Stalker large zone to increase the carried weight. "Stalker: Shadow of Chernobyl": how to increase your carrying weight without consequences? How to increase carry weight in STALKER Call of Pripyat

Today we will look at one of the most important questions for everyone who plays Stalker: Shadow of Chernobyl - how to increase the carry weight. It is impossible to transport large loads, because the automatic maximum reaches 60 kilograms. This is quite small, which means that the player is inconvenienced.

Laws of physics

The tricks that Stalker: Shadow of Chernobyl contains will help us. How to increase the weight you can carry, because 60 kg is a lot for an ordinary person. That is why the game developers considered it necessary to add a touch of realism to game process, you cannot carry heavy loads. But gaming reality is significantly different from life, primarily in that it must break down boundaries. This means that in Stalker it is still possible to increase the maximum available weight that the player is able to carry with him. Let's get down to business.

“Stalker: Shadow of Chernobyl” - how to increase your carry weight in the game

You need to find the folder where the user installed the game. There is the following attachment called gamedata. Inside it there is the following directory - configs, then - creatures. It is after going this way that you can find the necessary “actor.ltx” file. The permit can be easily opened using a regular notepad. Inside this document, the user should find the line "max_walk_weight = 60". Thus, all that is required to solve the question of how to increase the carried weight in Stalker is to rewrite the number to any other one. Save the file: the problem for many players has been resolved.

Conclusion

It is also necessary to correct such a moment as correction. It is this mark that indicates at what moment the character will lose strength quite sharply and quickly: during movement and jumping. We follow the path: gamedata\configs\system.ltx. In the line max_weight = 50, the last digit is changed to any other, the document is saved. To make sure the changes work properly, you need to launch the game. This manual is suitable for any version of mods. So we have solved one of the most important problems in the game “Stalker: Shadow of Chernobyl” - how to increase the carry weight.

STALKER Call of Pripyat became the second masterpiece from the entire line of STALKER games from the company GSC game world. The game has gained no less popularity than its previous part STALKER Shadow Chernobyl (Oblivion Lost).

The plot of the game STALKER Call of Pripyat takes place after the events that led to the opening of the center of the zone and the shutdown of the brain burner. The gamer will have to clean up the results of the failed military operation to gain control of the Chernobyl Nuclear Power Plant under the beautiful name "Fairway".

To make life easier in STALKER Call of Pripyat, we present to your attention some cheats, secrets and useful tips on survival in the zone.

How to increase your carry weight in STALKER Call of Pripyat.

There is no need to use any additional codes or mods to increase the carry weight in STALKER Call of Pripyat. It is enough to simply correct the actor.ltx and system.ltx files in the game folder. You can find them using the following path:

  • \gamedata\config\creatures\actor.ltx
  • \gamedata\config\system.ltx

In actor.ltx we change the following lines:

  • max_item_mass = 35 ;50.0 for example on "max_item_mass = 35 ;1000.0
  • max_walk_weight = 60" for example to "max_walk_weight = 1500

In system.ltx we change the value of the parameter: max_weight to 1000.0

And the weight carried by the character is now 1000 kilograms instead of 50, which will allow you to wear as much gear as your heart desires.

If these files are not in the game folder, then you just need to download and add them.

By the way, in these files you can change not only the carried weight, but also all the main parameters of the character.

Location of rare artifacts in the game STALKER Call of Pripyat.

  • Artifact "Heart of the Oasis" - located, in fact, in the “Oasis” location itself.
  • Artifact "Firefly“You should look for the anomalies “Vine”, “Plavni”, “Concrete Bath” and “Soda”.
  • Artifact "Compass" You can get it by killing a character nicknamed Noah, or you can get it from him by completing Beard’s quest.
  • Artifact "Soul" can be obtained by completing the Snags quest.
  • Artifact "Night star" at the dredger in the Springboard anomalies.
  • Artifact "Snowflake" can be found in the Electra and Scar anomalies if you have a good detector.
  • Artifact" Gravity" We are looking for the "Bitumen" anomaly at the "Jupiter" location
  • Artifact "Sparkler" And "Moonlight" in the anomaly "Iron Forest"
  • Artifact "Dummy" very rarely can be found in the "Rubec" anomaly on the "Zaton".
  • Artifact "Eye" in fiery anomalies.
  • Artifact "Insulator" Available only when completing the scientist's task.
  • Artifact "Steering wheel" is also a quest.

Rare weapon in the game STALKER Call of Pripyat.

Pistols:

  • "Award PMm" is given from the beginning of the game and nowhere else. Don't sell.
  • Pistols "Alpine" , "March" , "Steppe Hawk" can be ordered from Shustroy
  • "Black Hawk" can be found in caches and received for completing the quest "Theft" from Koryaga.

Slot machines:

  • "Frezer", "FT-200m" and "Storm" You can order from Shustroy.
  • "RP-74 Zulu"can be obtained, in fact, from the Zulu itself.
  • "SGI-5k Strelka" in one of Strelok's caches in random order.

Shotguns, rifles and other rare weapons:

  • Grenade launcher "Bulldog-6" after completing the tasks of Owl or Beard.
  • Rifles "Surf" , "Lynx" , "SVu2-a" at Shustroy's.
  • Shotgun "Predator" can be received as a reward from St. John's wort.
  • Shotguns "Carabinier" And "Chipper" to order from Shustroy.

That's probably all that's useful to know. The rest is intuitively clear as the game progresses. Have a great time!

Many fans of the Stalker series of games have encountered one unpleasant problem - after a major battle or a long search for artifacts, your hero has collected a lot of “swag” that he then moves with difficulty or even stands still. The fact is that by default the game has a limit of 60 kg, and if the player exceeds it, then the speed of his movement will drop significantly, and the ability to run will also disappear. So players are wondering how to increase weight in Stalker: Call of Pripyat. In our guide you will find the answer to this question.

Why so few?

Many players complain that there is no quick and simple way how to increase weight in Stalker: Call of Pripyat. But let's remember that this game was created as a kind of realistic project. And the permissible 60 kg is already an excess of reality, because few people with such a burden can not only move, but also run, while periodically shooting back from enemies. Of course, if you are not wearing an “exoskeleton”. But still, this is a game, and there are many loopholes in it that allow you to cheat the system.

"Honest" ways

One of the simplest and “legal” methods of how to increase weight in Stalker: Call of Pripyat is to carry a corpse as a backpack. What does it look like? You approach any dead person and open his inventory. Next, you need to move all your things, except the most necessary ones, to this corpse. All that remains is to drag this dead man using the key combination Shift + F to the nearest merchant, to whom you will sell unnecessary “swag”.

Another "legal" way to carry more weight is to buy an "exoskeleton" which will increase your carrying capacity to 100 kg. You can purchase a similar costume from merchants of the “Freedom” or “Duty” factions. In addition, such a “surprise” can be found in hiding places or on the corpses of killed opponents.

"S.T.A.L.K.E.R.: Call of Pripyat". How to increase the weight of a backpack using cheats

In order to use such a command, you must open the console during the game. This can be done using the “~” key. Next, you need to enter the following combination: g_always_run 1. This command will not increase the weight you bring, but will allow you to run even with a significant “overload”, which quite often becomes big problem in the game "Stalker: Call of Pripyat".

How to increase carry weight in game settings

In order to get rid of the “overload” problem once and for all, it is necessary to correct some data in the game itself. To do this, open its main folder. After that, you need to find and go to the directory called gamedata. Find the configs folder, and inside it - the creatures section. Here is the file we need, called actor.ltx. In order to change it, you will need to use Notepad. Find the line - max_walk_weight = 60, which is the determinant of the limit of the carried weight. Correct the number “60” to the one you want, for example to “500” - this will allow your hero to carry half a ton without consequences. Next, you need to save the changes using the Ctrl + S key combination.

But don’t think that that’s all and that you have found the answer to the question of how to increase weight in Stalker: Call of Pripyat. You also need to change the “critical weight” threshold at which the character loses the ability to run and jump quickly. To do this, open the gamedata folder again and find the configs section in it. Here you need to find a file called system.ltx and open it using Notepad. Look for the line max_weight = 50 and change the last digit to the one that suits you. After this, all that remains is to save the changes and launch the game. Now the problem of “overload” will not worry you. By the way, similar actions work in all parts of the game. So this instruction can be applied to “Shadow of Chernobyl”, as well as to “Clear Sky”.

how to increase your jump, how to increase your maximum carry weight, how to increase your clip. I answer everything completely.
BUT only those who have the game unzipped can make their own mod, i.e. there is a gamedata folder. If it’s not there, download a program to unzip the game files (it was available at the June Gambling Mania), or find exactly this version of the game (I don’t know which one), or maybe you yourself know some way to access the game files.
So you will need a gamedata folder and the ability to work in notepad.
How to increase your jump:
We go here gamedata\config\creatures, find the actor.ltx file, shove it into notepad.
We find the line jump_speed opposite it is the default parameter 6
you can bet anything, but keep in mind that if you bet too high, your tagged will break upon landing. Number 8, oddly enough, is quite enough for you to climb into hard-to-reach places. If you have a problem passing the Pripyat location, then 20-30 is enough for you to jump over the invisible boundaries of the map and go beyond it before moving to another location. AHTUNG! If you put a high number, you will need first aid kits or a trainer, because your health will slowly decrease upon landing.
How to increase movement speed:
We open the same file actor.ltx, find the lines:
run_coef - the line contains the parameter for simple running (or rather walking)
sprint_koef - line contains the sprint parameter (running when pressing the X key)
run_back_coef - the line indicates the parameter for walking backwards
walk_back_coef - the line indicates the parameter for walking backward while holding down the shift key.
Change it however you want.
How to increase your maximum carry weight:
We go here gamedata\config and find the system.ltx file in it the line max_weight - it indicates what Weight Limit you can wear it so that you can sprint with minimal loss of endurance. Bet as much as you want. Next, we go here again gamedata\config\creatures again we find the actor.ltx file in it the line max_walk_weight - this line indicates after what weight you will not be able to move and will stupidly stand in place with a polite inscription at the bottom to throw something away. It is clear that the parameter of this line must be greater than the parameter of the max_weight line in the system.ltx file.
How to increase the clip of your favorite barrel:
Go here gamedata\config\weapons and find the file with your favorite weapon. For example, w_abakan.ltx contains the line ammo_mag_size - this is what indicates how many cartridges are in your magazine. I think it's within reason to put 50-60 units. You can also reduce the wear and tear of your weapon with the line condition_shot_dec (the developers even bothered to write next to it what it means) add more zeros after the dot or even put just one zero there, then your weapon will be immortal.
How to upgrade your favorite pajamas:
We go here gamedata\config\misc and find the outfit.ltx file, in it we find your favorite suit. For example, you love the stalker jacket - a beginner's suit
We are looking for lines:
burn_protection - fire protection
strike_protection - protection from strike
shock_protection - protection against electric shock
wound_protection - protection against tearing
radiation_protection - radiation protection
telepathic_protection - protection from telepathic waves
chemical_burn_protection - protection against chemical reagents
explosion_protection - explosion protection
fire_wound_protection - shot protection
a value of 0.0 means that the suit does not protect you at all from such effects, a value of 1.0 means that your suit will 100% protect you from this illness.
Next, to reduce the wear of the suit, we look for the following lines:
burn_immunity
strike_immunity
shock_immunity
wound_immunity
radiation_immunity
telepathic_immunity
chemical_burn_immunity
explosion_immunity
fire_wound_immunity
all these lines respectively show the protection of the suit itself from influences.
The more zeros after the dot, the more resistant the suit is to such infection. I don’t recommend putting only zeros.
There are many more methods to change the game for you, but I can’t tell you all of them.
One main rule: do not delete any periods, commas, brackets, because if they are there, then someone needs it.

We continue the topic of weapon modification.
Using the example of the same Abakan:
gamedata\config\weapons file as you wish. Our desire stopped at w_abakan.ltx. Line ammo_class - you can reflash the cartridges for the barrel to any ones you wish, the main thing is to register them correctly (this is exactly what is done for unique guns).
Line grenade_class – you can reflash grenades for the grenade launcher. There is a shortage of grenades for NATO weapons, so you can prescribe grenades from Soviet guns to NATO barrels.
Line inv_weight – if your conscience does not allow you to increase the maximum carry weight, but you like to carry a lot of guns, then you can reduce the parameter of this line, because it means the weight of the weapon.
Line cam_dispersion - contains a parameter showing the so-called vertical recoil. Whatever the number is, the angle increases by that number of degrees each time the bullet is fired. You can lower this setting by adding zeros after the period. Then the barrel will jump less in your hands.
The line condition_shot_dec - as I said already, contains a parameter indicating how many units your weapon will deteriorate with each shot. It is better to lower it by adding zeros after the period.
The hit_power line contains a parameter indicating what size the bullet hole will be in the person you shot with this barrel. This is one of those important parameters that increases the power of a weapon, but in an indirect sense: the larger the hole, the faster the victim dies.
The bullet_speed line contains the initial speed at which the bullet leaves the weapon barrel. It must be changed with caution and in combination with other parameters, because instead of the desired effect, you can achieve the opposite effect.
These lines relate more to showing off:
light_color - flame colors when fired
light_range - flame radius
light_var_color - color varying among the presented ones
light_var_range - radius of varying color
light_time - time
In principle, this is enough to improve the barrel, although there are other parameters. I'll figure it out and write about them.
There may be inaccuracies, but I hope there are none

You can change the reward for quests as follows:
find the file task_manager.ltx in the gamedata\\config\misc folder, open it in notepad and look. First, there is a listing of the game’s quests in general: the “guardians” of the quests and their names are listed. We skip these lines. The following model follows:
(quest name)
typ=*quest type*
community=actor
init_condition=(=location of the objective and quest location)
text=xest text
description=quest description from file
parent=quest parent
target=target
reward_money=amount of reward money
reward_reputation=amount of reputation added/subtracted
reward_relation=reward improvement/deterioration of relations with the specified faction
reward_rank=added rank for the quest
reward_item=item, item, item
time=time for the quest.
Pay attention to the fields highlighted in yellow. In each quest, after the sign = money for the quest and the reward received for it in the form of an item are written there. Some quests have both of these fields, some have only money or only items. To change the monetary reward for a quest, change the number in the reward_money field to the desired one, to receive money for a quest that does not have this line, just add this line below, under this entire model.
With objects the matter is more complicated. In order to put an item as a reward, you need to write down its name, separated by a comma after the other items. Those names that I know myself:
grenade_rgd5 - RGD 5 grenade
ammo_12x76_zhekan - cartridges for shotgun "Zhekan"
af_medusa - artifact Medusa
af_cristall_flower - Stone Flower artifact
af_night_star - Night Star artifact
af_mincer_meat - artifact Chunk of Meat
af_gravi - Gravity artifact
af_blood - artifact Blood of Stone
af_fuzz_kolobok - artifact Kolobok
af_vyvert - artifact Vyvert
af_fireball - artifact Fire ball
af_rusty_kristall - crystal thorn artifact
af_electra_flash - artifact Flash
af_gold_fish - artifact Goldfish
af_ameba_slug - artifact Slug
af_electra_moonlight - Moonlight artifact
af_dummy_pellicle - Film artifact
af_rusty_sea-urchin - Sea Urchin artifact
af_dummy_battery - artifact Battery
medkit_army - army first aid kit
wpn_ak74u - weapon AK 74u
ammo_5.45x39_ap - cartridges for Kalash
conserva - actually, canned food
mutant_krovosos_jaw - bloodsucker jaw
ammo_12x76_dart - cartridges for dart shotguns
vodka - vodka
grenade_f1 - F1 grenade
medkit_scientic - scientific first aid kit
antirad - antirad
wpn_lr300 - weapon lr300
wpn_addon_grenade_launcher_m203 - NATO grenade launcher
wpn_addon_scope_susat - NATO scope
wpn_addon_silencer - silencer
dolg_scientific_outfit - Dolg scientific suit
scientific_outfit - SEVA
ammo_vog-25 - cartridge for the VOG25 barrel
wpn_sig550 - SIG weapon
af_cristall - artifact Crystal
If anyone knows, please add. Later I will post a list of names of modified weapons - with the help of it you will be able to receive the guns you just gave for the quest and get new ones.

If there is no reward_item line, write it below, under the specified model.
You can also increase the time for the quest or, conversely, reduce it.
To do this, you need to write your value in the time line, greater or less than what was already there, instead of the old one.
I hope I wrote clearly enough...

List of modified weapons:
wpn_svd_m1 - SVD "Trucker"
wpn_eagle_m1 - Desert Egle chambered for a different cartridge
wpn_groza_m1 - Thunderstorm chambered for Kalash
wpn_val_m1 - sniper Val
wpn_mp5_m2 and wpn_mp5_m1 - Vipers with a silencer and chambered for a pistol cartridge
wpn_rg6_m1 - grenade launcher
wpn_spas12_m1 - SPSA rifled
wpn_winchester_m1 - improved hard drive.
wpn_colt_m1 - Colt (I think Cora from the jammer)
wpn_ak74_m1 - AK Strelka Speed.
wpn_ak74u_m1 - AK 74/2 with a silencer.

Actor setup. Written by Rekongstor.

Path to the required file: /userdata/savedgames/user_quicksave.dds/user_quicksave.sav
Open in Notepad++ in the top menu click "Syntax" - "L" - "Lua"

max_item_mass = 50.0

And let's change the entire block ten lines below like this:

max_item_mass = 999 ; It is worth specifying values ​​less than the max_walk_weight parameter (see above).
jump_speed = 60 ; Jump height. Do not provide astronomical values. Ch. the hero won't fly into space anyway))
crouch_coef = 1 ; Crawl speed "very sitting" (Ctrl + Shift by default)
climb_coef = 2 ; Like crouching (Ctrl)
run_coef = 3 ; Normal run with console parameter "g_always_run" equal to 1
sprint_koef = 4 ; sprint
run_back_coef = 3 ; running back
walk_back_coef = 2 ; walking backwards with Shift key
air_control_param = 1 ; flight control. Beneficial for high jump_speed values, because you can quickly move around the map
walk_accel = 17 ; unknown parameter
pickup_info_radius = 5;radius in which their names are displayed above objects when you press the "F" key.

camera_height_factor = 0.85 ; determines the height of the view. Zoom in and the player will become visually taller

(Already edited)

disp_base = 0 ;angle (in degrees) of bullet dispersion when the actor stands still
disp_aim = 0
disp_vel_factor = 0 ;how much will the dispersion increase at a speed of 10 m/s (not necessarily when running)
disp_accel_factor = 0 ;will increase by how much more if the actor is running (+ speed)
disp_crouch_factor = 0 ;decrease if the actor is sitting
disp_crouch_no_acc_factor = 0 ;decrease if the actor is sitting + no acceleration

To reduce the size of the sight you can do this.

To increase survivability, change the value below.

burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepathic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0

And setting in better side be like this:

satiety_v = 0 ;rate of decrease in satiety over time
radiation_v = 1 ;radiation reduction rate
satiety_power_v = 1 ;increases strength when satiety decreases
satiety_health_v = 1 ;increases health when satiety decreases
satiety_critical = 0 ;critical value of satiety (as a percentage of 0..1) when health begins to decrease
radiation_health_v = 0 ;decrease in health when exposed to radiation
morale_v = 1 ;morale recovery speed
psy_health_v = 1 ; psy health recovery speed
alcohol_v = -1
health_hit_part = 0 ;percentage of hit used to remove health
power_hit_part = 0 ;percentage of hit used to remove power
max_power_leak_speed = 0 ;accumulation of fatigue (maximum limit to which power is restored) per second of game time
max_walk_weight = 1000 ; A weight at which a player cannot move. You can specify any value.

bleeding_v = 0 ;blood loss per nominal wound per second
wound_incarnation_v = 1 ;wound healing speed
min_wound_size = 0 ;the minimum size of the wound after which it is considered healed

min_wound_size,satiety_v,satiety_power,satiety_health,satiety_critical,alcohol_v could not be configured if you need immortality

Let's build up our stamina...

Let's add the line "jump_power"

We change it so that the player never gets tired, unless he attaches 5 fireballs to himself))

jump_power = 0 ;reduction of power with a jump without taking into account the weight of the load
jump_weight_power = 0 ;jump power reduction taking into account the weight of the load, for the maximum allowable weight
overweight_jump_k = 1; coefficient of influence of overload jump with weight (multiplied by jump_weight_power)

stand_power = 0
walk_power = 0 ;power decrease per second while walking without taking into account the weight of the load
walk_weight_power = 0 ;power reduction per second while walking, taking into account the weight of the load, for the maximum allowable weight
overweight_walk_k = 1 ; coefficient of influence of burden overload (multiplied by walk_weight_power)
accel_k = 1; coefficient for running (multiplied by walk_power, walk_weight_power)
sprint_k = 1 ;coefficient for "sprint" running (multiplied by walk_power, walk_weight_power)

I recommend changing values ​​with the comment “coefficient” and values ​​greater than 1 (optional) to 1.

limping_health_begin = 0 ;health threshold below which the actor begins to limp
limping_health_end = 0;health threshold above which the actor stops limping
limping_power_begin = 0 ;power threshold below which the actor begins to limp
limping_power_end = 0 ;power threshold above which the actor stops limping

cant_walk_power_begin = 0 ;power threshold below which the actor cannot move
cant_walk_power_end = 0 ;power threshold above which the actor can move

cant_sprint_power_begin = 0 ;power threshold below which the actor cannot sprint
cant_sprint_power_end = 0 ;power threshold above which the actor can sprint

Solitaire