New weapon for stalker shadow of chernobyl 1.0006. United Weapon Pack - PLO

Year of issue: 2018
Genre: Action / Shooter / 3D / 1st Person
The developer: GSC Game World
Publisher: phorumer
Edition type: Repack
Game version:
Mod version: 5.1
Interface language: Russian
Voice language: Russian
Tablet: Sewn

SYSTEM REQUIREMENTS:
✔ Operating system: Windows 7 / Windows 8.1 / Windows 10
✔ Processor: Intel® Core ™ 2 Duo 2.4 GHz / AMD Athlon ™ X4
✔ RAM: 2 GB
✔ Video Card: 512 Mb / nVIDIA® GeForce ™ / ATI Radeon®
✔ Sound Card: Sound device compatible with DirectX® 9.0c
✔ Free space on hard disk: 15 GB

DESCRIPTION:
Stalker New Arsenal. a global project that is designed not only to expand the gameplay capabilities of the original Stalker engine, adding a lot of various weapons to it, expanding the location geography with the ability to overcome significant distances of game levels using vehicles. In addition to the emergence of new game systems of the arena, weapon upgrades, new mutants and the possibility of joining any group of the Zone, serious work was done on the plot-quest part of the project. The main storyline was significantly expanded and acquired several voluminous storylines, additionally accompanied by a mass of secondary tasks and a number of cyclic quests.

Major modifications:

  • Replaced absolutely all weapons in the game with better and more modern counterparts, and also added a lot of new popular weapons for almost every taste.
  • For weapons, unique features have been added, such as: swinging the weapon when walking, running animations with an underbarrel grenade launcher, changing rate of fire, collimator sights, dual aiming mode, laser targeting system, changing initial bullet velocity depending on the type of loaded cartridges, the ability to install optical sights on old AK samples only after preliminary installation of the "dovetail", the ability to install a working bayonet-knife, the ability to shoot a doublet from double-barreled guns, upgrade some weapons from merchants, change sights, order weapons with special sights from merchants, etc.
  • The original plot has been expanded into several voluminous missions, and, in addition, a lot of secondary and several new cyclic tasks and a lot of new locations have been added.
  • Most of the new missions were designed so that you could shoot more, and some of the original missions were also changed in this direction.
  • For many missions, the possibility of an alternative peaceful passage is provided.
  • The main character has been added to the developed skill of a hunter-tamer of monsters.
  • Some vendors sell the Cat in a Poke, which generally behaves like the tamed companion animals from Far Krai.
  • The zone has increased in size several times, and more freedom of movement has been added, including with the help of vehicles with luggage racks.
  • The modification integrates the most popular and advanced X-Ray extensions engine edits (for example, new slots, cartridges on the belt, sun rays, inventory highlighting, new "hot buttons" configurable in the game menu, limit on limiting storage capacity, etc.).
  • The modification contains a number of popular extensions, such as: weapon repair, expanded arena, improved AI, new monsters, sleep, transport with trunks, dynamic hood, etc., adapted to the features of the New Arsenal.
  • Added a ton of new jumpsuits, characters, merchants and visuals to them, as well as improved graphics.
  • Added the ability to join almost all groups, as well as the ability to conclude a truce with all groups. Also, optionally, there is its own interpretation of the "Meet by Clothes" scheme.
  • Added a more noticeable differentiation of various difficulties of the game, as well as an original interpretation of freeplay with a new plot.
  • Added new artifacts and food items that increase carry weight and running speed.
  • Added new detectors: artifact detector, scarecrow, Monolith detector.
  • A cargo mode has been added to exoskeletons for those who like to sell any trash to traders.
  • Many other changes that are simply impossible to list completely.
List of locations:
  1. Cordon
  2. Dump
  3. Agroprom
  4. Agroprom dungeons
  5. Dark Valley
  6. Laboratory X18
  7. Wild Territory
  8. Military warehouses
  9. Amber
  10. Radar
  11. Bunker
  12. Western Pripyat
  13. ChNPP 2
  14. Control center
  15. Sarcophagus
  16. Laboratory on Yantar
  17. Cave
  18. Forgotten Forest
  19. Forest Thicket
  20. Labyrinths
  21. Limansk
  22. Hospital
  23. Generators
  24. Military Laboratory
  25. Red Forest
  26. Abandoned Village
  27. Swamps
  28. Dead city
  29. Backwater
  30. Jupiter
  31. Eastern Pripyat
  32. Jupiter Subway
  33. Laboratory X8
  34. Catacombs
  35. Dressing room
  36. Industrial zone
  37. Portal
  38. Dead Marsh
  39. Hidden Valley
  40. Dark Hollow
  41. Digger's Retreat
  42. Collective farm
  43. Laboratory X14
List of changes in version 5.1:
1) Added about 10 names of new weapons and ammunition. I am not publishing the list yet, since it is possible that something in it will change both in plus and minus.
2) Switching the aiming mode on the G36 and G36e has been moved to "special weapon functions", due to which the previously existing restrictions have been removed - now snipers-machine gunners will also be satisfied.
3) The list of weapons that can be upgraded from merchants has been expanded.
4) The capabilities of the standard "auto-discharger" have been expanded. Now you can configure both the discharge when selling and when picking up weapons from the ground or from inventory. It differs from @aromatizer's "auto-unloading" by the use of other implementation methods, as well as the lack of the ability to create tables (which is understandable, because creating tables involves picking resources) and displaying a message about the number of cartridges being picked up. We discussed this issue with @aromatizer, and came to the conclusion that, most likely, after the appearance of the new author's version, the third-party "auto-discharger" will not be needed.
5) Slightly revised the range of merchants and prices. In particular, now the dovetail can be bought at the beginning of the game, and stalkers have been taught that it is not advisable to buy sights at exorbitant prices.
6) Added new models of girls and animals (for the appearance of animals, a new game is needed). New beasts have their own voice acting and trophies.
7) Included fixes for the mangled corpses of girls from Varan.
8) Included is a slightly revised HA optimization from @aromatizer.
9) The characteristics of the machines have been corrected, and the "reward" for the delivery of transport for sowing and transportation of moonshine has been increased.
10) Eliminated the possibility of fast running backwards in the cargo mode of the exoskeleton, as well as fast movement in this mode using jumps.
11) Changed the logic of obtaining the skills of an animal tamer. Now, for this you do not need to complete the tasks of the hunters (they should now be performed solely for profit), but something else must be done. Also later in the story, attentive players will discover the possibility of gaining the skill of a humanoid tamer.
12) Changed and corrected the description of some tasks, during the execution of which, the players faced a certain lack of information.
13) Added a number of text messages for a more convenient understanding of what is happening.
14) The limitation of boxes will now be not by quantity, but by weight. The average weight will vary from 10 to 40 kilograms and will depend on the size of the box model. Personally, according to my observations, this capacity is more than sufficient.
15) The total number of backpacks that the player can put in is limited.
16) Added a "shelter" for a player with a rubber box (a new game is needed). Even if this is not a house in the village, as requested, but a secluded place. There, no one will interfere with the storage and sorting of the property obtained by the hamster, and it will not be difficult to find it either.
17) Introduced anti-Khomyan agitation.
18) The dialogue with the guide in the Hidden Valley has been brought to its logical conclusion.
19) Added a new mini-boss, which will appear in the course of one of the story missions (a new game is needed).
20) Increased the feeling of hunger with frequent use of various chemicals.
21) Girls will now be in different groups. Also, a standard dialogue has been added to almost all girls with certain consequences for the player.
22) Fixed a bug with the disappearance of a bayonet-knife when installing sights.
23) On Jupiter, "unarmed" zones were removed as unnecessary.
24) Added one more task of mercenaries.
25) Returned the ability to refuse to perform cyclic tasks, as it was in the vanilla game.
26) The cost of unique weapons has been significantly increased. Now it will be much more profitable to sell it than to store it in bundles until the end of the game on the principle of "high bude" and "maybe it will come in handy."
27) Maybe something else ...

Full list of weapons:

Pistols:
PM, PMM, PB, PB Night, PB Shturmovoy, Fort, MP-443 "Rook", MP-443 "Rook" Night, GSh-18, GSh-18 Sport, OTs-33 "Pernach", TT-33, TT -42, Type-54, Beretta 92FS, Beretta 93r, Browning HPSA, Walther P99, Walther P99 Tactical, Walther P38, HK USP, HK USP Match, Colt M1911A1, Kimber Desert Warrior, Colt Chicago, SIG Sauer P220, Desert Eagle, Desert Eagle Unique, Cz 75 FA, FN-57, FNP-45, FNX-45, CZ 52, APS, Vz.65 "Scorpion", Glock 18, Glock 18C, Luger Parabellum, OTs-23 "Dart", OTs-35.

Revolvers:
Colt Anaconda, Colt Python, Taurus, Revolver "Craftsman", S&W Centennial, S&W Centennial Tactical, MP-412.

Submachine guns:
PP-19 "Bizon-2", PP-19 "Bizon-2-07", MP5, MP5 for 7.62x25 mm, MP5SD, FN P90, PP-2000, PP-2000 "Kindergarten", PPSh, MR40, M1928, UMP-45, UMP-9, PP Vityaz, PP Kiparis, MP7, PP Kedr, PP Uzi, PP Vector, PP MR5k.

Shotguns:
Mossberg 590A1 (replaces Winchester), Shotgun Anomalous, MP-133, MP153, Protecta, Shotgun-machine gun, Saiga-12K, SPAS-12, SPAS-12 Unique, TOZ-34, TOZ-34 Hunter, sawn-off TOZ34, BM-16 , sawn-off BM-16, Sidorovich's Shotgun, TOZ-194, KS-23, IZH-43, IZH-43 sawn-off, IZH-43 "Sniper", Remington 870 12th and 16th caliber, Vepr-Molot, Fort- 500, Snipe-16, M3, Super-Shorts.

Automatic machines:
9A-91, AN-94 "Abakan", AN-94 "Abakan" Sniper, AN-94 "Abakan" Shturmovoy, AEK-971, AEK-973, AK, AKS, AK-74, AK-74M, AK-74M Scout, AK-74 Border Guard, AKM, AKM "Wolf", AKMS, AKMN, AKS-74, AKS-74U, AKS-74U Saboteur, Steyr AUG A1, FN F2000, HK G36, HK G36C, HK G36E, OTs-14 "Thunderstorm", OTs-14 "Thunderstorm-1", OTs-14 "Thunderstorm-2", HK-416, L85A2, L85A2 Assault, LR-300ML, M4, M4A1, M4A1 Assault, M16A2, M16A1, M16A4, SIG SG -550, SIG SG-552, SIG SG-550 Sniper, AS "Val", AS "Val" Universal, SR-3 "Whirlwind", FA MAS, AK-12, SCAR-H, IMI Galil, G3, AK- 104, AK-105, AK-74N, Samopal vzor 58, Stg-44, Mkb-42, Galil Ace 31, OTs-12 "Tiss", ASh-12, CZ805, MTAR-21.

Sniper and simple rifles:
G3SG1, L96A1, SV-98, SVD, AVT-40, SVU-A, VSS Vintorez, VSS Vintorez Night, VSK-94, K-98, Gauss cannon, Walther WA2000, SKS, M1891, M1891 " Sniper ", Gewehr 43, Type 63, Arisaka Type 44, M98b, VSSK" Exhaust ", M14, M110, PTRD.

Machine guns:
MG-42, MG-42 Collimator, MG-4, M249, PKM, PKP "Pecheneg", PKP "Pecheneg" Collimator, RPD, RPD shortened-collimator, RPK, RPK-74, RPK-74m, L86, M60, M134 ...

Grenade launchers:
RG-6, RG-6 Unique, RPG-7, M79, RGM-40.

Grenades:
F1, RDG-M, DG-05.

Steel arms:
OTs-4 knife, Italian knife, Japanese bayonet-knife, mount, machete.

Other:
Flamethrower, bolt, binoculars, cartridges, machine gun belts, etc.

Walkthrough Tips:

  • The graphics in the modification are heavy compared to, so do not try to set everything to the maximum at once.
  • In the options, you can optionally enable the function of chucks on the belt.
  • I strongly recommend the brave and skillful to play on the master, without resorting to cheating. I advise the timid and inept to play exclusively on a beginner.
  • On difficulty "Master" ("Director's Cut"), some parameters are forcedly activated, which complicate the gameplay. With some knowledge of scripting, you can, of course, be able to get around these complications, but keep in mind that this was not done in order to measure skills or abilities, but in order to make the gameplay more interesting and fun.
  • This modification was developed, tested and debugged exactly in the form in which it is laid out. Any changes or additions can lead to unpredictable consequences. Therefore, do not rush to immediately edit, screw, adapt something, unless you are an experienced stalker modeler.
  • Improving relations with a faction can greatly affect the way certain missions are completed. So, for example, some missions can be completed almost without firing a single shot, while other missions will look completely different. However, the fact of a truce, for example, with the military will not give you the right to steal cases with documents with impunity - look for alternative options for peaceful passage.
  • Not all animals are hostile to you. There are two types, friendly to the GG and one neutral, so do not rush to shoot everyone in a row, even if they are running at you, but try to figure it out. Friendly monsters, if this happens, can help you fight off the hostile ones, and if they don't even defeat them, they will at least distract attention, and you can either run away or calmly shoot the distracted hostile mutants.
  • Released "Puss in a Poke" will follow you and help you deal with hostile monsters.
  • By developing the skill of a hunter-tamer of monsters, you can effectively hang trophies on your belt and tame hostile animals.
  • Despite the possibility of concluding a truce, most of the new missions were designed so that you could shoot more, so sometimes it is extremely important not to miscalculate what kind of weapon to take on a mission. Sometimes you may desperately need a long-range weapon with an optical sight, and sometimes, on the contrary, an RPG with decent ammunition or a powerful shotgun. In general, I note that after the introduction of a new scheme for calculating damage, the most versatile weapon in terms of reliability / lethality / cost and availability of ammunition turned out to be the AK 7.62x39 mm. With them, in principle, you can go through the game from start to finish. It is also highly recommended to have a powerful pistol or even better a revolver, a serious shotgun, melee weapons and more grenades with you.
  • You start the game without a detector and a flashlight. Don't forget to buy a flashlight and get a better detector as soon as you get the money. Otherwise, without a flashlight, it will become very fun in underground locations when zombies will trample on you from all sides in the dark. There will be several quests for the preferential receipt of detectors.
  • Many caches with valuable items will not be marked on the map, so it makes sense to re-explore the vastness of the Zone.
  • Many dialogs have been changed, and a lot of new dialogs have also been added, so read carefully so as not to miss anything and not find yourself in a situation where you do not know what to do.
  • Some rare weapons (for example, MP40) are present in the game in a very limited amount, and unique weapons (marked with a special icon on the icon) are generally in one single copy, so if you need them, don't miss the chance to get them.
  • When picking up a weapon, do not forget to unload it. The cartridges from the magazine / clip of weapons thrown out by killed stalkers do not evaporate, as in the original game. However, lovers of automation (Wir Sind die Roboter) can enable automatic unloading of weapons in the inventory of the GG.
  • By car, in many places, you can move to another location, even if the passage is obstructed. Just drive slowly, say, to the barrier and you and the car will be transferred to another location.
  • During beta testing, the modification has demonstrated a high degree of stability, however, just in case, sometimes save the game in different places (God protects those who are careful).
A little about the system for calculating damage caused by firearms:
It is based on such real characteristics as the initial velocity of the bullet and the mass of the bullet. The initial bullet velocity is divided by 1000 and the resulting value is entered into the weapon config as hit_power. For example, in PM, the muzzle velocity when firing standard ammunition is 315 meters per second. Therefore, 315/1000 = 0.31. This will be the base damage of the PM. When calculating damage, the engine also takes into account the coefficient in the ammo section of this weapon (k_hit). In the New Arsenal, this coefficient is determined based on the so-called reference ammunition. This is the ammunition with the lightest bullet. In the modification, these are 5.7x28 mm and 4.6x30 mm calibers - bullet weight 2 grams. For them k_hit
set to 1. The heavier the bullet, the greater this coefficient. Remaining on the example of the PM, in which the standard bullet weighs about 6 grams, that is, three times more than the reference one, we calculate the final number of damage: 0.31 * 3 = 0.93. Let's say the AK-74's bullet weighs approximately 3.7 grams, but its initial velocity is approximately 910 m / s, the final damage will be approximately 1.6. In the game, this number means that an ordinary enemy will be incapacitated after 1-2 accurate hits. The AKM has a lower muzzle velocity of about 720 m / s, but the bullet weighs about 7.9 grams, so 0.72 * 3.9 = 2.8. I think it is obvious that the enemies will be destroyed with the AKM even more efficiently. I also think it is not difficult to use this formula to calculate how much damage will be caused by a shot from an VSSK, the mass of a bullet in which is 48-76 grams! Mini FAQ:
Question: The military is attacking the Novice Village on the cordon. What to do? To save its inhabitants or not? Will any of them be needed in the future?
Answer: If you sit in the DN trying to protect its inhabitants, then the attacks will be repeated from time to time. Just go about your business calmly. Even if the Wolf, Fan, Tolik, Nimble or Petrukha (or at least anyone) dies, then nothing terrible will happen, the plot will not break under any circumstances. You can also run away during a firefight, for example, to the Swamps. When the player returns from the Marshes, the military will already leave on their own business.

Question: Sniper weapons have a very strong spread of bullets. What to do?
Answer: This problem is not relevant for version 5.1. Solution: download and install the new version.

Question: How to repair transport?
Answer: To repair a vehicle, you need to buy or find tools and place them in the slot. After that, the repair button in the transport menu will become active.

Question: On statics, the lenses and marks of some through scopes are displayed incorrectly. How to deal with this?
Answer: Switch to dynamics. In the topic header, you can find a lot of information on this issue. I advise you to take a few minutes and read this information.

Question: I have a stable flight when entering the Kolkhoz location. What should I do?
Answer: Switch to dynamic lighting. Static is not supported in this modification. In the topic header, you can find a lot of information on this issue. I advise you to take a few minutes and read this information.

Question: I cannot mount a scope on a weapon in the rifle and shotgun slot, although the description says that this scope can be installed. How to be?
Answer: Due to engine limitations, the context menu for setting the scope does not work for this slot. The sight is set by dragging.

Question: Kruglov does not go to Amber, and in other mods everything is in order. What should I do?
Answer: Well, firstly, the stubborn Kruglov is found in almost all mods, and if you did not notice this before, then you were just in luck. Secondly, I advise you to watch the following video to find out how to bring Kruglov to Yantar: Video about Kruglov. Thirdly, you don't have to save Kruglov, but just go about your business - there will be a spare scientist on Yantar, with whom you can go to take measurements and move further along the plot.

Q: Are there video reviews of New Arsenal?
Answer: You can watch a good video review on this channel.

Question: I started the game on version 5.0 and have progressed far enough in the story. Should I install a new version?
Answer: Since there are a lot of changes in version 5.1, so in this case it is more expedient to either start a new game or continue playing on version 5.0.

Repack features:
The game:
- Nothing is cut
- Nothing recoded
- Game version:
- Mod version: 5.1

Supplements:
- Disable bumping weapons on not very powerful computers
- Textures of reticle for square monitors

Important:
_ For Windows 7/8/10 owners, if User Account Control (UAC) is enabled, run the game with administrator rights.
_ If the saves in the game do not work, then run the game with administrator rights.
_ If the game will not start, try to delete the user.ltx file from the save folder, at the root of the game.
_ Do not put the repack on the "C" drive (where Windows is)
_ For Windows 8/10 owners, if the mod crashes when starting the mod, put compatibility with Windows 7 in the shortcut.

Developer: FM Team
Platform: Shadow of Chernobyl 1.0004
Release date: MBT

Description:
FM Weapons Pack is one of the largest weapon packs for S.T.A.L.K.E.R. The shadow of Chernobyl. This modification contains about 210 types of weapons and attachments and their world models, as well as dozens of new items, new visuals for old ones, new NPC animations and many other additions and changes.

I would like to separately note that the pack is at the stage of Open Beta Testing of the MBT and is constantly being improved.
Armament:
Spoiler
Pistols:

1. PM
2. PM "Premium"
3. PB
4. TT-33
5. Fort-12
6. Fort-14
7. OTs-33
8. GSh-18
9. MP-443 "Rook"
10. MP-412 "Rex"
11. Mauser Shansei 45
12. Mauser Red 9
13. Mauser C-96
14. Mauser C-96 automatic
15. Revolver 44
16.Revolver Smith & Wesson
17. Thompson G2 Contender
18. Colt "Python" Silhouette
19. Colt M1911
20. Colt Socom OHWS
21. Walther P38
22. Walther P99
23. Walther P99 chambered for 9x18
24. Desert Eagle
25. Desert Eagle Mark XIX
26. Beretta 92FS
27. Beretta 93R
28. Sig P220
29. HK USP 45
30. FN Browning HP-SA

Submachine guns:

1. PPSh-41
2. PPS-43
3. PP-19 "Bizon"
4. PP-19 "Bizon 2-07"
5. PP-19 "Bizon" chambered for 45
6. PP-91 "Kedr"
7. AEK-919K "Kashtan"
8. SR-2M
9. Sten MK II
10. MP-40
11.HK MP5A3
12.HK MP5A3 chambered for 9x18
13.HK MP5A3 shortened MP5k
14.HK MP5A3 silent
15.HK MP7A1
16. Ingram MAC 10
17. Ingram MAC 11
18. Kriss Super V
19.FN P90

Automatic rifles:

1. AKS-74U
2. AKS-74UB
3. AK-74M
4. AK-74 "Shooter"
5. AKM
6. AKMS
7. AN-94 "Abakan"
8. AN-94 "Abakan" assault
9. AEK-973
10. AS "VAL"
11. AS "VAL" PSO1M2
12. SR-3m "Whirlwind"
13. OC-14-1A "Thunderstorm-1"
14. OC-14-4 "Thunderstorm-4"
15. SCS Custom
16. Einfild L85A2
17. Einfild L85A2 balanced
18.LR 300ML
19. Sig SG550
20. Sig SG551 SWAT
21. FN F2000
22. HK G36
23. HK G36E
24. HK G11K2
25 DSA-58
26. AUG A1
27. Ruger Mini-14 AC-556

Sniper rifles / carbines:

1. SVD
2. SVD-S
3. VCA
4. SVU-A
5. TKPD
6. SVT-40
7. SCS
8. VSS "Vintorez"
9. VEM Gauss M72
10. AI AWM
11.AI AWM chambered for 338
12.M14
13. Sig SG555
14.LR 300ML sniper
15. LR 300ML "Night sniper"

Machine guns:

1.RMB
2. RPK-74M
3. RPKM "Custom 5x45"
4. RPD-44
5. "Kord"
6. DShKM
7. Einfild L86A2
8. MG-42
9.M249 SAW

Shotguns:

1. KS-23M "Drozd"
2. Sawed-off BM-16
3. BM-16
4. TOZ-34
5. TOZ Hunter
6. Saiga-12S
7. Saiga-12S "Thresher"
8. MP-153
9. Cutoff Winchester 1887
10. Winchester 1300
11. Winchester Model 1873
12. Franchi SPAS-12
13. Franchi SPAS-12 "Paradox"
14.M1014 JSCS

Grenade launchers:

1. RPG-7
2. RG-6
3. RG-6 M209
4. RPO-A
5.M-79

1. Block crossbow

Attached:

Underbarrel grenade launchers:

1.GP-25
2.M-203
3. AG-36

Silencers:

4. Rifle flame arrester
5. PBS
6. PBS-4
7. Muffler 4.6mm
8. Suppressor 5 * 56x45
9. Muffler 5.7mm
10. Muffler 9mm
11. Muffler 9mm NATO
12. Extension for Smith & Wesson revolver
13. Stock for Mauser C-96

14. 1P59 "Hyperon"
15. Software 4x34
16. Elcan M145
17. Hunting sight
18. PU 3.5x22
19. PSO-1
20. 1P78 "Kashtan"
21. PVS-14 night
22. PKS-07
23. Revolving sight
24. Sight for MP5
25. Sight Susat

Ammunition:

1. Thermobaric grenade for RPO-A
2. PG-7V
3.12 gauge buckshot
4.12 gauge with a Jacan bullet
5. .45 ACP M1911
6.9 * 39 SP-5
7. 9 * 39 SP-6
8.7.62 * 54 7H14
9.7.62 * 54 7H13
10.5.7 * 28 SS190
11. .45 ACP Federal Hydra-Shock
12.5.56 * 45 M855
13.5.7 * 28 L191
14.5.56 * 45 M995
15.5.45 * 39 7H6
16.5.45 * 39 7H22
17.7.62 * 54 7H1
18.9 * 39 PAB-9
19.23 * 76 "Shrapnel 25"
20. Tape 12.7 * 108
21.7.62 * 54R
22.DM11 4.73 * 33
23.7.62 * 63 30-06 Springfield
24.7.92 * 57 PSU
25.7.92 * 57 Mauser
26.9.3 * 64 7H33
27.9 * 19 7H21
28. .410 Bullet Brennecke Magnum
29.12 gauge LM
30. .410 Foster's bullet
31. .410 fraction
32. Paper cartridges
33.7.62 B3
34.7.62 PS gzh
35.7.62 PS
36. .338 Lapua Magnum
37. .308 Winchester
38.7.62 * 51 NATO M80
39. .50 AE THV
40. .50 AE JHP
41. .44 Magnum JHP
42 .44 Magnum JSP
43.16 gauge shot
44.16 caliber buckshot
45.16 caliber Foster bullet
46.4.6 * 30 CPSS
47. Crossbow bolt
48. M72-M Gauss
49.9 * 19 NATO
50.9 * 18 PBM
51. 9*18
52.9 * 19 M9
53. 357 Smith & Wesson Magnum JFP
54.357 Smith & Wesson Magnum JHP
55.7.62 * 25 PS
56.7.62 * 25 P
57. VGM-93
58. Vog-25
59. Vog-25P
60. M209

1. RGD-5
2. Smoke grenade
3. F-1
Installation:
To install the modification, do the following simple steps ...

1. Download the main version of the pack from the spoiler with the links above and unpack the contents into the folder with Shadows of Chernobyl.
Important! If there is already a gamedata folder in the game folder, delete it, and only then unpack the FM Weapons Pack there.

2. Then download one of the latest patches, preferably from one of the links under the spoiler above and unpack the archive into the game folder, where the FM Weapons Pack is already installed. If you need to replace files during unpacking, answer yes.

3. After all the above steps, you can start the game. Note that you need to start a New Game.

Developer: FM Team
Platform: Shadow of Chernobyl 1.0004
Release date: MBT

Description:
FM Weapons Pack- one of the largest weapon packs for S.T.A.L.K.E.R. The shadow of Chernobyl. This modification contains the order 210 types of weapons and attachments and their world models, as well dozens of new items, new visuals for old ones, new NPC animations and many other additions and changes.

I would like to separately note that the pack is in the stage of Open Beta Testing (OBT) and constantly being improved.

Armament:

Pistols:

1. PM
2. PM "Premium"
3. PB
4. TT-33
5. Fort-12
6. Fort-14
7. OTs-33
8. GSh-18
9. MP-443 "Rook"
10. MP-412 "Rex"
11. Mauser Shansei 45
12. Mauser Red 9
13. Mauser C-96
14. Mauser C-96 (automatic)
15. Revolver 44
16.Revolver Smith & Wesson
17. Thompson G2 Contender
18. Colt "Python" Silhouette
19. Colt M1911
20. Colt Socom OHWS
21. Walther P38
22. Walther P99
23. Walther P99 chambered for 9x18
24. Desert Eagle
25. Desert Eagle Mark XIX
26. Beretta 92FS
27. Beretta 93R
28. Sig P220
29. HK USP 45
30. FN Browning HP-SA

Submachine guns:

1. PPSh-41
2. PPS-43
3. PP-19 "Bizon"
4. PP-19 "Bizon 2-07"
5. PP-19 "Bizon" chambered for 45
6. PP-91 "Kedr"
7. AEK-919K "Kashtan"
8. SR-2M
9. Sten MK II
10. MP-40
11.HK MP5A3
12.HK MP5A3 chambered for 9x18
13.HK MP5A3 shortened MP5k
14.HK MP5A3 silent
15.HK MP7A1
16. Ingram MAC 10
17. Ingram MAC 11
18. Kriss Super V
19.FN P90

Automatic rifles:

1. AKS-74U
2. AKS-74UB
3. AK-74M
4. AK-74 "Shooter"
5. AKM
6. AKMS
7. AN-94 "Abakan"
8. AN-94 "Abakan" assault
9. AEK-973
10. AS "VAL"
11. AS "VAL" PSO1M2
12. SR-3m "Whirlwind"
13. OC-14-1A "Thunderstorm-1"
14. OC-14-4 "Thunderstorm-4"
15. SCS Custom
16. Einfild L85A2
17. Einfild L85A2 balanced
18.LR 300ML
19. Sig SG550
20. Sig SG551 SWAT
21. FN F2000
22. HK G36
23. HK G36E
24. HK G11K2
25 DSA-58
26. AUG A1
27. Ruger Mini-14 AC-556

Sniper rifles / carbines:

1. SVD
2. SVD-S
3. VCA
4. SVU-A
5. TKPD
6. SVT-40
7. SCS
8. VSS "Vintorez"
9. VEM Gauss M72
10. AI AWM
11.AI AWM chambered for 338
12.M14
13. Sig SG555
14.LR 300ML sniper
15. LR 300ML "Night sniper"

Machine guns:

1.RMB
2. RPK-74M
3. RPKM "Custom 5x45"
4. RPD-44
5. "Kord"
6. DShKM
7. Einfild L86A2
8. MG-42
9.M249 SAW

Shotguns:

1. KS-23M "Drozd"
2. Sawed-off BM-16
3. BM-16
4. TOZ-34
5. TOZ Hunter
6. Saiga-12S
7. Saiga-12S "Thresher"
8. MP-153
9. Cutoff Winchester 1887
10. Winchester 1300
11. Winchester Model 1873
12. Franchi SPAS-12
13. Franchi SPAS-12 "Paradox"
14.M1014 JSCS

Grenade launchers:

1. RPG-7
2. RG-6
3. RG-6 M209
4. RPO-A
5.M-79

Other:

1. Block crossbow

Attached:

Underbarrel grenade launchers:

1.GP-25
2.M-203
3. AG-36

Silencers:

4. Rifle flame arrester
5. PBS
6. PBS-4
7. Muffler 4.6mm
8. Suppressor 5 * 56x45
9. Muffler 5.7mm
10. Muffler 9mm
11. Muffler 9mm (NATO)
12. Extension for Smith & Wesson revolver
13. Stock for Mauser C-96

Sights:

14. 1P59 "Hyperon"
15. Software 4x34
16. Elcan M145
17. Hunting sight
18. PU 3.5x22
19. PSO-1
20. 1P78 "Kashtan"
21. PVS-14 night
22. PKS-07
23. Revolving sight
24. Sight for MP5
25. Sight Susat

Ammunition:

1. Thermobaric grenade for RPO-A
2. PG-7V
3.12 gauge buckshot
4.12 gauge with a Jacan bullet
5. .45 ACP M1911
6.9 * 39 SP-5
7. 9 * 39 SP-6
8.7.62 * 54 7H14
9.7.62 * 54 7H13
10.5.7 * 28 SS190
11. .45 ACP Federal Hydra-Shock
12.5.56 * 45 M855
13.5.7 * 28 L191
14.56 * 45 M995
15.5.45 * 39 7H6
16.5.45 * 39 7H22
17.7.62 * 54 7H1
18.9 * 39 PAB-9
19.23 * 76 "Shrapnel 25"
20. Tape 12.7 * 108
21.7.62 * 54R
22.DM11 4.73 * 33
23.7.62 * 63 (30-06 Springfield)
24.7.92 * 57 PSU
25.7.92 * 57 Mauser
26.9.3 * 64 (7H33)
27.9 * 19 7H21
28. .410 Brennecke Magnum bullet
29.12 gauge LM
30. .410 Foster's bullet
31. .410 fraction
32. Paper cartridges
33.7.62 B3
34.7.62 PS gzh
35.7.62 PS
36. .338 Lapua Magnum
37. .308 Winchester
38.7.62 * 51 NATO M80
39. .50 AE THV
40. .50 AE JHP
41 .44 Magnum JHP
42 .44 Magnum JSP
43.16 gauge shot
44.16 caliber buckshot
45.16 caliber Foster bullet
46.4.6 * 30 CPSS
47. Crossbow bolt
48. M72-M Gauss
49.9 * 19 NATO
50.9 * 18 PBM
51. 9*18
52.9 * 19 M9
53. 357 Smith & Wesson Magnum JFP
54.357 Smith & Wesson Magnum JHP
55.7.62 * 25 PS
56.7.62 * 25 P
57. VGM-93
58. Vog-25
59. Vog-25P
60. M209

Grenades:

1. RGD-5
2. Smoke grenade
3. F-1

Installation:

To install the modification, do the following simple steps ...

1. Download the main version of the pack from the spoiler with the links above and unpack the contents into the folder with Shadows of Chernobyl.
Important! If there is already a gamedata folder in the game folder, delete it, and only then unpack it there FM Weapons Pack.

2. Then download one of the latest patches (preferably) from one of the links under the spoiler above and unpack the archive into the folder with the game, where it already stands FM Weapons Pack. If you need to replace files during unpacking, answer yes.

3. After all the above steps, you can start the game. Note that you need to start a New Game.

FM Weapons Pack


Developer: FM Team
Platform: Shadow of Chernobyl 1.0004
Release date: MBT

Description:
FM Weapons Pack- one of the largest weapon packs for S.T.A.L.K.E.R. The shadow of Chernobyl. This modification contains the order 210 types of weapons and attachments and their world models, as well dozens of new items, new visuals for old ones, new NPC animations and many other additions and changes.

I would like to separately note that Pak is underway Open Beta Testing (OBT) and constantly being improved.

P.S. - The list is incomplete and somewhat outdated

Armament:

Pistols:

1. PM
2. PM "Premium"
3. PB
4. TT-33
5. Fort-12
6. Fort-14
7. OTs-33
8. GSh-18
9.MP-443 "Rook"
10. MP-412 "Rex"
11. Mauser Shansei 45
12. Mauser Red 9
13. Mauser C-96
14. Mauser C-96 (automatic)
15. Revolver 44
16.Revolver Smith & Wesson
17. Thompson G2 Contender
18. Colt "Python" Silhouette
19. Colt M1911
20. Colt Socom OHWS
21. Walther P38
22. Walther P99
23. Walther P99 chambered for 9x18
24. Desert Eagle
25. Desert Eagle Mark XIX
26. Beretta 92FS
27. Beretta 93R
28. Sig P220
29. HK USP 45
30. FN Browning HP-SA

Submachine guns:

1. PPSh-41
2. PPS-43
3. PP-19 "Bizon"
4. PP-19 "Bizon 2-07"
5. PP-19 "Bizon" chambered for 45
6. PP-91 "Kedr"
7. AEK-919K "Kashtan"
8. SR-2M
9. Sten MK II
10. MP-40
11.HK MP5A3
12.HK MP5A3 chambered for 9x18
13.HK MP5A3 shortened MP5k
14.HK MP5A3 silent
15.HK MP7A1
16. Ingram MAC 10
17. Ingram MAC 11
18. Kriss Super V
19.FN P90

Automatic rifles:

1. AKS-74U
2. AKS-74UB
3. AK-74M
4. AK-74 "Shooter"
5. AKM
6. AKMS
7. AN-94 "Abakan"
8. AN-94 "Abakan" assault
9. AEK-973
10. AS "VAL"
11. AS "VAL" PSO1M2
12. SR-3m "Whirlwind"
13. OC-14-1A "Thunderstorm-1"
14. OC-14-4 "Thunderstorm-4"
15. SCS Custom
16. Einfild L85A2
17. Einfild L85A2 balanced
18.LR 300ML
19. Sig SG550
20. Sig SG551 SWAT
21. FN F2000
22. HK G36
23. HK G36E
24. HK G11K2
25 DSA-58
26. AUG A1
27. Ruger Mini-14 AC-556

Sniper rifles / carbines:

1. SVD
2. SVD-S
3. VCA
4. SVU-A
5. TKPD
6. SVT-40
7. SCS
8. VSS "Vintorez"
9. VEM Gauss M72
10. AI AWM
11.AI AWM chambered for 338
12.M14
13. Sig SG555
14.LR 300ML sniper
15. LR 300ML "Night sniper"

Machine guns:

1.RMB
2. RPK-74M
3. RPKM "Custom 5x45"
4. RPD-44
5. "Cord"
6. DShKM
7. Einfild L86A2
8. MG-42
9.M249 SAW

Shotguns:

1. KS-23M "Drozd"
2. Sawed-off BM-16
3. BM-16
4. TOZ-34
5. TOZ Hunter
6. Saiga-12S
7. Saiga-12S "Thresher"
8. MP-153
9. Cutoff Winchester 1887
10. Winchester 1300
11. Winchester Model 1873
12. Franchi SPAS-12
13. Franchi SPAS-12 "Paradox"
14.M1014 JSCS

Grenade launchers:

1. RPG-7
2. RG-6
3. RG-6 M209
4. RPO-A
5.M-79

Other:

1. Block crossbow

Attached:

Underbarrel grenade launchers:

1.GP-25
2.M-203
3. AG-36

Silencers:

4. Rifle flame arrester
5. PBS
6. PBS-4
7. Muffler 4.6mm
8. Suppressor 5 * 56x45
9. Muffler 5.7mm
10. Muffler 9mm
11. Muffler 9mm (NATO)
12. Extension for Smith & Wesson revolver
13. Stock for Mauser C-96

Sights:

14. 1P59 "Hyperon"
15. Software 4x34
16. Elcan M145
17. Hunting sight
18. PU 3.5x22
19. PSO-1
20. 1P78 "Kashtan"
21. PVS-14 night
22. PKS-07
23. Revolving sight
24. Sight for MP5
25. Sight Susat

Ammunition:

1. Thermobaric grenade for RPO-A
2. PG-7V
3.12 gauge buckshot
4.12 gauge with a Jacan bullet
5. .45 ACP M1911
6.9 * 39 SP-5
7. 9 * 39 SP-6
8.7.62 * 54 7H14
9.7.62 * 54 7H13
10.5.7 * 28 SS190
11. .45 ACP Federal Hydra-Shock
12.5.56 * 45 M855
13.5.7 * 28 L191
14.5.56 * 45 M995
15.5.45 * 39 7H6
16.5.45 * 39 7H22
17.7.62 * 54 7H1
18.9 * 39 PAB-9
19.23 * 76 "Shrapnel 25"
20. Tape 12.7 * 108
21.7.62 * 54R
22.DM11 4.73 * 33
23.7.62 * 63 (30-06 Springfield)
24.7.92 * 57 PSU
25.7.92 * 57 Mauser
26.9.3 * 64 (7H33)
27.9 * 19 7H21
28. .410 Bullet Brennecke Magnum
29.12 gauge LM
30. .410 Foster's bullet
31. .410 fraction
32. Paper cartridges
33.7.62 B3
34.7.62 PS gzh
35.7.62 PS
36. .338 Lapua Magnum
37. .308 Winchester
38.7.62 * 51 NATO M80
39. .50 AE THV
40. .50 AE JHP
41. .44 Magnum JHP
42 .44 Magnum JSP
43.16 gauge shot
44.16 caliber buckshot
45.16 caliber Foster bullet
46.4.6 * 30 CPSS
47. Crossbow bolt
48. M72-M Gauss
49.9 * 19 NATO
50.9 * 18 PBM
51. 9*18
52.9 * 19 M9
53 .357 Smith & Wesson Magnum JFP
54.357 Smith & Wesson Magnum JHP
55.7.62 * 25 PS
56.7.62 * 25 P
57. VGM-93
58. Vog-25
59. Vog-25P
60. M209

Grenades:

1. RGD-5
2. Smoke grenade
3. F-1








































To install the modification, do the following simple steps ...

1. Download the main version of the pack from the spoiler with the links above and unpack the contents into the folder with Shadows of Chernobyl.
Important! If there is already a gamedata folder in the game folder, delete it, and only then unpack it there FM Weapons Pack.

2. Then download one of the latest patches (preferably) from one of the links under the spoiler above and unpack the archive into the folder with the game, where it already stands FM Weapons Pack. If you need to replace files during unpacking, answer yes.

3. After all the above steps, you can start the game. Note that you need to start a New Game .

List of engine edits edits:
I> 2GB,
Cleaned up xrGame,
Artifacts do not work from the belt, but from the inventory, the belt serves as a container,
Walking animation anim_walk for pistols,
Fixed crash "can" t find rank "for weapons,
Returned collision of dead bodies,
Changed the position of the camera from the 3rd person (cam_2).
Prohibition on reaching for weapons in the car and on the stairs.
Disabled " NPC recognition",
Updated xrGameSpy.

New scripting methods:
inv_weight - get weight max. weight,
set_inv_weight - set max. weight,
move_on_belt - move an item to the belt,
item_on_belt - get an item on the belt,
set_ammo_type - set the type of ammo.

New script callbacks:
on_item_belt - move an item to the belt,
on_item_ruck - move an item to the backpack,
on_item_slot - move an item to a slot,
on_switch_nightvision - night vision switching.

New slots in the inventory:
dragdrop_torch - flashlight,
dragdrop_knife - knife,
dragdrop_bino - binoculars,
dragdrop_detector - detector,
dragdrop_helm - helmet.
Not yet used, they will be active in the next patch.

New console commands:
fov - global fov of the camera,
k_ammo_on_belt - ammo on the belt.

The developments were used: Forser (ForserX) , svarog2741, SkyLoader, _ghost_, Kolmogor.

Patch to version 2.0b.

Fixes:

Removed the insane spawn of NPCs and mutants
+ fixed GG immortality on newbie leaking from tests
+ fixed crash at Army Warehouses
+ fixed crash on zombie icons
+ adjusted aiming for AK-74 and MP-5 along with modifications

Patch to version 2.1

Fixes:

Added food from Fallout, while testing and without distribution, the groundwork for the future, so to speak.
+ added cartridge for MG-42 in the form of zinc with a tape, as well as the machine gun itself added NPC
~ crash fixed Can "t find model file" weapons \ sig555 \ wpn_sig555.ogf "
~ crash fixed cannot find rank for: wpn_mp412
~ adjusted scope DSA-58
~ fixed sight and sounds of getting out - removing F2000
~ fixed sounds of getting out - removing MP-5
~ adjusted aiming for TT-33
~ fixed a no-log crash when entering the Freedom base
~ slightly reduced the drop of new ammo from boxes
- completely removed the insane spawn of NPCs (my inattention was to blame)

Patch to version 2.1.05

Fixes:

NPC is given new food and drugs from Fallout new vegas(so far only for testing, some of them do not have a description and the effects from use are the same for all)
+ new texture for 7.62x25-TT and 9x18-PM cartridges
+ added, finally, individual packs for cartridges. 357 and 44-Magnum
+ Added G-11 to Monoliths in late locations
+ added cartridges SR-10, SR-11 and SR-13 for SR-1 "Gyurza", SR-2 "Veresk", PP 2000, GSh-18, MP 443 "Grach"
+ NPS added pistols GSh-18 and MP-443 "Rook"
+ added hunting cartridge 7.62x39
+ new Bolt, carried over from ZP
-removed the ability to fire a weapon chambered for 9x21 with 9x19 rounds
~ fixed problems with BM-16 in the Arena (due to its transfer to its native 16 gauge cartridge)
~ fixed price of Mosin-Nagant and Mauser 98k rifles, previously it was equal to zero
~ crash fixed Can "t find file" wpn_1p29_scope associated with the missing sight for Abakan
~ replaced models SIG-550 and unique assault SIG-551
~ fixed description of AK-74M on AK-74
= many thanks for the help with textures svarog2741
=MANY THANKS to comrade Brigadirych for numerous criticism

Patch to version 2.1.06

Fixes:

Added tracer effect to all ammo
~ fixed bug with new bolt
~ fixed the lack of description for AEK-973 (while there is a bug with a pseudo-barrel gun, it will get better in the next version)

Patch to version 2.1.07

Fixes:

Added mod RealBags v1.2
+ fully integrated Mod Extended equipment MOD from LEXZ
+ added AKS-74u "Shturmovoy" no stock (recoil reanimated)
+ added 4 new knives OTS-30, Tactical knife, Ontario BC5 Bowie and Type 30
+ added mini-mod "Dangerous NPCs"... NPCs are now extremely dangerous opponents. Also, the problem was solved when NPCs lifted a machine gun into the sky and fired in an unknown direction.
+ added to loot cartridges for MG-42
+ new sounds of shots of Mosin and Mauser K98 rifles.
+ added AK-103.
+ Added cartridges. 45 hunting and Hi-Express, and also replaced packs of normal and water shocks with normal ones.
+ added new visuals of Duty (I never realized what kind of psychos would walk around the zone in black and red camouflage). Now the bandits are quite difficult to distinguish from the newcomers, and the long-timers from the military.
+ added mod "Rusty Zone" from AB, atmosphere for.
+ added particles from amik(requires additional adjustment of the points of departure of the sleeves and flashes of flame, in the process).
~ fixed bug with RMB icon.
~ fixed AWP icon under .388 Lapua Magnum (later replaced with something else of the same caliber).
~ fixed cartridge icon. 338 Lapua Magnum.
~ Redesigned TT-33 animations.
~ AKS-74 was replaced by AK-74, and a unique AK "Strelok" model was added.
~ the buggy and ugly AEK-973 has been replaced with a new good model AEK-971.
~ crash fixed cannot find rank for: wpn_bizon_762.
~ crash fixed there are no free room to place item associated with SPAS 12 "Paradox" at Kocherga.
~ replaced SPAS 12 "Paradox" with AA-12.
~ fixed position of М249 in NPC hands.
~ fixed lack of loot for RPD ammo.
~ textures of the "Thunderstorm" center are optimized (duplicate textures were used earlier).
~ the drop of new food on corpses has been greatly reduced (description and effects are still in progress).
~ slightly corrected description of fly agarics =)

Patch to version 2.2.

Fixes:

~ corrected the position and flashes of KrissSuper, MP5, RPD-44, SVD, SVU, G11, M16A4 for which (and not only for this) thank you so much vitok96
~ fixed excessively frequent jamming of the PPSh even in the whole state
~ fixed incorrectly spelled sound for MP-412 with empty drum instead of clicking shoal, the sound of a shot
~ increased prices for backpacks.
~ bug fixed Can "t open section" wpn_1p29_scope "
~ bug fixed Can "t open section Can" t open section "stalker_outfit"
~ crash fixed Can "t find texture" wpn \ wpn_aa12_rail "
~ fixed test immortality that had slipped into the release on a newbie.
+ Wolf at the beginning of the game gives out a backpack.
+ added an icon for 12.7x54 cartridges from VSSK.
+ Added a number of icons to match the visuals of the new weapon.
+ Added text edits from Korpus.
+ added a new crow from svarog2741.
+ added textures from Domedos.
+ added weather from ABC.

Patch to version 2.3, placed on top of 2.1.07.

Fixes:

Included is a fix I forgot with the AK-103 models
+ new bonfire from strelok71.71
+ redesign of the Mole group. Now these are real diggers-diggers who have found a cache of the Great Patriotic War.
+ added "Gathering NPCs"
~ fixed bugs with .45 caliber cartridge
~ fixed endless inventory auto-update.

Special thanks to Forser, svarog2741, SkyLoader, ghost, Kolmogor for numerous changes to the engine.

Many thanks to the people who sent messages with errors and logs to AMK-Team and to my group in VK.

Authors of some works- Samber13, aztec_1997, Mirage2000, [email protected]$, zxc, kirla4, LeeSwager, 2clip, Flash, amik, Forser, svarog2741, SkyLoader, _ghost_, Kolmogor, LEXZ, strelok71.71
Modifications used- APM variety mod 0.2, FARSIGHT MOD 0.8, A-life Controller v1.0, Float32, RealBags v1.2, Extended equipment MOD, Dangerous NPCs, Rusty Zone, Gathering NPCs
Some resources are taken from projects Bohemian Interactive, 4A Games, Tripwire Interactive, Bethesda Game Studios ...

P.S. - The list of used works will be updated whenever possible and if necessary.

In this topic, the authors are always ready to read your wishes, take note of constructive criticism, help with the modification and fix its errors by posting patches and fixes, and, of course, they are happy to receive any help in developing the pack.

All technical support for the modification is provided by Evgeny "Fedot" Fedotov.

When using developments from this pack, use the name "FM Weapons Pack" when specifying the source. It is necessary.

According to the number of trunks, the following statistics are:

74 names of weapons (excluding modifications and skins)
- 83 different models (that is, including modifications and differing in geometry)
- 125 pieces in total (with skins and modifications) Assault rifles (assault rifles):
AK-47 (12 variants);
AKS-47;
AK-47 Mini Dragunov;
AK-74 (9 variants);
AKS-74 (5 options);
AKS-74 Cobra-Camouflage (5 variants);
AK-74M;
AK-101;
AK-102;
AK-103;
AK-104;
AK-105;
AK-107;
AK-108;
AKM (2 skin options);
AKMS;
AKS-74U (4 skin options);
AKS-74U Sturmovik (2 skin options);
AN-94 Abakan;
Bofors AK5;
Steyr AUG A1 (AUG-77);
Steyr AUG A2;
FA MAS F1;
FA MAS G2;
FA MAS Prototype3;
FN FNC;
HK G36;
HK G36C (Compact \ Commando);
HK G36E (Export);
HK G36K (Kurz);
IMI Galil AR;
IMI Galil ARM (2 skin options);
IMI Galil MAR;
HK 416;
Z-M LR300 ML (4 skin options);
Colt M4A1;
Colt M16A1;
Colt M16A2;
Colt M16A3;
Colt M16A4;
CZ SA Vz. 58;
Valmet Rk. 95 (3 skin options);
SIG SG550 (2 skin options);
SIG SG551
SIG SG552 Commando;
HK XM8;
Colt XM177E2;
Enfield L85A2;
AS VAL.

Light machine guns:
HK MG36;
RPK-74 (2 skin options);
HK XM8 Para.

Pistols:
APS (2 skin options);
Beretta 92;
CZ.52;
Destert Eagle .50AE;
Fort-12;
Glock 18C;
Glock 18C Expert;
GSh-18 (2 skin options);
Colt Government M1911A1;
FN Browning M1935 High-Power Mk.III;
MP-444 Bagheera (2 skin options);
Walther P.38;
Walther P.99;
SIG-SAUER P220;
PB;
PM;
TT-33 (2 skin options);
HK USP-45 Compact;
FN Browning 1995 High-Power;
OTs-33 Pernach.

Shotguns:
Saiga 12K

Submachine guns:
HK MP5A2;
PPD-40;
PPSh-41 (2 skin options).

Sniper rifles:
Knights SR25 Mk.11 Mod. 0;
HK 417 Sniper;
IMI GALATZ;
SVD (4 skin options);
SIG SG550 Sniper
VSS Vintorez.

Some features of the mod:

Maximum functionality of the weapon, that is, upgrades are provided for each barrel.
+ Separate skins for some samples.
+ New upgrades, in particular - silencers for different calibers and classes of weapons.
+ Re-voicing of all new weapons.
+ Added bump mapping for all textures.
+ Balance weapons, bringing them closer to real characteristics.
+ Distribution of barrels to characters.
+ New main menu of the game.
+ Changed HUD.

Please note that the mod uses resources that I did not participate in the creation of.

First of all, these are models \ textures \ sounds of weapons from the site fpsbanana.com (it is not possible to indicate all authors, since the list will be very impressive), as well as from various games and other mods for the game (LeonserGT addon for AMK, Muller's Sound Mod, and a few others).

Therefore, I in no way claim to be their authorship. The only thing that was done only by me is the animation for all the above models of weapons and an introduction to the game.

Compatibility:

The mod is not compatible with global mods (AMK, SRP, OGSM and others).

However, there is compatibility with mods that change graphics and / or textures (for example, Sky4CE SkyGRAPHICS Mod, "Golden Autumn", Panoramic Mod, etc.)

***
Due to some difficulties (at the moment - lack of time), there are shortcomings:

1) The coordinates of the upgrades on the icons are not configured.
2) Approach modes are not configured when firing from an under-barrel grenade launcher.

I will try to fix all of the above and put it in the form of an update.

About plans:

Further expansion of the range of weapons (any types and classes of weapons, from pistols to sniper rifles).
- Adding new skins for ready-made models.
- Development of modifications ("unique" barrels with various upgrades).
- Complete alteration of Stalker models (replacement of standard models - binoculars, knife, bolt, and all remaining small arms).
- If possible, expanding and supplementing gameplay, introducing new features in the game itself.