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Mod Name: Improved weapon pack
Developers: ROOZBAN, _V_O_IN_, Valerok, Misery, OldSèrpskiStalker and KisaTraxova228
Platform: Call of Chernobyl - 1.4.22

**OFFICIAL DEVELOPMENT AND SUPPORT OF THE MOD STOPPED (but it's not certain): 14.11.2024**

**USE OF ANY CONTENT FROM I.W.P. IS PROHIBITED FOR ANY COMMERCIAL PURPOSES OR IF YOUR "MOD, ADDON OR MODPACK" HAS ANY DONATIONS!!!

**WHEN USING ANY CONTENT FROM I.W.P., PLEASE ATTRIBUTE AUTHORSHIP**

**BEFORE ASKING ANY QUESTIONS ABOUT THE MOD, READ THE FAQ**

**FOR THE BEST EXPERIENCE, IT IS RECOMMENDED TO PLAY ON "MASTER" DIFFICULTY**

Join to IWP discord server!

Translation was made by: averagegamer2, arhit890, bois6245, silnexus
Contact us on discord for any questions or if you have any problems with the translation.

About:

The purpose of this weapon pack is to collect quality models, (or create) textures and animations, without a bunch of identical AKs and other (in our opinion), unnecessary weapons. Was implemented X64 engine with many edits, added animations of use for all standard items (provisions, medicines, drugs), skinning mutants, replaced all models of hands, replaced many sounds (Иavaяо, Gunslinger Mod, KisaTraxova228, Mra Ogonk, YungPr1nce, Shr¡ke, HarukaSai).

The following addons are also built in: Outfit Addon (VodkaChicken), W.A.R.F.I.G.H.T.E.R (WarfighterAddon), Stalker Tweaks 11 (SarisKhan), Artefact Expansion (SarisKhan), Immersive fast travel (spikensbror), Ignite or Extinguish Campfires (Strelok_Freeman, Revo Lucas), Alife on all levels (av661194), Level changers (av661194), Companions quick menu (Debrovski), Weather distance vanillized (CzechDeath), TRX - Dynamic News Revamp (Tronex), TRX - Fresh Start (Tronex), TRX - Global Weather (Tronex), cooking on fires (based on the script from AZM adapted and finalized), translucent inventory (based on Gunslinger Mod from Survoks), layered system of gunshot sounds, disable PiP sights (2D sights are also available), a lot of fixes and improvements for the original Call of Chernobyl 1.4.22.

Installation Instructions:

- It is recommended to install the mod on an SSD.

- Before unpacking the archive with the mod, MAKE SURE THAT THERE IS ~20 GB OF FREE SPACE ON THE SYSTEM DISK, and YOU CAN UNPACK IT USING ANY ARCHIVER.

- Standalone version includes: S.T.A.L.K.E.R. Call of Chernobyl 1.4.12 + Patch 1.4.22 + I.W.P.

1. Unpack I.W.P. (THE ORIGINAL CALL OF PRIPYAT or CALL OF CHERNOBYL NOT NEEDED!).
2. Install the latest available PATCH
3. Disable your antivirus or add the game folder to exclusions (the antivirus might delete the launcher because it doesn't have a digital signature).
4. Launch the game only through `Launcher.exe` (configure all options in the launcher to suit your needs).
5. Be sure to go into the "Control" options and assign new keys, as well as into the "Game" options to customize the gameplay for yourself.
6. Use JSGME to enable the English translation.
7. New game is mandatory! (saves from the original Call of Chernobyl 1.4.22, any other mods, addons or builds based on it, or from previous versions of I.W.P. will not work).
8. It is highly recommended to install one of the texture addons via the addon manager (the JSGME addon manager itself is already built in):
- [Autumnal Winds]
- [Absolute Nature Redux]
9. To make the addon manager in English, simply delete the JSGME.lng file from the game folder.

Note:


**TECH SUPPORT IS NOT PROVIDED FOR EDITING GAME FILES, THE MOD, CONSOLE COMMANDS, DOWNLOADING THE MOD OR ITS REPACKS FROM OTHER SITES (except for official resources on AP-PRO, MODDB and VKontakte), USING DIFFERENT LINKS, OR USING ANY UNOFFICIAL ADDONS!!!

**IT IS STRONGLY RECOMMENDED TO PLAY WITHOUT ANY UNOFFICIAL OR CUSTOM ADDONS ON THE FIRST PLAYTHROUGH**

**ATTENTION: A NEW GAME IS REQUIRED, OLD SAVES WILL NOT WORK!!!

Minimum System Requirements:

- Processor: AMD Athlon X4 860K or Intel analogue.
- Video card: NVIDIA GTX 750 or an analogue from AMD.
- DirectX 11.
- RAM: 8 GB.
- Drive space: ~17 GB (SSD drive is recommended).
- Windows 10.

Features, Tips, and Drawbacks:

- **Location Transitions**: Transitions between locations take a certain amount of time (av661194).
- **Character Metrics**: Keep an eye on the protagonist's thirst, hunger, sleep, and radiation levels. Ignoring these will reduce health and could lead to the protagonist's death, especially during transitions between locations.
- **Player Stashes**: Player stashes (Quick Drop Backpack and Backpack) are marked with a red icon on the minimap and PDA (Call of Chernobyl 1.5).
- **Player Mines**: Player-placed mines have their own icon on the minimap and PDA (Call of Chernobyl 1.5).
- **Custom Markers**: You can place custom markers by double-clicking LMB on the minimap in the PDA (Call of Chernobyl 1.5).
- **Companions**: Companions can run quickly with the protagonist. There is a companion menu (assigned to a separate key in options) and extended companion information on the HUD (option "Extended HUD" in the "Interface" tab) (Debrovski, Call of Chernobyl 1.5).
- **Travel via Traders**: Added the ability to travel between locations through traders (spikensbror).
- **Campfires**: Added the ability to light, extinguish campfires, and cook meat on them (Call of Chernobyl 1.5, based on AZM mod, script improvements by Hozar2002).
- **Alife Activation**: Added the option to activate alife on all locations (the option appears after loading a level in the "Game" tab and requires restarting the game) (av661194).
- **PDA Disable Option**: Optional PDA disable during emissions and in dungeons (options appear after loading a level in the "Interface" tab) (FozeSt, script improvements by Hozar2002).
- **Minimap scale**: Added the ability to change the scale of the minimap to a separate key (default key is "*" on the numpad) (Hozar_2002).
- **Minimap transparency**: Added customisable minimap transparency (in the ‘Video’ options), (v2v3v4).
- **Move items**: Added ability to move multiple items at once (hold left CTRL or left ALT or left SHIFT + Double click on the desired item), (CoC 1.5).
- **Backpacks**: Added backpacks to increase carry weight (CoC 1.5).
- **Playable Zombies**: You can play as zombies by pressing the "Z" key in the "New Game" menu.
- **Recommended Difficulty**: For the best experience, it is recommended to play on "Master" difficulty.

**AFTER LOADING A LEVEL, THE WEATHER AND INTERFACE EDITOR WILL BE AVAILABLE (DOUBLE PRESS F10).**

Launcher Settings:

Gameplay:
- **Autosave Interval**: Approximate interval between autosaves (similar to modern games).
- **Very Accurate NPCs**: Significantly improves NPC accuracy compared to the original (reduces FPS by about 5%).
- **Hardcore NPC Vision**: Significantly improves NPC vision (enemy visibility) compared to the original (reduces FPS by about 5%).

Technical:
- **EFX Surround Sound**: Enables support for sound zones (set in the SDK).
- **Prefetch Models**: Preloads all models specified in the file to reduce stuttering and loading during exploration.
- **Dbg Mode**: Enables the spawner in the main menu (S key).
- **Developer Options**: All other options in the "Technical" section are for developers and should not be enabled.

Drawbacks and Bugs:

- **Alt+Tab Issue**: Do not Alt+Tab with the console open (the game may freeze).
- **Resolution Support**: The interface and weapons were designed for Full HD (16:9); 4:3 support exists but isn't precisely tuned.
- **FoV Issues**: All weapons and animations are tuned for the default FoV. Increasing the FoV might cause some animations to look incorrect.
- **Item Animation Bugs**: Sometimes item animations can bug out and lock part of the controls, fixed by reloading the save (but not always).
- **Quest Bugs**: "Clearing" type quests fail if you move from the location where you took the task to a location where the task doesn't exist (original Call of Chernobyl 1.4.22 bug).
- **Mutant Spawn Issue**: If mutants don't spawn in "Clearing Mutants" quests, save and load the game (original Call of Chernobyl 1.4.22 bug).

**RANDOM CRASHES ALWAYS PRESENT (X-RAY MOMENT) AND NOBODY WILL FIX THEM.**

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FAQ

News

Q: how much disc space does your mod take up?
A: about 10 gb in the archive, and in unpacked about 17 gb.

Q: new content is planned?
A: no (but it's not certain).

Q: how to change the language in the Launcher?
A: find the word "Русский" at the top of the Launcher, click on it and select the desired language.

Q: will there be adaptations to any platforms, mods, builds, etc.?
A: no.

Q: is it possible to put a mod on the Anomaly (or on assemblies) or on the original SoC, CS, CoP?
A: impossible.

Q: how to reduce camera shake during movement?
A: "Camera shake" in game Options.

Q: is it possible to disable the gas mask (helmet) shader?
A: Options->Video->Advanced->Gas mask shader.

Q: is it possible to disable 3D scopes?
A: Options->Video->Advanced->PiP scopes.

Q: is it possible to disable the main hud or the minimap? (there are two ways)
A: the first one is through ‘Options’ (the settings of the minimap are in the ‘Video’ tab, and the settings of the main hud are in the ‘Interface’ tab);
A: the second, by pressing special keys (by default, ‘+’ on the nampad is responsible for switching the main hud on/off, and ‘-’ on the nampad is responsible for switching the minimap on/off, you can change the key in the control settings);
A: also added the ability to change the scale of the minimap to a separate key (by default the key ‘*’ on the numpad, you can change the key in the control settings).

Q: is it a compilation, addon, pack or mod?
A: although the title indicates that it is a package, but in the end it turned out to be a mod.

Q: how long was developed mod and what are the future plans for the developers?
A: the mod was developed for almost 4 years. The main developers will either leave modding or make a decent pause, and the rest of the developers will do their own mods/projects/does.

Q: the mod has a complicated economy, why?
A: our concept of economy is as follows:
Equipment and weapons are broken frequently, in order for the PLAYER to walk more and collect items, that is, more involved in firefights or searching for artefacts. According to this concept, we assume more exploration of locations in search of expensive items than in the original CoC (Conditionally, we do not break equipment and weapons - lots of money - no sense of need for anything).
Ammo is made "conditionally realistic" compared to the original. That is, you don't need a lot of ammo to kill someone. But also ammunition to this, will be spavnitsya little, so that they did not accumulate like some army unit. Since the weapons have become many times more and for the player to try them out, you need to spend more time to buy or find them.

Q: how to start the main story, with the "Mystery of the Zone" ticked on?
A: for this you need to find the Swamp Doctor, he moves on the left side of the swamp and can rest at the base of the CS or at the tower behind the base of the CS (during the rest, he has a mark of an important character).

Q: where to find tools?
A: either in regular stashes (random chance of finding them) or in quest stashes (50% chance of finding them).

Q: where to find Veles or Svarog?
A: at Scientists or traders in the presence of good reputation (that is, the value in the PDA must be 1000 more from the starting values) and need to get the achievement "Heavy Pockets", or at Nimble, or with a small probability in the stashes (but only Veles).

Q: why are there no visual upgrades and 3D PDA?
A: they were never originally planned or considered for addition.

Q: there are few quests and all of them are monotonous, why?
A: because this aspect does not concern the weapon component (and all that is associated with it, the problems of the original Call Of Chernobyl).

Q: how to turn on the spawner?
A: in the Launcher, in the section "Technical" switch on the Mode dbg, and then in the main menu press the S key.

Q: costumes and helmets break quickly, what should I do?
A: play more carefully, monitor their condition, pump strength and use repair kits for armor (sewing kits).

Q: why some weapons have no upgrades, and some of them are visually hidden and inaccessible?
A: this is our vision of the "conditional" balance and "peculiarities" of the work of upgrades in Stalker.

Q: where to take unique weapons?
A: at Nimble in the Bar (to get to him, you need a "Great" reputation).

Q: and there are new quests, locations, factions, mutants, etc.?
A: no, because we have a weapon mod.

Q: do you have any money details and is there any way to thank you financially?
A: there are no money details, and it is impossible to thank you financially, because the mod was made on pure enthusiasm and was never considered as a way to earn money or receive financial support.

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Post comment Comments  (0 - 10 of 56)
DucksRFun
DucksRFun - - 45 comments

Anyone know how to tweak the weapon durability to make weapons last a bit longer? I just want to slightly increase it.

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AleksandrGK_1
AleksandrGK_1 - - 7 comments

>"is it possible to put a mod on the Anomaly (or on assemblies) or on the original SoC, CS, CoP?"
>"nuh uh"
>All assets were already ripped and ported to said games

Bruh

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Guest
Guest - - 730,798 comments

is there an artifact that can able fast travel? where can i found it?

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randomgamer111
randomgamer111 - - 127 comments

Compass and Gimlet

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nipletgaming
nipletgaming - - 1 comments

I love this mod, it genuinely has the best gunplay and i love how fov and hud_fov work properly and one doesn't affect the other... But tell me one thing... Why in the love of all that is holy is the sleep increment so short?

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usermodd
usermodd - - 7 comments

is there any low - texture pack for performance ?

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randomgamer111
randomgamer111 - - 127 comments

Turn down texture sharpness in the video settings I think? That makes the textures look worse so I think that’ll help with performance.

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commonloon
commonloon - - 3 comments

Does anyone know how to get into the war-lab? I've talked to the Doctor (but killed him after), visited every underground area, grabbed the documents from the control room, used the code: 26041986 on the door; in that order. I've tried reloading the save but still wouldn't open.

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DoomedOne
DoomedOne - - 52 comments

Just in case, without the story mode enabled it won't open.

You can try this: Limewire.com

The preconditions to open the door are deleted, it should work but I've not tested (can't enable the god mod and it's a pain to go there)

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commonloon
commonloon - - 3 comments

Thanks, this worked.

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