Sammelthread S.T.A.L.K.E.R. Lost Alpha und S.T.A.L.K.E.R. allgemein

Sammelthread
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Es gibt dazu ne Quest in Yantar von Greben (ist von den Wächtern). Der Befindet sich auch in Yantar, in einem Gebäude neben dem "Dörfchen" mit anderen Wächtern.

Hat jemand die passende Gitarre dazu schon gefunden? Ich such mich kaputt.

@StarforceZx: Danke für den Tip mit Darkscape, werd mich da mal umsehen - obwohl ich das Level irgendwie überhaupt nicht mag. Wirkt irgendwie eigenartig.

@all:
Wäre trotzdem nett wenn jemand Licht ins Dunkle bezüglich der Autos vom Händler bringen könnte.
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Hat jemand die passende Gitarre dazu schon gefunden? Ich such mich kaputt.

@StarforceZx: Danke für den Tip mit Darkscape, werd mich da mal umsehen - obwohl ich das Level irgendwie überhaupt nicht mag. Wirkt irgendwie eigenartig.

@all:
Wäre trotzdem nett wenn jemand Licht ins Dunkle bezüglich der Autos vom Händler bringen könnte.

befindet sich im in dem Dörfchen, links oben in einem abgebrannten Gebäude an die Wand angelehnt.. Das Gebäude hat keine Mauern mehr, ist recht einfach auszumachen
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

gibt es schon eine möglichkeit im aktuellen patch das trage gewicht zu erhöhen?
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

seit dem patch kann man nicht mehr das maximale gewicht erhöhen hat da jemand schon etwas?
Doch, doch das funktioniert auch mit dem aktuellen Patch, z.B. damit :

File-Upload.net - 1000Kg-Weight-Mod---Stalker-Lost-Alpha.rar

den geänderten gamadeate-Ordner drüberpacken, ersetzen, fertig. Steht zwar 1000 kg drüber, im Spiel sind es 500 kg.

Vorteile bei 500kg neben dem Gewichtsbonus (den man ohnehin nie ausschöpft): Man hat sehr lang

seit dem update gibt es diesen ordner nicht mehr und das hab ich auch schon bei post 1914 geschrieben :fresse:
lost alpha.PNG
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Hab jetzt mal selbst Hand angelegt, nachdem ich gut 5kg Quest Items hab die man nicht mehr los wird. Hab auch dafür gesorgt das man mit dem Exoskelett sprinten kann, allerdings verringert sich die Ausdauer ab 50kg trotzdem schneller.


Wer will kann es direkt übernehmen einfach den Text als outfit.ltx und qest_items.ltx speichern
Die Questitems die man schwer los wird (Vip card, PSY Helm etc.) wiegen jetzt nichts und können abgelegt werden

Die Dateien kommen in gamedata/config/misc/items

outfit.ltx
[outfit_base]
; delete full_scale_icon next update- obsolete, use full_icon_name instead !!!

additional_inventory_weight = 0 ; +max_walk_weight
additional_inventory_weight2 = 0 ; +40 kg
full_icon_name = npc_icon_without_outfit

[without_outfit]:outfit_base
;áàçîâûé êîñòþì ñòàëêåðà - êîñòþì íîâè÷êà. Îáû÷íàÿ îäåæäà òóðèñòà - øòîðìîâêà+ñàïîãè
full_scale_icon = 6,6


;---------------------------------------------------------------------------------------------
; ÊÎÑÒÞÌ ÍÎÂÈ×ÊÀ
;---------------------------------------------------------------------------------------------
[novice_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\novice_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\novice_suit
actor_visual = actors\hero\stalker_novice.ogf

ef_equipment_type = 3

inv_name = outfit_soldier_name
inv_name_short = outfit_soldier_name
description = outfit_soldier_description
inv_weight = 3.0
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 18

full_icon_name = npc_icon_novice_outfit

cost = 1000
slot = 6
full_scale_icon = 0,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_novice_outfit_immunities

; NO RESISTANCE
burn_protection = 0.1
strike_protection = 0.1
shock_protection = 0.1
wound_protection = 0.1
radiation_protection = 0.0
telepatic_protection = 0.0
chemical_burn_protection = 0.1
explosion_protection = 0.1
fire_wound_protection = 0.1

bones_koeff_protection = kurtka_mask_damage

[sect_novice_outfit_immunities]
burn_immunity = 0.04 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.04
wound_immunity = 0.025
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.04
explosion_immunity = 0.04
fire_wound_immunity = 0.015

;---------------------------------------------------------------------------------------------
; ÊÎÑÒÞÌ ÁÀÍÄÈÒÀ
;---------------------------------------------------------------------------------------------
[bandit_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\bandit_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\bandit_suit
actor_visual = actors\hero\stalker_bandit.ogf

ef_equipment_type = 3

inv_name = bandit_outfit_name
inv_name_short = bandit_outfit_name
description = bandit_outfit_description
inv_weight = 3.0
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 12
inv_grid_y = 0
full_icon_name = npc_icon_bandit_outfit

cost = 3000
slot = 6
full_scale_icon = 0,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_bandit_outfit_immunities

; NO RESISTANCE
burn_protection = 0.1
strike_protection = 0.1
shock_protection = 0.1
wound_protection = 0.15
radiation_protection = 0.0
telepatic_protection = 0.0
chemical_burn_protection = 0.1
explosion_protection = 0.1
fire_wound_protection = 0.15

bones_koeff_protection = kurtka_antigas_damage

[sect_bandit_outfit_immunities]
burn_immunity = 0.04 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.04
wound_immunity = 0.025
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.04
explosion_immunity = 0.04
fire_wound_immunity = 0.015


;---------------------------------------------------------------------------------------------
; ÊÎÑÒÞÌ ÍÀÅÌÍÈÊÀ
;---------------------------------------------------------------------------------------------
[killer_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\killer_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\stalker_killer_suit
actor_visual = actors\hero\stalker_killer.ogf

ef_equipment_type = 4
hud = hud_merc
inv_name = killer_outfit_name
inv_name_short = killer_outfit_name
description = killer_outfit_description
inv_weight = 5.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 4
inv_grid_y = 15
full_icon_name = npc_icon_killer_outfit

cost = 6000
full_scale_icon = 4,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_killer_outfit_immunities

; LOW RESISTANCE
burn_protection = 0.3
strike_protection = 0.2
shock_protection = 0.3
wound_protection = 0.3
radiation_protection = 0.3
telepatic_protection = 0.0
chemical_burn_protection = 0.2
explosion_protection = 0.25
fire_wound_protection = 0.2

bones_koeff_protection = gilet_antigas_damage

[sect_killer_outfit_immunities]
burn_immunity = 0.04 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.04
wound_immunity = 0.020
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.04
explosion_immunity = 0.04
fire_wound_immunity = 0.012

[outfit_killer_m2]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\killer_outfit_m2"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\stalker_killer_suit
actor_visual = actors\hero\stalker_killer.ogf

ef_equipment_type = 4

inv_name = killer_outfit_name
inv_name_short = killer_outfit_name
description = killer_outfit_description
inv_weight = 5.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 4
inv_grid_y = 15
full_icon_name = npc_icon_killer_outfit

cost = 6000
full_scale_icon = 4,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_killer_outfit_immunities_m2

; LOW RESISTANCE
burn_protection = 0.3
strike_protection = 0.2
shock_protection = 0.3
wound_protection = 0.3
radiation_protection = 0.3
telepatic_protection = 0.0
chemical_burn_protection = 0.2
explosion_protection = 0.25
fire_wound_protection = 0.2

bones_koeff_protection = gilet_antigas_damage

[sect_killer_outfit_immunities_m2]
burn_immunity = 0.2 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.2
shock_immunity = 0.2
wound_immunity = 0.2
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.1
explosion_immunity = 0.1
fire_wound_immunity = 0.2

;---------------------------------------------------------------------------------------------
; ÊÎÑÒÞÌ ÌÎÍÎËÈÒÎÂÖÀ
;---------------------------------------------------------------------------------------------
[monolit_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\monolit_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\monolit_suit
actor_visual = actors\hero\stalker_monolit.ogf

ef_equipment_type = 3

inv_name = monolit_outfit_name
inv_name_short = monolit_outfit_name
description = monolit_outfit_description
inv_weight = 5.0
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 10
inv_grid_y = 16
full_icon_name = npc_icon_monolit_outfit

cost = 10000
slot = 6
full_scale_icon = 6,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_monolit_outfit_immunities

; LOW RESISTANCE
burn_protection = 0.5
strike_protection = 0.5
shock_protection = 0.6
wound_protection = 0.4
radiation_protection = 0.5
telepatic_protection = 0.0
chemical_burn_protection = 0.5
explosion_protection = 0.4
fire_wound_protection = 0.4

bones_koeff_protection = kombez_mask_damage

[sect_monolit_outfit_immunities]
burn_immunity = 0.03 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.03
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.01



;---------------------------------------------------------------------------------------------
; ÊÎÑÒÞÌ ÂÎÅÍÍÎÃÎ ÑÏÅÖÍÀÇÀ
;---------------------------------------------------------------------------------------------
[specops_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\specops_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\specnaz_suit
actor_visual = actors\hero\stalker_specops.ogf

ef_equipment_type = 3

inv_name = specops_outfit_name
inv_name_short = specops_outfit_name
description = specops_outfit_description
inv_weight = 7.0
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 10
inv_grid_y = 13
full_icon_name = npc_icon_specops_outfit
nightvision_sect = effector_nightvision_bad

cost = 12000
slot = 6
full_scale_icon = 4,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_specops_outfit_immunities

; LOW RESISTANCE
burn_protection = 0.3
strike_protection = 0.2
shock_protection = 0.3
wound_protection = 0.4
radiation_protection = 0.3
telepatic_protection = 0.0
chemical_burn_protection = 0.3
explosion_protection = 0.4
fire_wound_protection = 0.45

bones_koeff_protection = kombez_helmet_damage

[sect_specops_outfit_immunities]
burn_immunity = 0.04 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.04
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.04
explosion_immunity = 0.04
fire_wound_immunity = 0.01




;---------------------------------------------------------------------------------------------
; ÊÎÑÒÞÌ ÌÈËÈÒÀÐÈ
;---------------------------------------------------------------------------------------------
[military_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\military_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\stalker_comander_suit
actor_visual = actors\hero\stalker_commander.ogf

ef_equipment_type = 4
hud = hud_military
inv_name = military_outfit_name
inv_name_short = military_outfit_name
description = military_outfit_description
inv_weight = 12.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 18
inv_grid_y = 17
full_icon_name = npc_icon_military_outfit
nightvision_sect = effector_nightvision_bad

cost = 40000
full_scale_icon = 10,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_military_outfit_immunities

; MEDIUM RESISTANCE
burn_protection = 0.6
strike_protection = 0.8
shock_protection = 0.7
wound_protection = 0.7
radiation_protection = 0.7
telepatic_protection = 0.0
chemical_burn_protection = 0.5
explosion_protection = 0.7
fire_wound_protection = 0.55

bones_koeff_protection = armor_helmet_damage

[sect_military_outfit_immunities]
burn_immunity = 0.02 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.02
wound_immunity = 0.01
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.02
explosion_immunity = 0.02
fire_wound_immunity = 0.005




;---------------------------------------------------------------------------------------------
; ÊÎÑÒÞÌ ÍÅÉÒÐÀËÜÍÎÃÎ ÑÒÀËÊÅÐÀ
;---------------------------------------------------------------------------------------------
[stalker_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\stalker_outfit_expensive"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\stalker_suit
actor_visual = actors\hero\stalker_rukzak.ogf

ef_equipment_type = 3

inv_name = stalker_outfit_name
inv_name_short = stalker_outfit_name
description = stalker_outfit_description
inv_weight = 8.0
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 6
inv_grid_y = 15
full_icon_name = npc_icon_stalker_outfit

cost = 20000
slot = 6
full_scale_icon = 14,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò
nightvision_sect = effector_nightvision_bad

immunities_sect = sect_stalker_outfit_exp_immunities


; LOW RESISTANCE
burn_protection = 0.5
strike_protection = 0.5
shock_protection = 0.5
wound_protection = 0.5
radiation_protection = 0.5
telepatic_protection = 0.0
chemical_burn_protection = 0.5
explosion_protection = 0.3
fire_wound_protection = 0.3

power_loss = 0.82
bones_koeff_protection = gilet_antigas_damage

[sect_stalker_outfit_exp_immunities]
burn_immunity = 0.03 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.03
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.01

[stalker_outfit_cheap]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\stalker_outfit_cheap"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\stalker_suit
actor_visual = actors\hero\stalker_rukzak.ogf

ef_equipment_type = 3

inv_name = stalker_outfit_name
inv_name_short = stalker_outfit_name
description = stalker_outfit_description
inv_weight = 5.0
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 6
inv_grid_y = 15
full_icon_name = npc_icon_stalker_outfit

cost = 13000
slot = 6
full_scale_icon = 14,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò
nightvision_sect = effector_nightvision_bad

immunities_sect = sect_stalker_outfit_immunities


; LOW RESISTANCE
burn_protection = 0.45
strike_protection = 0.45
shock_protection = 0.5
wound_protection = 0.4
radiation_protection = 0.5
telepatic_protection = 0.0
chemical_burn_protection = 0.5
explosion_protection = 0.3
fire_wound_protection = 0.3

power_loss = 0.87
bones_koeff_protection = gilet_antigas_damage

[sect_stalker_outfit_immunities]
burn_immunity = 0.03 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.03
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.01

;---------------------------------------------------------------------------------------------
; ÍÀÓ×ÍÛÉ ÊÎÑÒÞÌ ÍÅÉÒÐÀËÜÍÎÃÎ ÑÒÀËÊÅÐÀ
;---------------------------------------------------------------------------------------------
[scientific_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\scientific_outfit"
$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\stalker_scient_suit
actor_visual = actors\hero\stalker_scien.ogf

ef_equipment_type = 2
hud = hud_sci
inv_name = scientific_outfit_name
inv_name_short = scientific_outfit_name
description = scientific_outfit_description
inv_weight = 9
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 16
inv_grid_y = 13
full_icon_name = npc_icon_scientific_outfit
nightvision_sect = effector_nightvision_bad

cost = 30000
full_scale_icon = 12,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_scientific_outfit_immunities


; MEDIUM RESISTANCE
burn_protection = 0.8
strike_protection = 0.5
shock_protection = 0.9
wound_protection = 0.5
radiation_protection = 0.9
telepatic_protection = 0.0
chemical_burn_protection = 0.7
explosion_protection = 0.5
fire_wound_protection = 0.40

bones_koeff_protection = kombez_kupol_damage

[sect_scientific_outfit_immunities]
burn_immunity = 0.03 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.03
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.01



;---------------------------------------------------------------------------------------------
; ÝÊÇÎÑÊÅËÅÒ ÍÅÉÒÐÀËÜÍÎÃÎ ÑÒÀËÊÅÐÀ
;---------------------------------------------------------------------------------------------
[exo_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\exo_outfit"
$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\exoskelet
actor_visual = actors\hero\stalker_exoskeleton.ogf

ef_equipment_type = 5
hud = hud_exo
inv_name = exo_outfit_name
inv_name_short = exo_outfit_name
description = exo_outfit_description
inv_weight = 15.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 14
inv_grid_y = 13
full_icon_name = npc_icon_exo_outfit
nightvision_sect = effector_nightvision_bad

cost = 50000
full_scale_icon = 2,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_exo_outfit_immunities

; MEDIUM RESISTANCE
burn_protection = 0.5
strike_protection = 0.9
shock_protection = 0.5
wound_protection = 0.8
radiation_protection = 0.3
telepatic_protection = 0.0
chemical_burn_protection = 0.5
explosion_protection = 0.8
fire_wound_protection = 0.60

;çàïðåùåíèå ðåæèìà Sprint äëÿ Àêòåðà
sprint_allowed = true
bones_koeff_protection = exo_helmet_damage
additional_inventory_weight = 20
additional_inventory_weight2 = 20 ; 40+

[sect_exo_outfit_immunities]
burn_immunity = 0.03 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.03
wound_immunity = 0.01
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.005




;---------------------------------------------------------------------------------------------
; ËÅÃÊÈÉ ÊÎÑÒÞÌ ÑÂÎÁÎÄÛ
;---------------------------------------------------------------------------------------------
[svoboda_light_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\svoboda_light_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\svoboda_light_suit
actor_visual = actors\hero\stalker_svoboda_light.ogf

ef_equipment_type = 3

inv_name = svoboda_light_outfit_name
inv_name_short = svoboda_light_outfit_name
description = svoboda_light_outfit_description
inv_weight = 3.0
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 12
inv_grid_y = 13
full_icon_name = npc_icon_svoboda_light_outfit

cost = 10000
slot = 6
full_scale_icon = 10,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_svoboda_light_outfit_immunities

; LOW RESISTANCE
burn_protection = 0.3
strike_protection = 0.5
shock_protection = 0.5
wound_protection = 0.3
radiation_protection = 0.5
telepatic_protection = 0.0
chemical_burn_protection = 0.5
explosion_protection = 0.25
fire_wound_protection = 0.3

power_loss = 0.77
bones_koeff_protection = gilet_mask_damage

[sect_svoboda_light_outfit_immunities]
burn_immunity = 0.04 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.04
wound_immunity = 0.020
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.04
explosion_immunity = 0.04
fire_wound_immunity = 0.012




;---------------------------------------------------------------------------------------------
; Ò߯ÅËÛÉ ÊÎÑÒÞÌ ÑÂÎÁÎÄÛ
;---------------------------------------------------------------------------------------------
[svoboda_heavy_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\svoboda_heavy_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\svoboda_heavy_suit
actor_visual = actors\hero\stalker_svoboda_light.ogf

ef_equipment_type = 3

inv_name = svoboda_heavy_outfit_name
inv_name_short = svoboda_heavy_outfit_name
description = svoboda_heavy_outfit_description
inv_weight = 6.0
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 8
inv_grid_y = 15
full_icon_name = npc_icon_svoboda_heavy_outfit
;nightvision_sect = effector_nightvision_bad

cost = 12500
slot = 6
full_scale_icon = 2,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_svoboda_heavy_outfit_immunities

; MEDIUM RESISTANCE
burn_protection = 0.5
strike_protection = 0.6
shock_protection = 0.5
wound_protection = 0.5
radiation_protection = 0.5
telepatic_protection = 0.0
chemical_burn_protection = 0.5
explosion_protection = 0.45
fire_wound_protection = 0.4

bones_koeff_protection = kombez_antigas_damage

[sect_svoboda_heavy_outfit_immunities]
burn_immunity = 0.03 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.03
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.01



;---------------------------------------------------------------------------------------------
; ÎÁÛ×ÍÛÉ ÊÎÑÒÞÌ ÄÎËÃÀ
;---------------------------------------------------------------------------------------------
[dolg_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\dolg_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\dolg_suit
actor_visual = actors\hero\stalker_dolg.ogf

ef_equipment_type = 3

inv_name = dolg_outfit_name
inv_name_short = dolg_outfit_name
description = dolg_outfit_description
inv_weight = 5.0
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 12
inv_grid_y = 16
full_icon_name = npc_icon_dolg_outfit

cost = 14000
slot = 6
full_scale_icon = 8,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò
;--nightvision_sect = effector_nightvision_bad

immunities_sect = sect_dolg_outfit_immunities

; LOW RESISTANCE
burn_protection = 0.5
strike_protection = 0.5
shock_protection = 0.5
wound_protection = 0.5
radiation_protection = 0.5
telepatic_protection = 0.0
chemical_burn_protection = 0.5
explosion_protection = 0.4
fire_wound_protection = 0.4

bones_koeff_protection = kombez_antigas_damage

[sect_dolg_outfit_immunities]
burn_immunity = 0.03 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.03
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.01




;---------------------------------------------------------------------------------------------
; ÍÀÓ×ÍÛÉ ÊÎÑÒÞÌ ÄÎËÃÀ
;---------------------------------------------------------------------------------------------
[dolg_scientific_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\dolg_scientific_outfit"
$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\stalker_dolg_nauchniy_suit
actor_visual = actors\dolg\stalker_do_nauchniy.ogf

ef_equipment_type = 4
hud = hud_sci
inv_name = dolg_scientific_outfit_name
inv_name_short = dolg_scientific_outfit_name
description = dolg_scientific_outfit_description
inv_weight = 9.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 16
inv_grid_y = 16
full_icon_name = npc_icon_dolg_scientific_outfit
nightvision_sect = effector_nightvision_bad

cost = 25000
full_scale_icon = 8,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_dolg_scientific_outfit_immunities

; MEDIUM RESISTANCE
burn_protection = 0.8
strike_protection = 0.5
shock_protection = 0.9
wound_protection = 0.5
radiation_protection = 0.9
telepatic_protection = 0.0
chemical_burn_protection = 0.7
explosion_protection = 0.5
fire_wound_protection = 0.40

bones_koeff_protection = kombez_kupol_damage

[sect_dolg_scientific_outfit_immunities]
burn_immunity = 0.03 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.03
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.01




;---------------------------------------------------------------------------------------------
; ÎÁÛ×ÍÛÉ ÊÎÑÒÞÌ Ó×ÅÍÍÎÃÎ
;---------------------------------------------------------------------------------------------
[ecolog_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\ecolog_outfit"
$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\ecolog_suit.ogf
actor_visual = actors\hero\stalker_ecolog.ogf

ef_equipment_type = 2
hud = hud_sci
inv_name = ecolog_outfit_name
inv_name_short = ecolog_outfit_name
description = ecolog_outfit_description
inv_weight = 4.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 18
inv_grid_y = 13
full_icon_name = npc_icon_ecolog_outfit
nightvision_sect = effector_nightvision_good

cost = 15000
full_scale_icon = 14,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_ecolog_outfit_immunities


; HIGH RESISTANCE
burn_protection = 0.9
strike_protection = 0.5
shock_protection = 0.9
wound_protection = 0.15
radiation_protection = 0.9
telepatic_protection = 0.0
chemical_burn_protection = 0.9
explosion_protection = 0.4
fire_wound_protection = 0.20

bones_koeff_protection = kurtka_kupol_damage

[sect_ecolog_outfit_immunities]
burn_immunity = 0.005 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.005
wound_immunity = 0.025
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.005
explosion_immunity = 0.03
fire_wound_immunity = 0.015




;---------------------------------------------------------------------------------------------
; ÓÊÐÅÏËÅÍÍÛÉ ÊÎÑÒÞÌ Ó×ÅÍÍÎÃÎ
;---------------------------------------------------------------------------------------------
[protection_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\protection_outfit"
$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\scientist_suit.ogf
actor_visual = actors\hero\stalker_chemical.ogf

ef_equipment_type = 2
hud = hud_sci
inv_name = protection_outfit_name
inv_name_short = protection_outfit_name
description = protection_outfit_description
inv_weight = 7.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 14
inv_grid_y = 16
full_icon_name = npc_icon_protection_outfit
nightvision_sect = effector_nightvision_bad

cost = 24000
full_scale_icon = 12,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_protection_outfit_immunities

; HIGH RESISTANCE
burn_protection = 0.9
strike_protection = 0.5
shock_protection = 0.9
wound_protection = 0.5
radiation_protection = 0.9
telepatic_protection = 0.0
chemical_burn_protection = 0.9
explosion_protection = 0.6
fire_wound_protection = 0.40

bones_koeff_protection = kombez_kupol_damage


[sect_protection_outfit_immunities]
burn_immunity = 0.005 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.005
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.005
explosion_immunity = 0.03
fire_wound_immunity = 0.01









;---------------------------------------------------------------------------------------------
; ÓÑÒÀÐÅÂØÈÅ ÊÎÑÒÞÌÛ! ÍÅ ÞÇÀÒÜ
;---------------------------------------------------------------------------------------------
[military_stalker_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\obsolete\military_stalker"
$prefetch = 32
class = EQU_MLTR
cform = skeleton
visual = equipments\stalker_military_suit
actor_visual = actors\hero\stalker_military.ogf

ef_equipment_type = 4

inv_name = "SKAT-9"
inv_name_short = "SKAT-9"
description = outfit_military_stalker
inv_weight = 10.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 18
inv_grid_y = 17
cost = 0
full_scale_icon = 10,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_military_stalker_outfit_immunities

; NO RESISTANCE
burn_protection = 1.0
strike_protection = 1.0
shock_protection = 1.0
wound_protection = 1.0
radiation_protection = 1.0
telepatic_protection = 1.0
chemical_burn_protection = 1.0
explosion_protection = 1.0
fire_wound_protection = 1.0

bones_koeff_protection = kurtka_mask_damage

[sect_military_stalker_outfit_immunities]
burn_immunity = 1.00 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 1.00
shock_immunity = 1.00
wound_immunity = 1.00
radiation_immunity = 1.00
telepatic_immunity = 1.00
chemical_burn_immunity = 1.00
explosion_immunity = 1.00
fire_wound_immunity = 1.00



[military_commander_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\obsolete\commander"
;$prefetch = 32
class = EQU_MLTR
cform = skeleton
visual = equipments\stalker_comander_suit
actor_visual = actors\hero\stalker_commander.ogf

ef_equipment_type = 4
hud = hud_gaz
inv_name = "SKAT-9M"
inv_name_short = "SKAT-9M"
description = outfit_military_commander
inv_weight = 10.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 18
inv_grid_y = 17
cost = 12000
full_scale_icon = 10,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_military_commander_outfit_immunities

; NO RESISTANCE
burn_protection = 1.0
strike_protection = 1.0
shock_protection = 1.0
wound_protection = 1.0
radiation_protection = 1.0
telepatic_protection = 1.0
chemical_burn_protection = 1.0
explosion_protection = 1.0
fire_wound_protection = 1.0

bones_koeff_protection = kurtka_mask_damage

[sect_military_commander_outfit_immunities]
burn_immunity = 1.00 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 1.00
shock_immunity = 1.00
wound_immunity = 1.00
radiation_immunity = 1.00
telepatic_immunity = 1.00
chemical_burn_immunity = 1.00
explosion_immunity = 1.00
fire_wound_immunity = 1.00



[soldier_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\obsolete\soldier_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\soldier_suit
actor_visual = actors\hero\stalker_soldier.ogf

ef_equipment_type = 3

inv_name = outfit_soldier_name
inv_name_short = outfit_soldier_name
description = outfit_soldier_description
inv_weight = 4.0
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 18
cost = 5000
slot = 6
full_scale_icon = 6,6 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_soldier_outfit_immunities

; NO RESISTANCE
burn_protection = 0.0
strike_protection = 0.0
shock_protection = 0.0
wound_protection = 0.3
radiation_protection = 0.0
telepatic_protection = 0.0
chemical_burn_protection = 0.0
explosion_protection = 0.0
fire_wound_protection = 0.0

bones_koeff_protection = gilet_mask_damage

[sect_soldier_outfit_immunities]
burn_immunity = 0.00 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.00
shock_immunity = 0.00
wound_immunity = 0.00
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.00
explosion_immunity = 0.00
fire_wound_immunity = 0.00


;LA

;---------------------------------------------------------------------------------------------
; STALKER NEYTRAL AND HERO EXOSKELTON
;---------------------------------------------------------------------------------------------
[stk_exo_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\stalker_exo_outfit"
$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\exo_armor_stk
actor_visual = actors\hero\stalker_exoskeleton_2.ogf

ef_equipment_type = 5

inv_name = exo_outfit_name
inv_name_short = exo_outfit_name
description = exo_outfit_description
inv_weight = 10.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 14
inv_grid_y = 13
full_icon_name = npc_icon_exo_outfit
nightvision_sect = effector_nightvision_bad

cost = 25000
full_scale_icon = 2,11 ;èêîíêà ñòàëêåðà â êîñòþìå â ïîëíûé ðîñò

immunities_sect = sect_stk_exo_outfit_immunities

; MEDIUM RESISTANCE
burn_protection = 0.4
strike_protection = 0.7
shock_protection = 0.4
wound_protection = 0.5
radiation_protection = 0.3
telepatic_protection = 0.0
chemical_burn_protection = 0.4
explosion_protection = 0.4
fire_wound_protection = 0.5

;çàïðåùåíèå ðåæèìà Sprint äëÿ Àêòåðà
sprint_allowed = true
bones_koeff_protection = exo_helmet_damage
additional_inventory_weight = 20
additional_inventory_weight2 = 20 ; 40+

[sect_stk_exo_outfit_immunities]
burn_immunity = 0.01 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.01
shock_immunity = 0.02
wound_immunity = 0.01
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.02
fire_wound_immunity = 0.005

#include "outfit_upgrades\upgrades.ltx"

quest_items.ltx
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ESCAPE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Óíèêàëüíûå êâåñòîâûå àðòåôàêòû

[af_electra_maddog]:identity_immunities
GroupControlSection = spawn_group
$spawn = "devices\quest_items\electra maddog"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 4

visual = physics\anomaly\artefact_blackdrip_1.ogf
radius = 1
quest_item = true
cost = 0

description = enc_zone_artifact_af-night-star
inv_name = af-night-star
inv_name_short = af-night-star
inv_weight = 0.5

[esc_killed_flash]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\esc_killed_flash"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_minipda.ogf
radius = 1
quest_item = true
description = esc_killed_flash_desc
inv_name = esc_killed_flash_name
inv_name_short = esc_killed_flash_name
inv_weight = 0.001
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 23
cost = 0

[esc_maddog_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\device_pda"
$prefetch = 32 ;16
class = IS_ATTCH ;D_PDA
cform = skeleton
visual = equipments\item_pda.ogf
description = enc_equipment_devic_device-PDA1
radius = 1
;slot = 7
quest_item = true
inv_name = "PDA for Sidor"
inv_name_short = "PDA for Sidor"
inv_weight = 0.2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 20
;attach_angle_offset = 3.080506, -1.493053, -1.202040
;attach_position_offset = 0.080000, 0.021273, 0.100000
;attach_bone_name = bip01_r_hand
;auto_attach = false

[esc_red_fox_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\red_fox_pda"
$prefetch = 32 ;16
class = IS_ATTCH ;D_PDA
cform = skeleton
visual = equipments\item_pda.ogf
description = enc_equipment_devic_device-PDA1
radius = 1
;slot = 7
quest_item = true
inv_name = "Red Fox`s PDA"
inv_name_short = "Red Fox`s PDA"
inv_weight = 0.2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 20
;attach_angle_offset = 3.080506, -1.493053, -1.202040
;attach_position_offset = 0.080000, 0.021273, 0.100000
;attach_bone_name = bip01_r_hand
;auto_attach = false

[documents]:identity_immunities
GroupControlSection = spawn_group
;discovery_dependency =
$spawn = "documents\various documents"
;$prefetch = 32
class = IS_ATTCH ;II_DOC
cform = skeleton
visual = equipments\item_document_01.ogf
radius = 1
quest_item = true

description = TopSecret

inv_name = Document
inv_name_short = Document
inv_weight = 1 ;0.2

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0

[af_blood_tutorial]:af_blood
$spawn = "devices\quest_items\tutorial_blood"
quest_item = true

[quest_case_01]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\quest_case_01"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_merger.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_case_esc_desc

inv_name = item_case_esc_name
inv_name_short = item_case_esc_name
inv_weight = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 8
inv_grid_y = 18
cost = 50

[dynamite]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\dynamite"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = physics\box\expl_dinamit.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_dynamite_esc_desc

inv_name = item_dynamite_esc_name
inv_name_short = item_dynamite_esc_name
inv_weight = 1

inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 18
cost = 0


[esc_wounded_flash]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\esc_wounded_flash"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_minipda.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_flash_esc_desc

inv_name = item_flash_esc_name
inv_name_short = item_flash_esc_name
inv_weight = 0.001

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 23
cost = 0


[esc_vagon_key]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\esc_vagon_key"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_key.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_esc_vagon_key_desc

inv_name = item_esc_vagon_key_name
inv_name_short = item_esc_vagon_key_name
inv_weight = 0.01

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 31
inv_grid_y = 14
cost = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; GARBAGE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[gar_dolg_disc]:identity_immunities
GroupControlSection = spawn_group
;discovery_dependency =
$spawn = "devices\quest_items\gar_dolg_disc"
;$prefetch = 32
class = IS_ATTCH ;II_DOC
cform = skeleton
visual = equipments\item_duty_cd1.ogf
radius = 1
quest_item = true

description = item_dolg_disc_desc

inv_name = "Dolg disc"
inv_name_short = "Dolg disc"
inv_weight = 0.5 ;0.2

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 23
inv_grid_y = 14
cost = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; AGROPROM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[gunslinger_flash]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\gunslinger_flash"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_minipda.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_flash_gslinger_agro_desc

inv_name = item_flash_gslinger_agro_name
inv_name_short = item_flash_gslinger_agro_name
inv_weight = 0.001

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 23
cost = 0


[quest_case_02]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\quest_case_02"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_merger.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_quest_case_02_desc
inv_name = item_quest_case_02_name
inv_name_short = item_quest_case_02_name
inv_weight = 1
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 8
inv_grid_y = 18
cost = 1000

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Agroprom
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[agr_strelok_book]:identity_immunities
GroupControlSection = spawn_group
;discovery_dependency =
$spawn = "devices\quest_items\agr_strelok_book"
;$prefetch = 32
class = IS_ATTCH ;II_DOC
cform = skeleton
visual = equipments\item_book_02.ogf
radius = 1
quest_item = true

description = agr_strelok_book_desc

inv_name = agr_strelok_book_name
inv_name_short = agr_strelok_book_name
inv_weight = 1

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 23
inv_grid_y = 21
cost = 100


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Dark Valley
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[val_key_to_underground]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\val_key_to_underground"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_flash_2.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_key_x18_desc

inv_name = item_key_x18_name
inv_name_short = item_key_x18_name
inv_weight = 0.01

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 3
inv_grid_y = 19
cost = 0


[borov_docs]:identity_immunities
GroupControlSection = spawn_group
;discovery_dependency =
$spawn = "documents\borov_docs"
;$prefetch = 32
class = IS_ATTCH ;II_DOC
cform = skeleton
visual = equipments\item_document_01.ogf
radius = 1
quest_item = true

description = OFFICIAL

inv_name = "Borov`s Documents"
inv_name_short = "Borov Doc`s"
inv_weight = 0.5 ;0.2

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0

[val_prison_key]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\val_prison_key"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_key.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_val_prison_key_desc

inv_name = item_val_prison_key_name
inv_name_short = item_val_prison_key_name
inv_weight = 0.01

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 31
inv_grid_y = 14
cost = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Darkscape
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ds_dolg_disc]:identity_immunities
GroupControlSection = spawn_group
;discovery_dependency =
$spawn = "devices\quest_items\ds_dolg_disc"
;$prefetch = 32
class = IS_ATTCH ;II_DOC
cform = skeleton
visual = equipments\item_duty_cd2.ogf
radius = 1
quest_item = true

description = item_dolg_disc_desc

inv_name = "Dolg disc"
inv_name_short = "Dolg disc"
inv_weight = 0.5 ;0.2

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 24
inv_grid_y = 14
cost = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BAR ROSTOK
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bar_tiran_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bar_tiran_pda"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_pda.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_pda_tiran_desc

inv_name = item_pda_tiran_name
inv_name_short = item_pda_tiran_name
inv_weight = 0.2

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 0


[bar_lucky_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bar_lucky_pda"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_pda.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_pda_lucky_desc

inv_name = item_pda_lucky_name
inv_name_short = item_pda_lucky_name
inv_weight = 0.2

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 0

[bar_ecolog_flash]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bar_ecolog_flash"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_minipda.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_flash_eco_rost_desc

inv_name = item_flash_eco_rost_name
inv_name_short = item_flash_eco_rost_name
inv_weight = 0.008
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 23
cost = 0


[lab_x16_documents]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\yan_x16_documents"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_2.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_doc_x16_desc

inv_name = item_doc_x16_name
inv_name_short = item_doc_x16_name
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 18
cost = 0

[bar_vip_card]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bar_vip_card"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_key.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_card_desc

inv_name = item_card_name
inv_name_short = item_card_name
inv_weight = 0

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 31
inv_grid_y = 21
cost = 0

[bar_rpg]:wpn_rpg7
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bar_rpg"
;$prefetch = 32
class = WP_RPG7
cform = skeleton
visual = weapons\rpg_7\wpn_rpg_7.ogf
radius = 1
;script_binding = stalker.object_init
;quest_item = true

[bar_hunter_weapon]:wpn_bm16_long
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bar_hunter_weapon"
;$prefetch = 32
class = WP_BM16
cform = skeleton
visual = weapons\bm_16_long\wpn_bm16_long.ogf
radius = 1
description = item_hunter_weapon

inv_name = item_hunter_weapon
inv_name_short = item_hunter_weapon
quest_item = true

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Forest
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[forest_wc_map]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\forest_wc_map"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_01.ogf
description = "Only the brave shall pass!"
radius = 1
quest_item = false
inv_name = "WC map"
inv_name_short = "WC map"
inv_weight = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 21
inv_grid_y = 22
cost = 0

[forest_sheet_music]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\forest_sheet_music"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_sound_notes.ogf
description = "Opus Drei"
radius = 1
quest_item = true
inv_name = "Sheet Music"
inv_name_short = "Sheet Music"
inv_weight = 0
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 33
inv_grid_y = 16
cost = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Rostok factory
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[rosf_task_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\rosf_task_pda"
;$prefetch = 32 ;16
class = IS_ATTCH ;D_PDA
cform = skeleton
visual = equipments\item_pda.ogf
description = enc_equipment_devic_device-pda_rosf_task
radius = 1
;slot = 7
quest_item = true
inv_name = "PDA for Zsolt"
inv_name_short = "PDA for Zsolt"
inv_weight = 0.2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 0

[ros_lab_key]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\rosf_lab_key"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_key.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

inv_name = "Secret lab gate key"
inv_name_short = "Secret lab gate key"
inv_weight = 0.01

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 31
inv_grid_y = 14
cost = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Secret lab
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[secret_task_pda]:identity_immunities
description = enc_equipment_devic_device-pda_secret_task
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\secret_task_pda"
$prefetch = 32 ;16
class = IS_ATTCH ;D_PDA
cform = skeleton
visual = equipments\item_pda.ogf
description = enc_equipment_devic_device-PDA1
radius = 1
;slot = 7
quest_item = true
inv_name = "Scientists PDA"
inv_name_short = "Scientists PDA"
inv_weight = 0.2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 20

[secret_documents]:identity_immunities
GroupControlSection = spawn_group
;discovery_dependency =
$spawn = "documents\secret_docs"
;$prefetch = 32
class = IS_ATTCH ;II_DOC
cform = skeleton
visual = equipments\item_document_01.ogf
radius = 1
quest_item = true

description = TopSecret

inv_name = Document for Sin
inv_name_short = Document for Sin
inv_weight = 1 ;0.2

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0

[secret_scientist_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\secret_sci_pda"
$prefetch = 32 ;16
class = IS_ATTCH ;D_PDA
cform = skeleton
visual = equipments\item_pda.ogf
description = enc_equipment_devic_device-PDA2
radius = 1
;slot = 7
quest_item = true
inv_name = "Scientists PDA"
inv_name_short = "Scientists PDA"
inv_weight = 0.2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 20
;attach_angle_offset = 3.080506, -1.493053, -1.202040
;attach_position_offset = 0.080000, 0.021273, 0.100000
;attach_bone_name = bip01_r_hand
;auto_attach = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Yantar
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[yan_drug_case]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\yan_drug_case"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_merger.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_yan_drug_case_desc

inv_name = item_yan_drug_case_name
inv_name_short = item_yan_drug_case_name
inv_weight = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 8
inv_grid_y = 18
cost = 50

[yan_favor_guitar]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\yan_favor_guitar"
cform = skeleton
class = IS_ATTCH
visual = Equipments\item_guitar.ogf
cost = 35
inv_name = enc_guitar_name
inv_name_short = enc_guitar_name
description = enc_guitar_descr
quest_item = true
inv_weight = 0
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 10
inv_grid_y = 19
attach_angle_offset = -1.651084, -1.341824, 1.200789
attach_position_offset = 0.077492, -0.030020, 0.090059
attach_bone_name = bip01_l_hand
auto_attach = false

[yan_badge]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\yan_badge"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_duty_dogtag1.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

inv_name = "Dog tags"
inv_name_short = "Dog tags"
description = "Dog tags"
inv_weight = 0.01

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 25
inv_grid_y = 13
cost = 0

[yan_pda_boards]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\yan_pda_boards"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\mat_panels.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

inv_name = Textolite
inv_name_short = Textolite
description = "Textolite"
inv_weight = 0.01

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 21
inv_grid_y = 16
cost = 0

[yan_pda_wires]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\yan_pda_wires"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\mat_wire.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

inv_name = Wires
inv_name_short = Wires
description = Wires
inv_weight = 0.05

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 30
inv_grid_y = 20
cost = 0

[good_psy_helmet]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\good_psy_helmet"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_psi_helmet.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = yan_good_psy_helmet_desc

inv_name = yan_good_psy_helmet_name
inv_name_short = yan_good_psy_helmet_name
inv_weight = 0
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 18
cost = 1000

[bad_psy_helmet]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bad_psy_helmet"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_psi_helmet.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = yan_bad_psy_helmet_desc

inv_name = yan_bad_psy_helmet_name
inv_name_short = yan_bad_psy_helmet_name
inv_weight = 0
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 18
cost = 1000

[strange_psy_helmet]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\stange_psy_helmet"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_psi_helmet.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = out_strange_psy_helmet_desc

inv_name = out_strange_psy_helmet_name
inv_name_short = out_strange_psy_helmet_name
inv_weight = 0
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 18
cost = 1000

[kruglov_flash]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\kruglov_flash"
$prefetch = 32
class = D_SIMDET
cform = skeleton
visual = equipments\item_datchik3.ogf
radius = 10 ;15
buzzer_radius = 1.5
noise = zone_mosquito_bald ;detectors\geiger_noise_loop
buzzer = zone_mosquito_bald ;detectors\DA-2_alarm_loop
quest_item = true

ef_detector_type = 1

;îïèñàíèå ðàñïîçíàâàåìûõ äåòåêòîðîì çîí
zone_class_1 = zone_mosquito_bald
zone_sound_1_ = detectors\DA-2_beep1
zone_min_freq_1 = 0.1 ;0.5
zone_max_freq_1 = 40

zone_class_2 = zone_mincer
zone_sound_2_ = detectors\DA-2_beep1
zone_min_freq_2 = 0.1
zone_max_freq_2 = 20

zone_class_3 = zone_radioactive
zone_sound_3_ = detectors\geiger_click3
zone_min_freq_3 = 1
zone_max_freq_3 = 20

zone_class_4 = zone_gravi_zone
zone_sound_4_ = detectors\DA-2_beep1
zone_min_freq_4 = 0.5
zone_max_freq_4 = 30

description = item_detector_yantar_desc

inv_name = item_detector_yantar_name
inv_name_short = item_detector_yantar_name
inv_weight = 0.1

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 14
cost = 1500 ;30
;belt = true;
default_to_ruck = false

attach_angle_offset = -0.160570,-1.425061,-0.361283
attach_position_offset = 0.160570,-0.060214,0.020071
attach_bone_name = bip01_l_hand
auto_attach = false

[righthand_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\righthand_pda"
$prefetch = 32
class = D_SIMDET
cform = skeleton
visual = equipments\item_datchik3_right.ogf

radius = 10 ;15
buzzer_radius = 1.5
noise = zone_mosquito_bald ;detectors\geiger_noise_loop
buzzer = zone_mosquito_bald ;detectors\DA-2_alarm_loop
quest_item = true

ef_detector_type = 1

;îïèñàíèå ðàñïîçíàâàåìûõ äåòåêòîðîì çîí
zone_class_1 = zone_mosquito_bald
zone_sound_1_ = detectors\DA-2_beep1
zone_min_freq_1 = 0.1 ;0.5
zone_max_freq_1 = 40

zone_class_2 = zone_mincer
zone_sound_2_ = detectors\DA-2_beep1
zone_min_freq_2 = 0.1
zone_max_freq_2 = 20

zone_class_3 = zone_radioactive
zone_sound_3_ = detectors\geiger_click3
zone_min_freq_3 = 1
zone_max_freq_3 = 20

zone_class_4 = zone_gravi_zone
zone_sound_4_ = detectors\DA-2_beep1
zone_min_freq_4 = 0.5
zone_max_freq_4 = 30

description = item_detector_special_desc

inv_name = item_detector_special_name
inv_name_short = item_detector_special_name
inv_weight = 0.2

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 14
cost = 1500 ;30
;belt = true;
default_to_ruck = false

attach_angle_offset = 1.780506,-1.493053,1.202040
attach_position_offset = 0.170000,0.041273,0.050000
attach_bone_name = bip01_r_hand
auto_attach = false

hand_dependence = 1
single_handed = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Military
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[crazy_flash]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\crazy_flash"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_minipda.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_flash_crazy_mil_desc

inv_name = item_flash_crazy_mil_name
inv_name_short = item_flash_crazy_mil_name
inv_weight = 0.001

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 23
cost = 0

[mil_svoboda_leader_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\mil_svoboda_leader_pda"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_minipda.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

inv_name = Svoboda Leader PDA
inv_name_short = Svoboda Leader PDA
inv_weight = 0.2

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 14
cost = 0

[maddog_af_cristall]:identity_immunities
GroupControlSection = spawn_group
$spawn = "devices\quest_items\cristall_maddog"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 4

visual = physics\anomaly\artefact_cristall.ogf
radius = 1
quest_item = true
cost = 0

description = enc_zone_artifact_af-night-star
inv_name = "Mad Dog's Artifact"
inv_name_short = "Mad Dog's Artifact"
inv_weight = 0.5


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Laboratory X18
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[dar_pass_flash]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\dar_pass_flash"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_flash_2.ogf
radius = 1
quest_item = true

inv_name = "Scientist" Flash card
inv_name_short = "Scientist" flash
inv_weight = 0.001

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 3
inv_grid_y = 19
cost = 0

[dar_pass_document]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\dar_pass_document"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_2.ogf
radius = 1
quest_item = true

inv_name = CodeX-18
inv_name_short = CodeX-18
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 7
inv_grid_y = 18
cost = 0

[dar_document1]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\dar_document1"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
quest_item = true

description = item_doc_x18p1_desc

inv_name = item_doc_x18p1_name
inv_name_short = item_doc_x18p1_name_short
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 1000

[dar_document2]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\dar_document2"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
quest_item = true

description = item_doc_x18p2_desc

inv_name = item_doc_x18p2_name
inv_name_short = item_doc_x18p2_name_short
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 1000

[dar_document3]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\dar_document3"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
quest_item = true

description = item_doc_x18p3_desc

inv_name = item_doc_x18p3_name
inv_name_short = item_doc_x18p3_name_short
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 1000

[dar_document4]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\dar_document4"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
quest_item = true

description = item_doc_x18p4_desc

inv_name = item_doc_x18p4_name
inv_name_short = item_doc_x18p4_name_short
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0

[dar_document5]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\dar_document5"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
quest_item = true

description = item_doc_x18p5_desc

inv_name = item_doc_x18p5_name
inv_name_short = item_doc_x18p5_name_short
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 1000



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; RADAR
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[rad_lab_access_documents]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\x10_access_documents"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\green_access_card.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true
description = item_docs_seif_rad_desc
inv_name = item_docs_seif_rad_name
inv_name_short = item_docs_seif_rad_name
inv_weight = 0.1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 31
inv_grid_y = 21
cost = 0

[hermit_belongings]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\hermit belongings"
class = IS_ATTCH
cform = skeleton
visual = equipments\item_flesh_eye.ogf
radius = 1
quest_item = true
inv_name = "hermit`s belongings"
inv_name_short = "hermit`s belongings"
description = "hermit`s belongings"
inv_weight = 0
can_trade = off
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 25
inv_grid_y = 12
cost = 0

[rad_anom_machine]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\rad_anom_machine"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_anomaly_generator.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true
description = "Machine for Lukash"
inv_name = "Lukash's machine"
inv_name_short = "Lukash's machine"
inv_weight = 2

inv_grid_width = 1
inv_grid_height = 2
inv_grid_x = 35
inv_grid_y = 15
cost = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PRIPYAT'
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[pri_decoder_documents]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\decoder_documents"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_01.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_docs_hiden_pri_desc

inv_name = item_docs_hiden_pri_name
inv_name_short = item_docs_hiden_pri_name
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Dead City
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[cit_doctors_key]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\cit_doctors_key"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_key.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

inv_name = cit_doctors_key_desc
inv_name_short = cit_doctors_key_short_desc
inv_weight = 0.001

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 3
inv_grid_y = 19
cost = 0

[cit_leader_killer_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\cit_leader_pda"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_pda.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

inv_name = cit_doctors_key_desc
inv_name_short = cit_doctors_key_short_desc
inv_weight = 0.2

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 3
inv_grid_y = 19
cost = 0

[cit_killers_documents]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\cit_killers_documents"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_case_esc_desc

inv_name = item_case_esc_name
inv_name_short = item_case_esc_name
inv_weight = 0.5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 8
inv_grid_y = 18
cost = 50

[cit_borziy_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\cit_borziy_pda"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_pda.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true
description = cit_borziy_pda_desc
inv_name = cit_borziy_pda_name
inv_name_short = cit_borziy_pda_name
inv_weight = 0.2

inv_weight = 0.2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Outskirts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[out_freedom_flash]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\out_freedom_flash"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_flash_2.ogf
radius = 1
quest_item = true
description = out_freedom_flash_desc
inv_name = out_freedom_flash_name
inv_name_short = out_freedom_flash_name
inv_weight = 0.001
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 23
cost = 0

[out_bug]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\out_bug"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_flash_2.ogf
radius = 1
quest_item = true
description = out_bug_desc
inv_name = out_bug_name
inv_name_short = out_bug_name
inv_weight = 0.1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 31
inv_grid_y = 13
cost = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Sarcofag
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[decoder]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\decoder"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_decoder.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_decoder_desc

inv_name = item_decoder_name
inv_name_short = item_decoder_name
inv_weight = 0.5
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 3
cost = 50

attach_angle_offset = -0.160570,-1.425061,-0.361283
attach_position_offset = 0.160570,-0.060214,0.020071
attach_bone_name = bip01_l_hand
auto_attach = false

[sar_generator_doc]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\generators_document"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\note_letter_1.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_docs_generator_desc

inv_name = item_docs_generator_name
inv_name_short = item_docs_generator_name
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0

[sar_battery]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\sar_battery"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_battery_02.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = item_sar_battery_desc

inv_name = "Battery case"
inv_name_short = "Battery case"
inv_weight = 1

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 30
inv_grid_y = 19
cost = 0

[sar_brick]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipments\sar_brick"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\sar_brick.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = "Brick"

inv_name = "Brick"
inv_name_short = "Brick"
inv_weight = 1

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0
;belt = true

attach_angle_offset = -1.361087,-1.282023,-1.974459
attach_position_offset = 0.135093,0.023820,0.102360
attach_bone_name = bip01_r_hand
auto_attach = false

[sar_tube]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipments\sar_tube"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\sar_tube.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = "Metal tube"

inv_name = "Metal tube"
inv_name_short = "Metal tube"
inv_weight = 1

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0
;belt = true

attach_angle_offset = -2.212374,-1.204452,-1.262921
attach_position_offset = 0.057547,0.013640,0.023000
attach_bone_name = bip01_l_hand
auto_attach = false

[sar_box]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipments\sar_box"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = physics\box\box_wood_02.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = "Wooden box"

inv_name = "Wooden box"
inv_name_short = "Wooden box"
inv_weight = 1

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0
;belt = true

attach_angle_offset = -2.334546,-0.052535,-0.372804
attach_position_offset = 0.022640,-0.125987,0.581506
attach_bone_name = bip01_l_hand
auto_attach = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[scientist_package]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
;$prefetch = 32
class = IS_ATTCH ;II_ANTIR
cform = skeleton
visual = equipments\item_dipl.ogf
description = "package for the scientist"
inv_name = "scientist package"
inv_name_short = "scientist package"
inv_weight = 0.5
inv_grid_width = 3
inv_grid_height = 1
inv_grid_x = 24
inv_grid_y = 11
cost = 8000

quest_item = true


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; FORGOTTEN ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[forg_toolkit]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
;$prefetch = 32
$spawn = "devices\quest_items\forg_tookit"
class = IS_ATTCH
cform = skeleton
visual = equipments\box_toolkit_2.ogf
radius = 1
description = "small toolkit"
inv_name = "small toolkit"
inv_name_short = "toolkit"
inv_weight = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 32
inv_grid_y = 6
cost = 0
quest_item = false


[forg_transistors]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
;$prefetch = 32
$spawn = "devices\quest_items\forg_transistors"
class = IS_ATTCH
cform = skeleton
visual = equipments\box_transistors.ogf
radius = 1
description = "box of transistors"
inv_name = "transistors"
inv_name_short = "transistors"
inv_weight = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 32
inv_grid_y = 5
cost = 0
quest_item = false


[forg_key]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\forg_key"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_key.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = "Key for Lukash"

inv_name = "Forgotten key"
inv_name_short = "Forgotten key"
inv_weight = 0.01

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 31
inv_grid_y = 14
cost = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PRIPYAT UG ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[dam_station_code_docs]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\dam_station_doc"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
quest_item = true

description = item_dam_station_desc

inv_name = item_dam_station_doc_name
inv_name_short = item_dam_station_doc_name_short
inv_weight = 0.5

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
cost = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; COUNTRY ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[bcr_tools1]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
;$prefetch = 32
$spawn = "devices\quest_items\bcr_tooks1"
class = IS_ATTCH
cform = skeleton
visual = equipments\box_toolkit_1.ogf
radius = 1
description = "Calibration toolkit"
inv_name = "Calibration toolkit"
inv_name_short = "Calibration toolkit"
inv_weight = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 35
inv_grid_y = 13
cost = 0
quest_item = false

[bcr_tools2]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
;$prefetch = 32
$spawn = "devices\quest_items\bcr_tools2"
class = IS_ATTCH
cform = skeleton
visual = equipments\box_toolkit_3.ogf
radius = 1
description = "Basic toolkit"
inv_name = "Basic toolkit"
inv_name_short = "Basic toolkit"
inv_weight = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 35
inv_grid_y = 14
cost = 0
quest_item = false
[bcr_condensors]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
;$prefetch = 32
$spawn = "devices\quest_items\bcr_condensors"
class = IS_ATTCH
cform = skeleton
visual = equipments\box_condensers.ogf
radius = 1
description = "Condensors"
inv_name = "Condensors"
inv_name_short = "Condensors"
inv_weight = 0.5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 33
inv_grid_y = 15
cost = 0
quest_item = true

[bcr_59]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bcr_59"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
quest_item = false

description = "Nomad's code"

inv_name = "59"
inv_name_short = "59"
inv_weight = 0

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 34
inv_grid_y = 13
cost = 0

[bcr_47]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bcr_47"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
quest_item = false

description = "Mil code"

inv_name = "47"
inv_name_short = "47"
inv_weight = 0

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 33
inv_grid_y = 13
cost = 0

[bcr_5947]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\bcr_5947"
;$prefetch = 32
class = IS_ATTCH
cform = skeleton
visual = equipments\item_document_1.ogf
radius = 1
quest_item = true

description = "Code door combination"

inv_name = "5947"
inv_name_short = "5947"
inv_weight = 0

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 33
inv_grid_y = 14
cost = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; FREEPLAY ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[yan_rifle]:wpn_groza
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\yan_rifle"
;$prefetch = 32
class = WP_GROZA
cform = skeleton
visual = weapons\groza\wpn_groza.ogf
radius = 1
;script_binding = stalker.object_init
quest_item = true

description = "Vesic`s rifle"
inv_name = "Vesic`s rifle"
inv_name_short = "Vesic`s rifle"

ammo_limit = 210
ammo_current = 180
ammo_elapsed = 20

ammo_mag_size = 20
ammo_class = ammo_9x39_pab9, ammo_9x39_sp5, ammo_9x39_ap
fire_modes = 1, -1
launch_speed = 0

grenade_class = ammo_vog-25, ammo_vog-25p

[agr_task_liar_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\quest_items\agr_task_liar_pda"
cform = skeleton
class = IS_ATTCH
visual = equipments\item_agr_liar_pda.ogf
cost = 100
inv_name = PDA
inv_name_short = PDA
description = enc_equipment_devic_device-PDA1
inv_weight = 0.2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 23
inv_grid_y = 13
attach_angle_offset = 3.080506, -1.493053, -1.202040
attach_position_offset = 0.080000, 0.021273, 0.100000
attach_bone_name = bip01_r_hand
auto_attach = false
quest_item = true
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Ich komm ja grad leider nicht wirklich zum spielen, was mir aber schon beim ersten Durchgang aufgefallen ist, der Mangel an zentralen Stash-Boxen in den meisten Levels.
Mein Vorschlag wäre das wir hier mal eine Liste erstellen mit möglichst genauen Beschreibungen der Orte an denen solche Kisten o.Ä. zu finden sind.

War zuletzt im Agroprom, wo es ja zu Beginn einiges zu looten gibt. Nur leider finde ich keinen Platz um die ganzen Waffen und die Munition zu lagern bis ich mich das nächste Mal zu einem Händler aufmache.

Bsp:
Kordon - Schrank im unteren Keller von Sido, rechts neben der Tür wenn man reinkommt.
Müllhalde - Blaue Kiste im Tunnel hinter links dem großen Gebäude das man anfangs von den Banditen befreien muss
Bar - Blaue Kiste in der Bar unter dem Tisch

Gerne zitieren und die Liste erweitern...
.
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Ich komm ja grad leider nicht wirklich zum spielen, was mir aber schon beim ersten Durchgang aufgefallen ist, der Mangel an zentralen Stash-Boxen in den meisten Levels.
Mein Vorschlag wäre das wir hier mal eine Liste erstellen mit möglichst genauen Beschreibungen der Orte an denen solche Kisten o.Ä. zu finden sind.

War zuletzt im Agroprom, wo es ja zu Beginn einiges zu looten gibt. Nur leider finde ich keinen Platz um die ganzen Waffen und die Munition zu lagern bis ich mich das nächste Mal zu einem Händler aufmache.

Bsp:
Kordon - Schrank im unteren Keller von Sido, rechts neben der Tür wenn man reinkommt.
Müllhalde - Blaue Kiste im Tunnel hinter links dem großen Gebäude das man anfangs von den Banditen befreien muss
Bar - Blaue Kiste in der Bar unter dem Tisch

Gerne zitieren und die Liste erweitern...
.
In dem Haus wo Mole ist ist ein Rucksack unter dem Bett

Ab Darkscape ist es dann egal weil Mann alles im Auto lagern kann, das man bis auf die Untergrund Level überall mitnehmen kann. Bin so gut wie nie überladen deswegen.

Verkaufen dann bei Petrenko der Zahlt deutlich mehr las Sid und Barmann.



Noch ein Tip wenn man ein paar Leichen liegen hat, Speichern und neu Laden dann bekommt man Stash Coordinaten, die man sonst fast nie kriegt.
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

In dem Haus wo Mole ist ist ein Rucksack unter dem Bett

Ab Darkscape ist es dann egal weil Mann alles im Auto lagern kann, das man bis auf die Untergrund Level überall mitnehmen kann. Bin so gut wie nie überladen deswegen.

Das zweistöckige Haus vor dem Mole im Agroprom steht, bevor man ihn vor den Spetsnaz rettet und er sich in den Eisenbahntunnel zurückzieht?

Weiß nicht ob ich diesmal anfange Fahrzeuge zu benutzen. Stalker hat für mich auch immer ausgemacht mit minimalistischer Ausrüstung durch die Level zu streifen, wobei die Laufwege in LA schon mal zuviel werden können.

Sind leider ein paar Bugs in der neuen Version, Vintar hatte die Tage schon ein Fixlog für den nächsten Patch gepostet. Hoffe diesmal geht's schneller...
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

In dem Haus wo Mole ist ist ein Rucksack unter dem Bett

Ab Darkscape ist es dann egal weil Mann alles im Auto lagern kann, das man bis auf die Untergrund Level überall mitnehmen kann. Bin so gut wie nie überladen deswegen.

Verkaufen dann bei Petrenko der Zahlt deutlich mehr las Sid und Barmann.



Noch ein Tip wenn man ein paar Leichen liegen hat, Speichern und neu Laden dann bekommt man Stash Coordinaten, die man sonst fast nie kriegt.

Jeder dir halbwegs freundlich gesonnene STALKER (min. gelb auf der Minimap) kauft den Krempel für deutlich mehr Geld als JEDER Händler.
Wie kommst du von der Bar nach Yantar mit dem Auto? Funktioniert bei mir nicht. Sobald ich aussteige, kommt die Meldung ob ich das Level wechseln will, nicht aber im Auto.
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Jeder dir halbwegs freundlich gesonnene STALKER (min. gelb auf der Minimap) kauft den Krempel für deutlich mehr Geld als JEDER Händler.
Wie kommst du von der Bar nach Yantar mit dem Auto? Funktioniert bei mir nicht. Sobald ich aussteige, kommt die Meldung ob ich das Level wechseln will, nicht aber im Auto.

..... ein Bug? ... ist mir auch schon vor dem Patch und auch jetzt passiert, dass ich das Auto nicht mitnehmen konnte ... nur zu Fuß ...
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Das zweistöckige Haus vor dem Mole im Agroprom steht, bevor man ihn vor den Spetsnaz rettet und er sich in den Eisenbahntunnel zurückzieht?

Weiß nicht ob ich diesmal anfange Fahrzeuge zu benutzen. Stalker hat für mich auch immer ausgemacht mit minimalistischer Ausrüstung durch die Level zu streifen, wobei die Laufwege in LA schon mal zuviel werden können.

Sind leider ein paar Bugs in der neuen Version, Vintar hatte die Tage schon ein Fixlog für den nächsten Patch gepostet. Hoffe diesmal geht's schneller...
Es ist das Haus neben dem Durchgang wo die Treppen draußen sind. Ist kein Rucksack sondern ein Kasten den man sonst immer Zerstören konnte. Erste Etage

Jeder dir halbwegs freundlich gesonnene STALKER (min. gelb auf der Minimap) kauft den Krempel für deutlich mehr Geld als JEDER Händler.
Wie kommst du von der Bar nach Yantar mit dem Auto? Funktioniert bei mir nicht. Sobald ich aussteige, kommt die Meldung ob ich das Level wechseln will, nicht aber im Auto.
Du müsstes rückwärts Einparken, sodass du mit der Fahrerseite an der Wand bist, allerdings kommt man auf der anderen Seite nicht mehr weiter und wenn man zurück in die Bar fährt hängt das Auto in der Wand fest.

Am besten und schnellsten geht es über Dead City und dann Offroad übers Wasser nach Yantar. In der Müllhalde fährt man auch am besten durchs Wasser.
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Weiss jemand wo man in Pripyat Outskirts reparieren kann? Nach der X7 Mission faselt Voronin von einer Vergünstigung bei seinem Reparaturheini.
Bei Petrenko stürzt das Spiel ab.
Ich soll zum Reparieren jetzt nicht ernsthaft in den Cordon?
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Weiss jemand wo man in Pripyat Outskirts reparieren kann? Nach der X7 Mission faselt Voronin von einer Vergünstigung bei seinem Reparaturheini.
Bei Petrenko stürzt das Spiel ab.
Ich soll zum Reparieren jetzt nicht ernsthaft in den Cordon?

Also ja, bei mir ist in der Freedom Base 300 m nördlich von der neuen Bar ein Mechaniker.
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Weiss jemand wo man in Pripyat Outskirts reparieren kann? Nach der X7 Mission faselt Voronin von einer Vergünstigung bei seinem Reparaturheini.
Bei Petrenko stürzt das Spiel ab.
Ich soll zum Reparieren jetzt nicht ernsthaft in den Cordon?
War bei mir genau so, allerdings mit dem ersten Patch. Nach dem "verbuggten" ersten Durchspielen fasse ich das Spiel bis nächstes Jahr nicht mehr an. Dann sehen wir noch Mal :)
Ich hab mein Gear um diese Zeit dann langsam ausgetauscht. Meine G36 hat auch Ladehemmungen bekommen und mein Anzug war bei ~50%. Mit einer anderen Waffe im Kaliber 5.56 mm NATO dürftest du dich bis Pripyat City durchschlagen können, danach gibt es wieder massenhaft High-Tier-Waffen für 5.56 mm bzw. 9.39 mm Subsonic. Im Abschnitt "Dead City" dürften doch noch massig SIG 550 herumliegen? Das sind so ziemlich die langlebigsten Gewehre für das Kaliber 5.56, die dürften dir noch gut reichen, bis du in Pripyat bist.
Außerdem findest du in den Tunneln nach Pripyat City sowieso einen gepanzerten SEVA-Anzug und in Pripyat City gibt es außerdem das erste Gaußgewehr.
Alles in allem ist das jetzt nicht soooo schlimm. Klar, es nervt ordentlich, aber richtig schlimm ist was anderes :)
gRU?; cAPS

@Tiz92:
Bei dir war da ein Mechaniker? Also bei mir wollte da keiner mein Gear reparieren...
Kann aber auch daher kommen, weil ich quasi nie für Freedom gearbeitet habe.
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

In Yantar und Rostock gibt es auch noch Mechaniker.


Also irgendwie stecke ich nach X2 fest, man redet ja noch mit Ghost und dann sollte der Abspann des guten Endes kommen, aber bei mir passiert nichts. Ich stecke in dem Level fest und komme nicht mehr raus. Hab auch mehrmals neu Geladen. Kennt irgendwer eine Lösung?
 
AW: [Sammelthread] S.T.A.L.K.E.R. Lost Alpha

Sobald man in den Sümpfen ist und mit dem Doc reden will stürtzt das Spiele ab und es geht nicht weiter.

Man muss dann das Video aus der gamedata.dbc Datei entpacken und in den Gamedata Ordner verschieben.

Wie Entpacke ich das video...

oder gibt es eine andere lösung...

MFG
 
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