Large fix and edit area. Download large area. Fixing the problem by reinstalling

44 11

Genre: Action
Developer: riddik121
Publisher: GSC World Publishing
Version: 1.0004
Mod version: 1.0 + fixes
Platform: PC
Interface: Russian
Voice acting: Russian
Tablet: not required

Description: After the first disaster, many years later, scientists from the West arrived in Ukraine to study the radiation background around and at the Chernobyl nuclear power plant itself. These scientists themselves were under the auspices of the CIA and other covert US forces. They offered a substantial amount to the treasury of Ukraine, and they let them into the territory of the Zone.
The territory of the Zone is large, abandoned, and besides, the border of enemy Russia is not far away. A number of laboratories were rebuilt and restored on the territory of the Zone. Work began on the creation of biological weapons, artificial intelligence, weapons based on EM radiation. Powerful antennas were built at Chernobyl-2 and on the territory of the Generators. At the Chernobyl nuclear power plant, one of the reactors was launched, which was in the most favorable condition.
In parallel with the interests of the American intelligence agencies, scientists were working on their own projects, one of which was called "O-Consciousness". In 2006, the experiment went out of control: the reactor was launched at maximum power and all of it was sent to the radiation of the antennas, thereby giving rise to a powerful ejection, which created the current, anomalous Zone. All scientists from "O-Consciousness" disappeared, most of the people turned into monsters, some of the laboratories were destroyed. But some scientists still managed to survive.
The US government managed to convince the Ukrainian government of its non-involvement in what happened. At the UN meeting on security, it was decided to take the territory of the Zone under military control: the southern half of the Zone remained with the military of Ukraine, and the northern part began to be guarded by the NATO military. The CIA managed to establish contact with the "new" scientists (who became part of the Noosphere). An informal agreement was concluded between them, according to which the CIA provided protection to scientists, and those, in turn, continued to work for them. The "Monolith" detachment was created. These are former military men who have been brainwashed into the myth of the monolith. Work at the Chernobyl nuclear power plant continued until the Strelok arrived!
The mod also has a lot of simple tasks like: bring this, kill that, etc. Almost every location will have a character with a task for you. In my mod, it turns out that the shooter will visit Zaton, Jupiter and eastern Pripyat before the arrival of Degtyarev. And he will do almost the same investigation about secret weapons (but he will not get to the truth). Entry to Chernobyl-1 also has 2 options: if you do not go through the plot of Jupiter and Zaton, it will be as usual, and if you pass, then they will help you.

System requirements:
. Operating system: Microsoft Windows XP / Vista / 7 / 8
. Processor: Pentium-4, 2GHz
. RAM: 4 Gb or more
. Video card: VRAM 512Mb
. Audio Card: DirectX 9.0c Compatible
. Hard disk space: 15 Gb

More about modification

General description:
. The game has vehicles
. The military has military equipment: tanks, armored personnel carriers, helicopters
. Transitions to all locations are open
. All locations are inhabited and are involved in the plot (except for the Pripyat-1 overpass, the location is inhabited, but it is only mentioned in the plot)
. 5 locations of Chernobyl are locations from the Doomed City mod. I also transferred the plot from there and remade it to fit my theme.
. I borrowed a few tasks from Narodnaya Solyanka and also remade them to fit my plot.
. Lots of NPC visuals
. Maybe something else, just do not remember
. All locations on the global map are located in a new way

Plot:
The main plot of the PM remains and the whole game also ends on the executor of desires or on Chernobyl-2. Plus, you have to (optionally, because it does not intersect (by info pistons) with the main plot) go through 7 more plot branches. In general, the plot turned out as follows.
After the first catastrophe, many years later (when the USSR was gone and Russia was greatly weakened in the early 90s, scientists from the West arrived in Ukraine to study the radiation background around and at the Chernobyl nuclear power plant. But in fact, these scientists began to do completely different things. Themselves these scientists were under the auspices of the CIA and other secret forces of the US They offered a substantial amount to the treasury of Ukraine and they let them into the territory of the Zone.
The territory of the Zone is large, abandoned, and besides, the border of enemy Russia is not far away. A number of laboratories were rebuilt and restored on the territory of the Zone. Work began on the creation of biological weapons (monsters, viruses), artificial intelligence (robots, androids), weapons based on EM radiation (gauss gun - manual and high power at Zaton and X18). Work began to continue the HAARP experiment (but scientists saw another possibility under it, namely the ability to connect to the planet's noosphere). Powerful antennas were built at Chernobyl-2 and on the territory of the Generators. At the Chernobyl nuclear power plant, one of the reactors was launched, which was in the most favorable condition.
In parallel with the interests of the American intelligence agencies, scientists were working on their own projects, one of which was called "O-Consciousness". In 2006, the experiment went out of control: the reactor was launched at maximum power and all of it was sent to the radiation of the antennas, thereby giving rise to a powerful ejection, which created the current, anomalous Zone. All scientists from "O-Consciousness" disappeared, most of the people turned into monsters, some of the laboratories were destroyed. But some scientists still managed to survive.
The US government managed to convince the Ukrainian government of its non-involvement in what happened. At the UN meeting on security, it was decided to take the territory of the Zone under military control: the southern half of the Zone remained with the military of Ukraine, and the northern part began to be guarded by the NATO military. The CIA managed to establish contact with the "new" scientists (who became part of the Noosphere). An informal agreement was concluded between them, according to which the CIA provided protection to scientists, and those, in turn, continued to work for them. The "Monolith" detachment was created. These are former military men who have been brainwashed into the myth of the monolith. The monolith itself is of artificial origin. Outside, it looks like a huge block of stone, and inside there is a generator of sound and EM waves at the frequency of the human brain. Work at the Chernobyl nuclear power plant continued until the Strelok arrived!
The mod also has a lot of simple tasks like: bring this, kill that, etc. Almost every location will have a character with a task for you. In my fashion, it turns out that Strelok will visit Zaton, Jupiter and eastern Pripyat before Degtyarev arrives. And he will do almost the same investigation about secret weapons (but he will not get to the truth). Entry to Chernobyl-1 also has 2 options: if you do not go through the plot of Jupiter and Zaton, it will be as usual, and if you pass, then they will help you.

Locations:
Cordon, Landfill, Agroprom Research Institute, Agroprom Dungeons, Dark Valley, X18 Laboratory, Bar, Wild Territory, Amber, X16 Laboratory, Army Warehouses, Radar, Western Pripyat Region, Chernobyl-1, Sarcophagus, Secret Laboratory, Chernobyl-2, Bunker ( X10), ATP, Cave, Forgotten Forest, Unexplored Land, Labyrinth, Limansk, Hospital, Generators, Warlab, Red Forest, Old Village, Swamps, Dead City, Zaton, Jupiter, Eastern Pripyat Region, Pripyat-1 Overpass, Laboratory X8, Mysterious laboratory, Dressing room, Industrial zone (old dump), Air defense station (old amber), Swamps (old swamps), Hidden road, Dark hollow, Grove (dark forest), Chervone collective farm drawbar, Chernobyl (beautiful), Chernobyl (main), Chernobyl (market), Chernobyl (graveyard), Chernobyl (station), Digger Mine, Laboratory X14, Polygon.

Monsters:
Of the monsters there is no spider, it did not work to add.

Groupings:
Stalkers, Bandits, Ukrainian Military, NATO Military, Mercenaries, Last Day, Clear Sky, Nazis, Zombies, Monolith, Ecologists, Merchants, Freedom, Duty.

Script scheme:
AI_Pack_Add_AMKII_1, OGSM drop, dynamic_weather_v0.9.4, Panoramic_Mod_2.1 final, panzuza respawn, ability to sleep in a bag.

Unresolved Issues:
1. Not always, crashes when moving from one location to another. The location then loads normally. Departure is logless (appeared when I added a transition between the Digger's Mine location and its adjacent ones. I added it seems to be correct).
2. The characters of Chernobyl have a dialogue skeleton transferred by me from the Doomed City mod. For some reason, the dialogue does not always appear when trying to chat. Dialogue appears after 3-5 attempts to speak.
3. New, and most other (ordinary) NPCs do not have the coordinates of the icon (they will all have the Bartender's face).
4. The grenadier scheme works like this: NPCs throw 2 grenades each, and only 1/4 of them explodes
5. It is necessary to edit the lethality of weapons and the lives of monsters (I roughly edited it, but this is not it).
6. There are 2 files all.spawn and all_respawn.spawn. Most of the monster respawn sections have been removed from the first file. there was a logless crash that complained about the respawn of monsters. In the second file, all sections are present.
7. It is necessary to create a slot for binoculars in the thin inventory. I have 2 of them: regular and NATO.
8. It would be nice to stir up the count of cartridges from the belt, and not from the backpack. Like unloading.
9. Here is another bad takeoff:
Code:
(*elements.begin())->numberOfGeoms()
Function: CPHShell::preBuild_FromKinematics
File: E:stalkerpatch_1_0004xr_3daxrGamePHShell.cpp
Line: 616
Deion: No physics shapes was assigned for model or no shapes in main root bone!!!

In the description they say that this is a buggy trunk when spawning NPCs. One of the German trunks is buggy, and one of the trunks of the bandit_novice and sim_bandit_novice1 profile bandits is buggy. Maybe someone else has a trunk buggy.
10. On the global map, the Polygon location is circled with a square. In Photoshop, I did everything the same as with other location minimaps, but on this contour
locations remained the same.
11. Merchants pick up the weapons they have on sale.
12. Quests are not designed. There will be no hints. All information in dialogues.

Wishes to players:
I did not play my mod, I just tested the additions and the quests. Post all crashes that you have here on the modification site. We need to bring the mod to mind.

Thanks:
1. Vampire-35 for creating such a large pack of locations.
2. azrael1325 for adding the ability to sleep and other help and tips on the mod.
3. To everyone who posts their work for the use of other modders.

Installation
Run "S.T.A.L.K.E.R. Shadow of Chernobyl - Big Zone.exe"
install
Play

general description:
1. There is transport in the game.
2. The military has military equipment: tanks, armored personnel carriers, helicopters.
3. Transitions to all locations are open.
4. All locations are inhabited and involved in the plot (except for the Pripyat-1 overpass, the location is inhabited, but it is only mentioned in the plot)
5. 5 locations of Chernobyl - these are locations from the Doomed City mod. I also transferred the plot from there and remade it to fit my theme.
6. I borrowed a few tasks from Narodnaya Solyanka and also remade them to fit my plot.
7. Lots of NPC visuals. I got most of the models from here.
8. Maybe something else, you won’t remember everything.

All locations on the global map are located in a new way.

Plot

The main plot of the PM remains and the whole game also ends on the executor of desires or on Chernobyl-2. Plus, you have to (optionally, because it does not intersect (by info pistons) with the main plot) go through 7 more plot branches. In general, the plot turned out as follows. After the first catastrophe, many years later (when the USSR was gone and Russia was greatly weakened in the early 90s, scientists from the West arrived in Ukraine to study the radiation background around and at the Chernobyl nuclear power plant. But in fact, these scientists began to do completely different things. Themselves these scientists were under the auspices of the CIA and other secret forces of the United States.They offered a substantial amount to the treasury of Ukraine and they let them into the territory of the Zone.The territory of the Zone is large, abandoned and, moreover, not far from the border of enemy Russia.A number of laboratories were rebuilt and restored on the territory of the Zone Work began on the creation of biological weapons (monsters, viruses), artificial intelligence (robots, androids), weapons based on EM radiation (gauss gun - manual and high power (on Zaton and in X18)). Work began to continue the HAARP experiment ( but the scientists under it saw another possibility, namely, the opportunity to connect to the planet's noosphere. Powerful antennas were built at Chernobyl-2 and on the territory of the Generators. At the Chernobyl nuclear power plant, one of the reactors was launched, which was in the most prosperous condition. In parallel with the interests of the American intelligence agencies, scientists were working on their own projects, one of which was called "O-Consciousness". In 2006, the experiment went out of control: the reactor was launched at maximum power and all of it was sent to the radiation of the antennas, thereby giving rise to a powerful ejection, which created the current, anomalous Zone. All scientists from "O-Consciousness" disappeared, most of the people turned into monsters, some of the laboratories were destroyed. But some scientists still managed to survive. The US government managed to convince the Ukrainian government of its non-involvement in what happened. At the UN meeting on security, it was decided to take the territory of the Zone under military control: the southern half of the Zone remained with the military of Ukraine, and the northern part began to be guarded by the NATO military. The CIA managed to establish contact with the "new" scientists (who became part of the Noosphere). An informal agreement was concluded between them, according to which the CIA provided protection to scientists, and those, in turn, continued to work for them. The "Monolith" detachment was created. These are former military men who have been brainwashed into the myth of the monolith. The monolith itself is of artificial origin. Outside, it looks like a huge block of stone, and inside there is a generator of sound and EM waves at the frequency of the human brain. Work at the Chernobyl nuclear power plant continued until the Strelok arrived!
The mod also has a lot of simple tasks like: bring this, kill that, etc. Almost every location will have a character with a task for you. In my mod, it turns out that the shooter will visit Zaton, Jupiter and eastern Pripyat before the arrival of Degtyarev. And he will do almost the same investigation about secret weapons (but he will not get to the truth). Entry to Chernobyl-1 also has 2 options: if you do not go through the plot of Jupiter and Zaton, it will be as usual, and if you pass, then they will help you.

Locations

1. Cordon
2. Landfill
3. Research Institute Agroprom
4. Dungeons of Agroprom
5. Dark Valley
6. Laboratory X18
7. Bar
8. Wild territory
9. Amber
10. Laboratory X16
11. Army warehouses
12. Radar
13. Western region of Pripyat
14. Chernobyl-1
15. Sarcophagus
16. Secret Lab
17. Chernobyl-2
18. Bunker (X10)
19. ATP
20. Cave
21. Forgotten Forest
22. Unexplored land
23. Labyrinth
24. Limansk
25. Hospital
26. Generators
27. Warlab
28. Red Forest
29. Old village
30. Swamps
31. Dead city
32. Backwater
33. Jupiter
34. Eastern region of Pripyat
35. Overpass Pripyat-1
36. Laboratory X8
37. Mysterious laboratory
38. Waiting room
39. Industrial zone (old dump)
40. Air defense station (old amber)
41. Swamps (old swamps)
42. Hidden Road
43. Dark Hollow
44. Grove (dark forest)
45. Collective farm Chervone drawbar
46. ​​Chernobyl (beautiful)
47. Chernobyl (main)
48. Chernobyl (market)
49. Chernobyl (graveyard)
50. Chernobyl (station)
51. Digger Mine
52. Laboratory X14
53. Polygon

Groupings:
Stalkers, Bandits, Ukrainian Military, NATO Military, Mercenaries, Last Day, Clear Sky, Nazis, Zombies, Monolith, Ecologists, Merchants, Freedom, Duty

Script system:
AI_Pack_Add_AMKII_1, OGSM drop, dynamic_weather_v0.9.4, Panoramic_Mod_2.1 final, panzuza respawn, ability to sleep in a bag

Thanks:
1. Thanks to Vampire-35 for creating such a large location pack.
2. Thanks to azrael1325 for adding the sleep option and other mod help and tips.
3. Thanks to all those who post their work for the use of other modders.

Unresolved (yet) problems:
1. Not always, crashes when moving from one location to another. The location then loads normally. Log-free departure (appeared when I added a transition between the Digger's Mine location and its adjacent ones. I added it seems to be correct)
2. The characters of Chernobyl have a dialogue skeleton transferred by me from the Doomed City mod. For some reason, the dialogue does not always appear when trying to chat. Dialogue appears after 3-5 attempts to speak.
3. New, and most other (ordinary) NPCs do not have the coordinates of the icon (they will all have the Bartender's face).
4. The grenadier scheme works like this: NPCs throw 2 grenades each, and only 1/4 of them explodes
5. It is necessary to edit the lethality of weapons and the lives of monsters (I roughly edited it, but this is not it).
6. There are 2 files all.spawn and all_respawn.spawn. Most of the monster respawn sections have been removed from the first file. there was a logless crash that complained about the respawn of monsters. In the second file, all sections are present.
7. It is necessary to create a slot for binoculars in the thin inventory. I have 2 of them: regular and NATO.
8. It would be nice to stir up the count of cartridges from the belt, and not from the backpack. Like unloading.
9. Here is another bad takeoff:
Expression: (*elements.begin())->numberOfGeoms()
Function: CPHShell::preBuild_FromKinematics
File: E:\stalker\patch_1_0004\xr_3da\xrGame\PHShell.cpp
Line: 616
Description: No physics shapes was assigned for model or no shapes in main root bone!!!
In the description they say that this is a buggy trunk when spawning NPCs. One of the German trunks is buggy, and one of the trunks of the bandit_novice and sim_bandit_novice1 profile bandits is buggy. Maybe someone else has a trunk buggy.
10. On the global map, the location of the polygon is circled with a square. In Photoshop, I did everything the same as with other location minimaps, but the location outline remained the same on this one.
11. Merchants pick up the weapons they have on sale.
12. Quests are not designed. There will be no hints. All information in dialogues.
13. I didn't play my mod, I just tested the additions and quests.

The main plot of the PM remains and the whole game also ends on the executor of desires or on Chernobyl-2. Plus, you have to (optionally, because it does not intersect (by info pistons) with the main plot) go through 7 more plot branches. In general, the plot turned out as follows. After the first catastrophe, many years later (when the USSR was gone and Russia was greatly weakened in the early 90s, scientists from the West arrived in Ukraine to study the radiation background around and at the Chernobyl nuclear power plant. But in fact, these scientists began to do completely different things. Themselves these scientists were under the auspices of the CIA and other secret forces of the United States.They offered a substantial amount to the treasury of Ukraine and they let them into the territory of the Zone.The territory of the Zone is large, abandoned and, moreover, not far from the border of enemy Russia.A number of laboratories were rebuilt and restored on the territory of the Zone Work began on the creation of biological weapons (monsters, viruses), artificial intelligence (robots, androids), weapons based on EM radiation (gauss gun - manual and high power (on Zaton and in X18)). Work began to continue the HAARP experiment ( but the scientists under it saw another possibility, namely, the opportunity to connect to the planet's noosphere. Powerful antennas were built at Chernobyl-2 and on the territory of the Generators. At the Chernobyl nuclear power plant, one of the reactors was launched, which was in the most prosperous condition. In parallel with the interests of the American intelligence agencies, scientists were working on their own projects, one of which was called "O-Consciousness". In 2006, the experiment went out of control: the reactor was launched at maximum power and all of it was sent to the radiation of the antennas, thereby giving rise to a powerful ejection, which created the current, anomalous Zone. All scientists from "O-Consciousness" disappeared, most of the people turned into monsters, some of the laboratories were destroyed. But some scientists still managed to survive. The US government managed to convince the Ukrainian government of its non-involvement in what happened. At the UN meeting on security, it was decided to take the territory of the Zone under military control: the southern half of the Zone remained with the military of Ukraine, and the northern part began to be guarded by the NATO military. The CIA managed to establish contact with the "new" scientists (who became part of the Noosphere). An informal agreement was concluded between them, according to which the CIA provided protection to scientists, and those, in turn, continued to work for them. The "Monolith" detachment was created. These are former military men who have been brainwashed into the myth of the monolith. The monolith itself is of artificial origin. Outside, it looks like a huge block of stone, and inside there is a generator of sound and EM waves at the frequency of the human brain. Work at the Chernobyl nuclear power plant continued until the Strelok arrived!
The mod also has a lot of simple tasks like: bring this, kill that, etc. Almost every location will have a character with a task for you. In my mod, it turns out that the shooter will visit Zaton, Jupiter and eastern Pripyat before the arrival of Degtyarev. And he will do almost the same investigation about secret weapons (but he will not get to the truth). Entry to Chernobyl-1 also has 2 options: if you do not go through the plot of Jupiter and Zaton, it will be as usual, and if you pass, then they will help you.

Main changes:

1. There is transport in the game.
2. The military has military equipment: tanks, armored personnel carriers, helicopters.
3. Transitions to all locations are open.
4. All locations are inhabited and involved in the plot (except for the Pripyat-1 overpass, the location is inhabited, but it is only mentioned in the plot)
5. 5 locations of Chernobyl - these are locations from the Doomed City mod. I also transferred the plot from there and remade it to fit my theme.
6. I borrowed a few tasks from Narodnaya Solyanka and also remade them to fit my plot.
7. Lots of NPC visuals. I got most of the models from here.
8. Maybe something else, you won’t remember everything.

Locations:

1. Cordon
2. Landfill
3. Research Institute Agroprom
4. Dungeons of Agroprom
5. Dark Valley
6. Laboratory X18
7. Bar
8. Wild territory
9. Amber
10. Laboratory X16
11. Army warehouses
12. Radar
13. Western region of Pripyat
14. Chernobyl-1
15. Sarcophagus
16. Secret Lab
17. Chernobyl-2
18. Bunker (X10)
19. ATP
20. Cave
21. Forgotten Forest
22. Unexplored land
23. Labyrinth
24. Limansk
25. Hospital
26. Generators
27. Warlab
28. Red Forest
29. Old village
30. Swamps
31. Dead city
32. Backwater
33. Jupiter
34. Eastern region of Pripyat
35. Overpass Pripyat-1
36. Laboratory X8
37. Mysterious laboratory
38. Waiting room
39. Industrial zone (old dump)
40. Air defense station (old amber)
41. Swamps (old swamps)
42. Hidden Road
43. Dark Hollow
44. Grove (dark forest)
45. Collective farm Chervone drawbar
46. ​​Chernobyl (beautiful)
47. Chernobyl (main)
48. Chernobyl (market)
49. Chernobyl (graveyard)
50. Chernobyl (station)
51. Digger Mine
52. Laboratory X14
53. Polygon.

All locations on the global map are located in a new way.

Groupings:

Stalkers, Bandits, Ukrainian Military, NATO Military, Mercenaries, Last Day, Clear Sky, Nazis, Zombies, Monolith, Ecologists, Merchants, Freedom, Duty

Script system:

AI_Pack_Add_AMKII_1, OGSM drop, dynamic_weather_v0.9.4, Panoramic_Mod_2.1 final, panzuza respawn, ability to sleep in a bag

1. Thanks to Vampire-35 for creating such a large location pack.
2. Thanks to azrael1325 for adding the sleep option and other mod help and tips.
3. Thanks to all those who post their work for the use of other modders.

1. Not always, crashes when moving from one location to another. The location then loads normally. Log-free departure (appeared when I added a transition between the Digger's Mine location and its adjacent ones. I added it seems to be correct)
2. The characters of Chernobyl have a dialogue skeleton transferred by me from the Doomed City mod. For some reason, the dialogue does not always appear when trying to chat. Dialogue appears after 3-5 attempts to speak.
3. New, and most other (ordinary) NPCs do not have the coordinates of the icon (they will all have the Bartender's face).
4. The grenadier scheme works like this: NPCs throw 2 grenades each, and only 1/4 of them explodes
5. It is necessary to edit the lethality of weapons and the lives of monsters (I roughly edited it, but this is not it).
6. There are 2 files all.spawn and all_respawn.spawn. Most of the monster respawn sections have been removed from the first file. there was a logless crash that complained about the respawn of monsters. In the second file, all sections are present.
7. It is necessary to create a slot for binoculars in the thin inventory. I have 2 of them: regular and NATO.
8. It would be nice to stir up the count of cartridges from the belt, and not from the backpack. Like unloading.
9. Here is another bad takeoff:
Expression: (*elements.begin())->numberOfGeoms()
Function: CPHShell::preBuild_FromKinematics
File: E:\stalker\patch_1_0004\xr_3da\xrGame\PHShell.cpp
Line: 616
Description: No physics shapes was assigned for model or no shapes in main root bone!!!
In the description they say that this is a buggy trunk when spawning NPCs. One of the German trunks is buggy, and one of the trunks of the bandit_novice and sim_bandit_novice1 profile bandits is buggy. Maybe someone else has a trunk buggy.
10. On the global map, the location of the polygon is circled with a square. In Photoshop, I did everything the same as with other location minimaps, but the location outline remained the same on this one.
11. Merchants pick up the weapons they have on sale.
12. Quests are not designed. There will be no hints. All information in dialogues.
13. I didn't play my mod, I just tested the additions and quests.

Problems with the departure from the game S.T.A.L.K.E.R began after the first day of release. Numerous new bugs have to be solved by users. One of these are problems known to gamers. "The program XR_3DA.exe has stopped working" or "Program 'XR_3DA.exe' is not working." Next, we will give some tips that will clearly show what to do to fix this bug.

There can be many reasons for this failure. Sometimes players are suddenly denied access to the game for no reason. Others face crashes while still in the process of surviving in a radiation-infested world. Although the most terrible, by right, is considered loss of saves when loading them the screen goes dark and appears window with error XR_3DA.exe.

It is paradoxical that departures from "Stalker"(Shadow of Chernobyl, Call of Pripyat, Clear Sky) are already considered the norm, the whole point lies in their number. The question is: how to reduce the number of departures from the game? First, let's figure out why this happens. The game, as everyone knows, is very poorly optimized, even though dozens of patches have been released. Problems arise at every opportunity: improper installation, poor assembly software S.T.A.L.K.E.R, spontaneous conflicts. You should better focus on how to eliminate them.

Fixing the problem by reinstalling

When installing, there is always a risk that something will go wrong. Stalker is no exception in this regard. Considering the bulk of the players, they use different collections to initialize the "Stalker" to their computer. Their quality is low. Not many are licensed. This gives rise to various conflicts when patches are badly tuned.

  • To get started, update your NVIDIA graphics card drivers through their official web resource. If you have a video card another manufacturer, then apply the update of the firewood and additionally install the program physx.dll. Restart your PC.
  • For notorious "pirates" it is recommended to try again reinstall the game. If possible, download it from another source. When downloading any software, read the user comments, so you can avoid many problems in advance.
  • The solution is also buying a license.

Check out our material on elimination in Stalker.

Open access XR_3DA.exe

This method is very simple. It does not eliminate the problem with throwing out at the root, but reduces their number at times. To do this, go to the folder with the game. Find the folder in it Bin. It is stored here game shortcut xr_3da.exe. By clicking the right mouse button, try to go from administrator name. Many users find this method helpful.

The problem with antiviruses

Antiviruses always find reasons to designate any file as potential trojan. S.T.A.L.K.E.R is blacklisted by many antiviruses due to its patches, which were finalized by non-developers. Removing various kinds of elements makes the whole game unusable. There is no way to restore them.

  • To solve the problem, you can disable antivirus or make the game an exception.
  • Be sure to reinstall the game.
  • As a last resort, try changing your antivirus to a different one.

What to do if the error XR_3DA.exe in a licensed game?

A licensed game, as a rule, always works quite tolerably. However, there are cases of occurrence of "xr_3da.exe application error" and they have.

  • Delete the game from your computer. Try update drivers on the operating system.
  • Reinstall Stalker. Don't use any third party patches.
  • Sometimes patches are very demanding on the system. Make sure the computer will pull them out.

Here are some helpful tips from Stalker fans.


Once again I want to remind you - S.T.A.L.K.E.R always predisposed to take off from the game. This problem cannot be completely avoided, especially for pirated assemblies. I hope our tips will tell you what to do to fix the XR_3DA.exe error in S.T.A.L.K.E.R.

In contact with

Big Zone- with this name a new modification developed for the game Stalker Shadows of Chernobyl was released, which adds 7 new storylines, a huge number of locations and quests. The mod offers the player an interesting and non-linear plot that can only be described as an investigation that the Arrow has to do. During the passage of the Big Zone mod, you will have to complete quests borrowed from such mods as the Doomed City and Folk Solyanka, which have been completely changed and adapted to the new plot. Additionally, vehicles and military equipment have been added to the mod.

ABOUT PLOT FASHION LARGE ZONE:

Many years after the first catastrophe in the early 90s after the collapse of the USSR, Russia was going through hard times and was greatly weakened. At this time, a group of Western scientists arrives on the territory of Ukraine, under the guise of studying the radiation background inside the Chernobyl station and its adjacent territories. But the measurement of background radiation was a legend, scientists pursued far different goals. The group of scientists was under the auspices of the CIA and other US intelligence agencies. They managed to get into the territory of the Exclusion Zone thanks to the solid financial investments that the special services made to the treasury of Ukraine, in return for which they were issued passes for the perimeter. After the appearance of Western scientists in the Zone, work began on the restoration of a number of scientific laboratories. In these laboratories, various types of biological weapons in the form of mutants and viruses began to be developed, and artificial intelligence android robots were experimentally developed. In parallel, the development of weapons based on electromagnetic radiation was carried out, these included gauss guns, both hand-held and stationary. Laboratories for the creation of gauss guns were located on Zaton and the X-18 laboratory. Work continued on the continuation of the HAARP experiment, which opened up the possibility of connecting to the earth's noosphere. Powerful antennas were installed on the territories of Generators and Chernobyl 2, and one of the surviving reactors was launched. In parallel with the project, which was supervised by the special services, scientists created their own project called O-Consciousness.

In 2006, the experiment went out of control: the reactor was launched at maximum power, all the generated energy was directed to antennas, the radiation of which, in turn, provoked a powerful ejection. This ejection became the creator of the current anomalous zone. Almost all scientists from the "O-Consciousness" disappeared, some people turned into mutants, most of the laboratories were destroyed. Later it turned out that some scientists managed to survive.

The United States convinced the Ukrainian government of its non-involvement in what happened. At the UN meeting, it was decided to establish military control on the territory of the Exclusion Zone. The southern part of the Zone remained in the competence of the Ukrainian military, while the northern half was taken under control by NATO troops. The CIA intelligence agencies managed to contact the "new" scientists. An informal agreement was concluded between them, according to which the CIA provided scientists with patronage and protection, and they, in turn, continued their development but already on them. The "Monolith" detachment was created. This detachment was recruited mainly by former military men who were "brainwashed" and inspired by the myth of the monolith. The Monolith itself looked like a block of stone, inside which a generator of electromagnetic and sound vibrations was installed, operating at frequencies coinciding with the frequency of the human brain.

According to the plot, in his investigation, the Strelok will visit Jupiter, Zaton and Eastern Pripyat before the arrival of Major Degtyarev and will do almost the same investigation on the appearance of a secret weapon in the zone (running in front of the Strelok will not get to the bottom of the truth). There will be 2 options to get to Chernobyl-1: if you do not complete the story on Jupiter and Zaton, then the passage will not change, and if you pass, then they will help you.

MAIN CHANGES:

  • New plot - the main plot of the game Stalker Shadow of Chernobyl, plus 7 new plot branches. As in the original, the finale of the game takes place at the executor of desires or at Chernobyl 2. The new storylines do not intersect with the main plot.
  • New quests. The game features quests of varying difficulty, along with complex ones, there will also be simple tasks such as bringing items, killing a stalker, etc. Almost at every location there will be characters from whom you can take tasks.
  • 53 new locations.
  • 14 factions
  • Transport is included in the game.
  • The military group has military equipment in service: helicopters, armored personnel carriers and tanks.
  • Free movement around the Zone, transitions are open at all game locations.
  • In addition to the location of the Pripyat 1 Overpass, all other locations are involved in the story.
  • The map of the Zone has been corrected, the locations on it are located in a new way.
  • The locations of Chernobyl and the quests present on them were taken from the Doomed City modification. The plot and quests have been moved and adapted to the new plot.
  • Some quests were moved from Narodnaya Solyanka, the quests were completely changed and succinctly fit into the new plot.
  • Many characters have had their visuals changed.
  • Sleep in the game is implemented using a sleeping bag.
  • Ejection has been added to the game.

53 PLAYABLE LOCATIONS ADDED TO THE GAME:

Polygon, Western region of Pripyat, Secret laboratory, Dead city, Eastern region of Pripyat, Laboratory X-18, ATP, Collective farm Chervone drawbar, Swamp, Air defense station, Unexplored land, Chernobyl-2, Warlab, Generators, Army warehouses, Industrial zone, Forgotten forest , Grove, Cordon, Dark Valley, X-16 Laboratory, Old Village, Hospital, Bunker (X-10), Amber, Agroprom Dungeons, Landfill, Wild Territory, Labyrinth, Backwater, Mysterious Laboratory, Dark Hollow, X-8 Laboratory, Sarcophagus, Chernobyl-1, Agroprom Research Institute, Radar, Swamps, Pripyat-1 overpass, Cave, Bar, Jupiter, Limansk, Dressing room, Chernobyl (beautiful), Red Forest, Chernobyl (main), Hidden road, Chernobyl (graveyard), Laboratory X-14, Chernobyl (market), Digger Mine.

GROUPINGS:

Svoboda, Environmentalists, Military of Ukraine, Clear Sky, NATO Military, Zombies, Nazis, Last Day, Mercenaries, Merchants, Bandits, Stalkers, Monolith, Duty.

PATCH No. 1 dated 03/15/2015 It is MANDATORY to install!
Installation - Copy spawns, scripts, config folders from the archive --->

PATCH No. 2 dated 04/07/2015 It is MANDATORY to install!
Installation - Copy the config ---> folder from the archive to the gamedata folder, agree to replace the files.

UNSOLVED ISSUES:

  • Not always, crashes when moving from one location to another. The autosave loads fine.
  • The new ones, and most other (ordinary) NPCs, do not have the coordinates of the icon (they will all have the Bartender's face).
  • Merchants pick up the weapons they have on sale. I tried to fix this bug, but it will only be possible to scan during the game, because. often merchants do not immediately dump inventory.
  • Quests are not completed. There will be no hints. All information in dialogues.
  • 2 times passed the game, everything seems to work.
  • Night vision devices do not work, it is better not to turn them on.
  • Added a cleaner, but it doesn't work. Corpses disappear, but weapons and other items do not.
  • In Chernobyl and at the Predbannik, sometimes the release does not end, i.e. it ends, but the message about its end does not come and the markers with shelters do not disappear on the minimap. I replayed from an early save and everything was fine.
  • Sometimes dead NPCs or barrels fall through the textures.
  • Sometimes a crash happens when a monster (when spawning) or the barrel of a killed NPC (I don’t know why this happens) falls outside the location. Just replay from an earlier save and that's it.
  • WHAT CHANGED AND WHAT TO PAY ATTENTION TO:

    • Fixed most crashes and non-docking.
    • In some locations, there are actually no shelters from the ejection. Added some more repairmen to the game (they repair after completing some tasks for them).
    • I edited the lethality of the trunks and the lives of the monsters, corrected the body kits on all the trunks.
    • Guide corrected.
    • Departures fixed in Chernobyl.
    • Cheating merchants so that they don’t reset their inventory, but it’s not possible to check, because. they throw it off during the game.
    • Added cleaner, cleans everything except the trunks. Therefore, during the game, try to hide the trunks of the NPCs you killed in their inventory, otherwise in the future you will be haunted by a crash on the overflow of items in the game.

INSTALLATION:

  • Unzip the downloaded archive with the mod.
  • Copy the resulting gamedata folder to the folder with the installed game Stalker PM 1.0004.
  • Install the patch (above in the description)