Q: how much disc space does your mod take up? A: about 10 gb in the archive, and in unpacked about 17 gb. Q: new content is planned? A: no (but it's not certain). Q: how to change the language in the Launcher? A: find the word "Русский" at the top of the Launcher, click on it and select the desired language. Q: will there be adaptations to any platforms, mods, builds, etc.? A: no. Q: is it possible to put a mod on the Anomaly (or on assemblies) or on the original SoC, CS, CoP? A: impossible. Q: how to reduce camera shake during movement? A: "Camera shake" in game Options. Q: is it possible to disable the gas mask (helmet) shader? A: Options->Video->Advanced->Gas mask shader. Q: is it possible to disable 3D scopes? A: Options->Video->Advanced->PiP scopes. Q: is it possible to disable the main hud or the minimap? (there are two ways) A: the first one is through ‘Options’ (the settings of the minimap are in the ‘Video’ tab, and the settings of the main hud are in the ‘Interface’ tab); A: the second, by pressing special keys (by default, ‘+’ on the nampad is responsible for switching the main hud on/off, and ‘-’ on the nampad is responsible for switching the minimap on/off, you can change the key in the control settings); A: also added the ability to change the scale of the minimap to a separate key (by default the key ‘*’ on the numpad, you can change the key in the control settings). Q: is it a compilation, addon, pack or mod? A: although the title indicates that it is a package, but in the end it turned out to be a mod. Q: how long was developed mod and what are the future plans for the developers? A: the mod was developed for almost 4 years. The main developers will either leave modding or make a decent pause, and the rest of the developers will do their own mods/projects/does. Q: the mod has a complicated economy, why? A: our concept of economy is as follows: Equipment and weapons are broken frequently, in order for the PLAYER to walk more and collect items, that is, more involved in firefights or searching for artefacts. According to this concept, we assume more exploration of locations in search of expensive items than in the original CoC (Conditionally, we do not break equipment and weapons - lots of money - no sense of need for anything). Ammo is made "conditionally realistic" compared to the original. That is, you don't need a lot of ammo to kill someone. But also ammunition to this, will be spavnitsya little, so that they did not accumulate like some army unit. Since the weapons have become many times more and for the player to try them out, you need to spend more time to buy or find them. Q: how to start the main story, with the "Mystery of the Zone" ticked on? A: for this you need to find the Swamp Doctor, he moves on the left side of the swamp and can rest at the base of the CS or at the tower behind the base of the CS (during the rest, he has a mark of an important character). Q: where to find tools? A: either in regular stashes (random chance of finding them) or in quest stashes (50% chance of finding them). Q: where to find Veles or Svarog? A: at Scientists or traders in the presence of good reputation (that is, the value in the PDA must be 1000 more from the starting values) and need to get the achievement "Heavy Pockets", or at Nimble, or with a small probability in the stashes (but only Veles). Q: why are there no visual upgrades and 3D PDA? A: they were never originally planned or considered for addition. Q: there are few quests and all of them are monotonous, why? A: because this aspect does not concern the weapon component (and all that is associated with it, the problems of the original Call Of Chernobyl). Q: how to turn on the spawner? A: in the Launcher, in the section "Technical" switch on the Mode dbg, and then in the main menu press the S key. Q: costumes and helmets break quickly, what should I do? A: play more carefully, monitor their condition, pump strength and use repair kits for armor (sewing kits). Q: why some weapons have no upgrades, and some of them are visually hidden and inaccessible? A: this is our vision of the "conditional" balance and "peculiarities" of the work of upgrades in Stalker. Q: where to take unique weapons? A: at Nimble in the Bar (to get to him, you need a "Great" reputation). Q: and there are new quests, locations, factions, mutants, etc.? A: no, because we have a weapon mod. Q: do you have any money details and is there any way to thank you financially? A: there are no money details, and it is impossible to thank you financially, because the mod was made on pure enthusiasm and was never considered as a way to earn money or receive financial support.