning of the development of locations and according to the plot, after some actions of the GG, some changes occur. Cleared the base of the Monolith, for example, and now a permanent point of neutral hangouts is being created there. It becomes boring when you know who lives where and is waiting for you. And the game is even longer ... Random confrontations between two hostile groups, the fight between stalkers and mutants - to a minimum.

If you suddenly ruined relations with some clan, Sidor can reconcile for a lot of money. You cannot join groups in the National Assembly if you are suddenly interested. Although ... There is a chance to get into the ranks of Zombies from a strong psi-impact. But is it necessary?

Dynamic news - messages that appear on the left side of the screen. Fired at the turntable of the military or filled up the bandos? Wait for one of the stalkers at the location to throw a message on the general air that they say someone fired at a warrior’s helicopter, slammed a bandit and the like. In addition to news based on real events, various others pop up for entertainment and more. Personally, I always liked when they are available in modification. This news gives some liveliness to the game, or something. The main thing is not to overdo it with them.

Further, what can be said about the artifacts. As mentioned above, Salt has all the art from the Shadows of Chernobyl, a lot of mods and a few unique ones, of course. In terms of properties, there are changes in old spills. There are no special new characteristics, only all possible from the PM. Some so-called "ruby" arts have the ability to remove certain anomalies if they are thrown there. Most of the artifacts are radioactive and tend to radiate from a backpack, not to the full extent, of course. To do this, there are containers of different strength containment of radiation. The downside is they are heavy. But nothing, a little time will pass, and you will already have excellent art from radiation with you.

Slightly off topic, but there is a sleeping bag in the sleep game. Sold by Sidor. GUI-window where you need to choose hours for sleep, like Call of Pripyat. Well, I will mention that there is enough good in the National Assembly of all unnecessary things. I will not enumerate. But junk in moderation, I note. I saw in some modifications of trash and much more.

And now, about something interesting. The first is capsules of anomalies. It's simple - you take it in your hands, throw it where you need it, and an anomaly is formed there, not eternal, of course. These capsules are useful things, in short.

The second is mutant embryos. You do everything the same way and certain mutants appear. This may seem like nonsense, of course, but in what other mods do you see this? Yes, and Sol still makes an ardent bias towards science fiction. It is better not to abuse embryos, at the place of use an eternal spawn point of monsters is created. Is fraught with departures. Although there were fixes, they seem to have fixed it. But I still have the same nonsense with them, maybe a new game is needed. In general, check - if no one reappeared at the place of activation of the embryo during loading, then everything is fine. It must be disposable.

Since such a thing, the time has come to talk about the creatures that the GG will meet in the Zone. [No, not about Sidorovich…] These are all the mutants that were in the PM and WP, ​​plus new subspecies, such as a ghostly and electro-chimera, huge seasoned boars and others. Of the new ones, which did not flash in any fashion: civilian zombies of various types, cursing kinks, wild pussies, dangerous and tenacious librarians, pinnipeds and harsh Chernobyl tarantulas. Of the new ones, which you rarely see in any fashion: no less severe Chernobyl insects-cockroaches, cute forest bears and formidable rat-wolves. Of the generally new ones - mobile anomalies-killer monsters, I don’t even know how to call them. Tip: when there are rats around, be careful - they have suicide bombers with explosives on their backs. Seriously.

What else ... The controllers have notes during the search. You can read interesting stories in the Help in the “Zone through the eyes of eyewitnesses” section. And that's what - a lot of pleasant little things have been added. From flies in the toilet to new animations of stalkers, like getting up behind a fire and watching a PDA. The main thing is not to chase anywhere and look closely at everything, then something new in the world of Narodnaya Solyanka will definitely open up for you.


It's time to talk about the sound component. In general, a lot of new sounds have been added. Background ambients on many locations of the original are good old muse ones. Well, it's good, in my opinion. At the new levels, they are also chosen quite well, there are no complaints.

Now about the music in radios and loudspeakers. They did a great job here. Lots of famous songs and artists. What I especially liked and worth highlighting is the radio host Three Dog. He broadcasts various funny stories and cases from the Zone, which are based on real events in the Salt universe, and also conveys greetings and forecasts from local weather forecasters, and so on. All this with music interruptions. Most of the important merchants and faction leaders who have radios have Three Dogs usually talking about the topic, covering only nearby territories in meaning. And that's great.

Someone will say that this is not suitable for the atmosphere, blah blah blah. I do not agree. Salt has a specific atmosphere, and this is just the topic, as for me. But if you don’t like it, go to the radio and turn it off, this is provided for, and break the loudspeaker.

And that's not all about music. The game has an MP-3 player. Bought from Sidor. Various merchants and some important hostile NPCs have music flash cards for him. They have completely different sets of famous compositions. What is wonderful, in the description of the flash drive, the entire list of song titles is written. The bad thing is that due to dynamic trading, which I’ll talk about ahead, special quest characters don’t have these flash drives. And they should be. So, there is a shortage.


Balance is a delicate matter. Here it is not perfect, of course, because the game is huge. However, compared to the old version, things have become better with him. It used to be possible to run at the very beginning with a steep wave and an exo if you were lucky. And the reason for this is rare caches with excellent swag. They were cut out with one patch, like the classic ones at the same time, you can’t choose in the settings. What they have become - I have already said, there will be no excessive freebies in them, especially at the beginning of the game, when you take coordinates from beginners and experienced ones for the most part. On cartridges and medicines from the dead, too, you won’t get very rich. Although ... after all, it depends on the complexity of the game, sort of. And we must not forget to discharge the weapons of the dead, because most of the ammunition from them usually falls after this action.

There is barter in Solyanka, which is a good thing for balance. The cartridges are expensive, and you rarely find the right ones for sale. With other subjects - too, at first, not everything is smooth. This is where you have to change. For exchange, the main currency is artifacts, some of the mutants have more. I am glad that they made a convenient barter GUI window. Now you don't have to dig into the dialog. All offers of merchants, by the way, are stored in the PDA in the appropriate section, which also adds convenience. You need something - you don’t need to strain your memory, opened the PDA and looked.

Money in the game is a necessary thing. Where to apply them - there is always. Plus, according to the plot, you will have to give a tidy sum more than once. Of course, there will come a time when there will be nowhere to put them. You will have to engage in active trading in any way, because, as I said earlier, quest rewards usually do not come in a monetary unit. In order to raise the dough robustly, artifacts and personal belongings of mutants are best sold to scientists or, unexpectedly, to Sidor! Gets expensive! And yes - boil, boil, when there is an opportunity! Mods are especially valuable!

I'll go through the price balance. Suits, weapons, ammo and other items are very expensive to buy. If you sell yourself - ten times cheaper. It is, in principle, correct. Ordinary merchants will not benefit from art and parts of monsters either. Although, there are exceptions ... There are merchants who can offer special prices for a particular product, so take a closer look at who buys what and for what in order to get the maximum benefit for yourself.

Trading is now dynamic. With local hucksters, this is not so noticeable, but with ordinary NPCs, yes. It is worth pressing “trade” several times and the non-pissant will have something else on sale. I knocked out flasks of water like that. But at first you look - no one seems to have it, then you click - oops! It turns out that someone squeezed some water.

The range of ordinary characters, by the way, is very meager. Mostly food, water, beer and cigarettes. Prices are always changing. The difference is ridiculous, because All this is worth every penny. The hucksters have much biting prices, but they are hucksters for that.

Now the NPCs have become cunning - they won’t buy a suit and bag worse than their own. In terms of subjects - if they have something from what you offer, they will not take it. For example: he sold a couple of simple first-aid kits to non-pissers - that's it, he won't buy them anymore. However, better ones - military and scientific ones will not be averse to purchasing.

Also, ordinary non-unique NPCs can change suits and guns for better ones if you sell them or just give them. Weapons are changed immediately, and clothes only when the GG moves away and does not see them - they are embarrassed.

About the survivability of stalkers and mutants - everything is fine here. People are not armored tanks, as in some mods, and even not as killable as in PM, here they fall with a bang, unlike GG. Not from every trunk, of course. Most of the monsters, of course, are stronger than a man in an armored suit and are more difficult to kill. Although, it’s more difficult ... Climb somewhere - and shoot, the main thing is that there are a lot of cartridges and an excellent gun. You won’t have to plant 3-5 horns into a creature like an ordinary chimera. Pseudo-giants, I note, are generally frail. The most unpleasant enemy is one of the types of suckers - an electric bloodsucker. He is tenacious and it is better not to shoot at him close - he damages a lot with electricity. No, if there is somewhere to climb in order to shoot back, then there will be no problems. And in the game there are levels where you can’t play above your feet from the ground. Spoiler alert: this is the cave and tunnel after exiting X-16. When I played, only these two moments with the pips forced me to tighten up. They easily lay down from grenades or from a charge from a grenade launcher, but efforts must be made so as not to kill themselves with them along with a fast bloodsucker. In general, grenades and grenade launcher charges are very effective and quite affordable here. I have never used them as much as here. I also note that mutants have weak points. Knowing them, you can bring down evil spirits at no extra cost. But here I did not discover anything new, so I reminded.

One nice little thing for balance in terms of artifact-modifiers - more than 2 pieces of the same type cannot be hung on a belt. And I would like to, because there are many suitable properties.

TECHNICAL PART


The last thing that will be discussed is the technical part of the game. Solyanka was never friends with her. It is understandable - the modification is huge and very saturated with everything and everyone. I went through NS 2010 and I can say with confidence that the new version has become much more stable and optimized, it's noticeable. Saves now load many times faster, which pleases. On sorties - yes, there were, but not critical. Plus, most of it was in those three territories where I, apparently, messed up myself - activated the embryos. It's not a coincidence, really. The rest are random during a long game without restarting, this is normal.

So, now I spoke only for myself. On the forums, I saw that often people complained about stable crashes and problems. Question: who is to blame? Answer: they themselves in most cases. Why? Options: due to left edits, repacks, spawners, weapon and graph packs, picking, weak hardware, unwillingness to put outgoing official patches and fixes, no attempt was made to put engine edits from Macron or OGSE, no attempt was made to switch to another patch, etc. the like, if I forgot something. And only in the very last place are some individual problems, where the fault of the creators. After all, iron is different for everyone, as is the style of play.

I note that it is very desirable to put Salt only on a pure version of the PM, as the developers themselves strongly advise. Steam is not suitable, it seems to be from the disk too. Which patch does not matter, saves from 4 and 6 are compatible. So, if there are problems, try different options from the above, write to the technical support at the AMK on the edge. I can't recommend anything else.

COMPLETION


Well, perhaps it's time to rate yourself, eh. There will be only my opinion, based on the personal passage of pure Solyanka and all that. I made a comparison only with all known projects on the PM until 2017. I tried not to give points from the bulldozer.


This is the end of this very long review. It seems that everything I wanted to say - I wrote. Now I’ll just summarize: Not everyone will like Narodnaya Solyanka, because there are a lot of both light and dark sides in it. It draws someone in for a long time, and repels someone even in the early stages.

Narodnaya Solyanka is one of the biggest and longest mods ever created (OP-2 doesn't count, no matter how many changes and new content there are). In general, the first time to pass the Salt without knowing anything is very difficult, especially without tips on the forums and guides. It's easy to mess up and replay big chunks. Irritation with the desire to abandon the game will probably occur more than once.

So why is it worth going through the National Assembly? For me, there is only one answer - the plot. Even if it is not perfect and has a number of controversial points, there is no way without it. The main thing is that he is not a dummy. There are many unusual characters with their own characters, goals and motives, there is an interesting rich story with its various unexpected twists, there are instructive meanings of course. Well, here it’s good material for a book on the Stalker universe.

So, it's time to wrap up. Finally, I would like to thank all the people involved in the creation of the National Assembly, of which there are a lot. It can be seen that a lot of work has been done, done with a soul. And even if the new modified version came out a little late and not without flaws - even now Salt looks confident among other projects on the PM platform. There are a lot of fans and this is a great gift for them.

That's all. Well, good hunting, Stalker!