Открываем файл: scripts\ui_main_menu.script
Ищем:

elseif db.actor~=nil and dik == DIK_keys.DIK_F5 then
self:mod_options()

Начинаем обряд воскрешения.
Вставляем ниже:

elseif db.actor~=nil and dik == DIK_keys.DIK_F6 then

--сбрасываем плохую память о гг

if has_alife_info("jup_killer_base_patrol_1_death") then disable_info("jup_killer_base_patrol_1_death") end
if has_alife_info("jup_killer_base_patrol_2_death") then disable_info("jup_killer_base_patrol_2_death") end
if has_alife_info("jup_killer_base_patrol_3_death") then disable_info("jup_killer_base_patrol_3_death") end
if has_alife_info("jup_killer_base_patrol_4_death") then disable_info("jup_killer_base_patrol_4_death") end
if has_alife_info("jup_killer_base_patrol_5_death") then disable_info("jup_killer_base_patrol_5_death") end
if has_alife_info("jup_killer_base_patrol_6_death") then disable_info("jup_killer_base_patrol_6_death") end
if has_alife_info("jup_killer_base_patrol_7_death") then disable_info("jup_killer_base_patrol_7_death") end
if has_alife_info("jup_killer_base_patrol_8_death") then disable_info("jup_killer_base_patrol_8_death") end
if has_alife_info("jup_killer_base_sentry_1_death") then disable_info("jup_killer_base_sentry_1_death") end
if has_alife_info("jup_killer_base_sentry_2_death") then disable_info("jup_killer_base_sentry_2_death") end
if has_alife_info("jup_killer_base_sentry_3_death") then disable_info("jup_killer_base_sentry_3_death") end
if has_alife_info("jup_killer_base_sentry_4_death") then disable_info("jup_killer_base_sentry_4_death") end
if has_alife_info("jup_killer_base_sentry_5_death") then disable_info("jup_killer_base_sentry_5_death") end
if has_alife_info("jup_killer_base_sentry_6_death") then disable_info("jup_killer_base_sentry_6_death") end
if has_alife_info("jup_killer_base_sentry_7_death") then disable_info("jup_killer_base_sentry_7_death") end
if has_alife_info("jup_killer_base_sentry_8_death") then disable_info("jup_killer_base_sentry_8_death") end
if has_alife_info("jup_killer_base_sentry_9_death") then disable_info("jup_killer_base_sentry_9_death") end
if has_alife_info("jup_killer_base_sentry_10_death") then disable_info("jup_killer_base_sentry_10_death") end
if has_alife_info("jup_killer_base_sentry_11_death") then disable_info("jup_killer_base_sentry_11_death") end
if has_alife_info("jup_killer_base_sentry_12_death") then disable_info("jup_killer_base_sentry_12_death") end
if has_alife_info("jup_killer_base_sentry_13_death") then disable_info("jup_killer_base_sentry_13_death") end
if has_alife_info("jup_killer_base_sentry_14_death") then disable_info("jup_killer_base_sentry_14_death") end
if has_alife_info("jup_killer_base_sentry_15_death") then disable_info("jup_killer_base_sentry_15_death") end
if has_alife_info("jup_killer_base_sentry_16_death") then disable_info("jup_killer_base_sentry_16_death") end
if has_alife_info("jup_killer_base_sentry_17_death") then disable_info("jup_killer_base_sentry_17_death") end
if has_alife_info("jup_killer_base_sentry_18_death") then disable_info("jup_killer_base_sentry_18_death") end
if has_alife_info("jup_killer_base_sentry_19_death") then disable_info("jup_killer_base_sentry_19_death") end
if has_alife_info("jup_killer_base_sentry_20_death") then disable_info("jup_killer_base_sentry_20_death") end
if has_alife_info("jup_killer_base_leader_death") then disable_info("jup_killer_base_leader_death") end
if has_alife_info("jup_killer_base_hit") then disable_info("jup_killer_base_hit") end
if has_alife_info("jup_killer_base_actor_hit") then disable_info("jup_killer_base_actor_hit") end

--воскрешаем Юпитерскую группировку

create("jup_killer_base_chief",db.actor:position().x+10,db.actor:position().y,db.actor:position().z+1,db.actor:level_vert ex_id(),db.actor:game_vertex_id())
create("jup_killer_base_leader",db.actor:position().x+15,db.actor:position().y,db.actor:position().z+ 1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_patrol_1",db.actor:position().x+7,db.actor:position().y, db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_patrol_2",db.actor:position().x+8, db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_patrol_3",db .actor:position().x+5,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_patrol_4",db.actor:position().x+3,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id ())
create("jup_killer_base_patrol_5",db.actor:position().x+2,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_patrol_6",db.actor:position().x+17,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_patrol_7",db.actor:position().x+21,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_patrol_8",db.actor:position().x+23,db.ac tor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_1",db.acto r:position().x+25,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer _base_sentry_2",db.actor:position().x+26,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_3",db.actor:position().x+4,db.actor:position().y+4,db.actor:position().z+1,db.actor:level_vertex_id(),db .actor:game_vertex_id())
create("jup_killer_base_sentry_4",db.actor:position().x+6,db.actor:position().y+6,db.actor:position().z+1,db.ac tor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_5",db.actor:position().x+15,db.actor:position().y+1,db.a ctor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_6",db.actor:position().x+9,db.a ctor:position().y+9,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_7",db.actor:position().x+11,db.actor:position().y+11,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_ killer_base_sentry_8",db.actor:position().x+12,db.actor:position().y+12,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_ver tex_id())
create("jup_killer_base_sentry_9",db.actor:position().x+9,db.actor:position().y+5,db.actor:position().z+1,db.actor:level_verte x_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_10",db.actor:position().x+6,db.actor:position().y+7,db.actor:position() .z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_11",db.actor:position().x+6,db.actor:position().y+1,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_12",db.actor:position ().x+6,db.actor:position().y+5,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sen try_13",db.actor:position().x+6,db.actor:position().y+4,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_14",db.actor:position().x+6,db.actor:position().y+3,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor :game_vertex_id())
create("jup_killer_base_sentry_15",db.actor:position().x+6,db.actor:position().y+2,db.actor:position().z+1,db.actor:l evel_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_16",db.actor:position().x+6,db.actor:position().y,db.actor:po sition().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_17",db.actor:position().x+12,db.actor: position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_base_sentry_18",db.actor:p osition().x+16,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
create("jup_killer_ba se_sentry_19",db.actor:position().x+15,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor:game_vertex_id())
c reate("jup_killer_base_sentry_20",db.actor:position().x+1,db.actor:position().y,db.actor:position().z+1,db.actor:level_vertex_id(),db.actor: game_vertex_id())

--поголовье восстановлено

local id, obj, kto
for id=0, 65535 do
obj = level.object_by_id(id)
if obj and IsStalker(obj) then
kto = obj:character_community()
if (kto == "killer_alies") then
xr_effects.set_npc_to_actor_relation(db.actor, obj, {"neutral"})
end
end
end
set_community_rel("killer_alies",{"neutral"})

--кончили лечение

В игре стоя за воротами базы подальше Esc-F6-Esc. Отреспавненные персы уйдут на базу (подожди), свтол в рюкзак, наймовский броник на себя и кротко, потихоньку к воротам. Перед воротами жди, выйдет Злой, спросит пароль.