AMK Mod Modification for S.T.A.L.K.E.R.: Shadow of Chernobyl - - General Informations: - The biggest global mod in Russian mod community. Release 1.4 1.
Offline A-Life We always wanted to diversify stalker behaviour - as minimum, to bring back 'stalking' - to teach them to search and collect artefacts, thus competing with Marked One. Well, these are results we succeeded: Stalkers actively and diversely they interact with each other in offline: - search and collect artifacts - loot bodies, collect any useful things like ammo, weapons, medicaments - trade If found items are common and inexpensive, they sell them to the trader. If they found something valuable, like rare weapon or expensive artifact, they leave it to itself or propose to sell to someone, who wants it (maybe, it will be the Marked One too) - they just post a message to IM system, where to find them, and explain, what they want to sell. conduct combat with hostile stalkers, moreover. Combat is calculated by the complex system: despite the fact that everything occurs in offline, the combat result is considered the outfitting of stalkers, the utilized weapon, and much other things. Everything does not ends on the combat: stalkers can loot the corpses of the devastated enemies and take, for example, better weapon to themselves. Usually, almost entire contents of enemy backpack will move to their backpacks, and will be sold to the trader with the first opportunity.
If in combat, the matters go entirely badly, then stalkers can call for help through IM, and, if player comes to this place, then he actually will see, that it was combat here - injured stalkers, corpses, the precise composition of sides. Even names of them will coincide with names from IM post that you heard some time ago.
conduct combat with hostile creatures They recognise not only the corpses (which are actively looted), but also boxes and caches - they'll get everything you put in the cache, it they'll found it. It depends on the distinctness of container - items, hidden in the cache somewhere on the garret of the neglected farmstead, for sure will not be found, but it is here into the box, which stands in the Bar, it is better not to place anything - they will clean it up, as soon as you come out. Now player will not meet 'default' NPCs, similar one to another (for example, novice with the shotgun, medkit and 5000 rubles in the pocket). All NPC are individual, each passed some events, which influenced their life in the Zone. Some - are experienced, passed several combats, have good outfit and equipment. Others, have done nothing significant, and finished their way with the bullet in the back of the head.
Online A-Life Improvements Well, also, we've done some new features for online A-Life. Here they are: - NPC loot bodies - NPC collect items lying on ground (medkits, weapons, artifacts) 3. Dynamic News System DNS is the main instrument which shows offine A-Life to the player. Do you remember, that in the original game different NPC sometimes contact with you through PDA with text messages, which are shown below, in the left corner of the screen (something like 'Marked One, at long last you returned.
If there'll be a free time - come visit me, I have some jobs for you.' We used this idea: Marked One's PDA is connected to some kind 'stalker network', through which he know the whole situation in the Zone: this network has IM-service, which stalkers actively use, reporting about the attacks of mutants, patrols, the obtained artifacts, skirmishes, etc. There is only some types of their messages. Stalker(s): - spotted someone (military patrol, for example), and name the place, where it happened.
found a corpse, trying to recognise it's name from PDA, voices assumptions about the reasons for death (and, you know - it's true working feature: if he was killed with pistol, or automatic rifle, or shotgun - it'll be recognised by stalker, who found the body, he'll describe, how's the wound looking, etc.), and name the place, where it happened. seen the skirmish, name the participants, the place.
seen, how kill happened, and name killer (as usual, it's the player) and victims, exemplary armament, place of the skirmish. heard something (shooting, scream, etc.). seen, that weather have changed, and tell, what he's thinking about it. tells about the dawn, the sunset, the dark night, about what he feels now, about his friends and whole situation around. tell about military helicopters, about raids, helicopter attacks, about the fact that helicopter's taking fire, or about the fact that helicopter crushed. give SOS, when the matters go entirely badly. tell about good items and artifacts, about where to find them, if you want to buy something.
ask for help with especially strong monsters (for example, with the controller, which arrived to Escape), and, sometimes - they thank you for help, and transmit something useful to the benefactor through Sidorovich or Barmen (leave transfer for you). report about when, approximately, the blowout begins. and there are many other types. And, don't forget - this is not random news. All of them are about real events happened in the Zone. There is no fake messages.
Release 1.3.1 1. Monsters We've modified some monsters: - controller: now he has the ability to zombify stalkers. blind dogs: they are dangerous in the swarm, cowardly, very rapidly they run, it is complicated to run away, 360 degrees feelings (new feelings, which were appeared instead of the sight), but they run away with death of two-free dogs from the swarm. Vulnerable place - paw. flesh: the thick layer of fat helps to maintain plural damages. Attack weak, but with the increased protection they can deliver problems. Weak place - head.
bloodsucker: one of the most dangerous monsters. It's very tenacious cranial bone maintains strong attacks due the brain moved back. Protected by rough skin and durable bone organs. Vurnerable place: head. You need to shoot from side or back to hit the brain, in this case he will be killed for sure. Other - in standard task of the 'Kill stalker' type, now, there are several ways to end task - victim can pay for its life, etc. authentic sounds for AK74, VSS 'Vintorez' and AS 'VAL'.
bug fixed: suits now are not repaired in the anomalies. bug fixed: recycling dialogs. bug fixed: save game spoiling in Pripyat. physics: you can carry monster bodies and some physical items.
improved blood. weapon/suit repair (based on Repair Mod). NPC damage from fire is turned off (to fix NPC burning in campfires). NPC panic added.
changed task conditions (time/reward). a lot of other fixes and additions. Release 1.3 1. Blowout - blowout begins suddenly, but you have some time to search for a hideout. Different hideouts have different degree of protection from the blowout, so choose the place, that seems to be reliable: basements, buildings with massive walls - there you mostly won't be affected by blowout.
NPCs runs to hideouts, while being attacked - they fire back, at the end of blowout - they return to usual places. NPCs protect the hideouts from enemies.
blowout strenght changes from the border territories of the Zone to its center - more mental hallucinations appears increasingly: phantoms, voices, sounds, while the strongest blowouts Marked One deafens. Underground locations are the best hideouts - there the blowout completely lose it's effect. during the blowout all monsters fall into the prostration: dogs lie and whimper, bloodsuckers sit and do not react. Also, the blowout is not affect to Monolith members - they sit and pray, but part of them continues to fight. Weather - reworked and completely random weather. restored sun & moon (now, you don't need to enter multiplayer game, then - return and run singleplayer to see them).
new moon texture. darker nights. fixed weather on Radar/Pripyat/Chernobyl NPP removed - now, there will no be a cloudy sky and identical lighting all the time. Other - GPS-marker. This little thing makes it possible to tag important/useful locations on the map, which you can obtain on your PDA. For activation you have to drop it and enter an information text in the opening window.
Different anomaly detectors appear in the game. Needs to be attached to the belt and turned on to operate correctly. The first detector - for detecting radioactive fields. Notifies about radiation presence with a sound.
The second detector - for detecting anomaly fields and disturbances. Notifies of their presence with a sound. The third detector - it determines not only the presence of anomalous fields and disturbances, but also shows their arrangement on the map. You can continue to play after a proper ending of the game (freeplay). Also, in freeplay Chernobyl NPP - Pripyat level changer added, and Chernobyl NPP - Sarcophagus level changer disabled.
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BTW's and helicopters added in some places. For example, in the Cordon the block post is intensified by two BTW. If you'll be lucky enough to blow up them, military forces will call for the helicopter. Just run =) - Reworked helicopter AI (rocket using, slight maneuvers; helicopter flies away, if it loses player from the field of the sight for a long time).
A lot of fixes and additions. Release 1.2 1. Artifact transmutation Artifact transmutation: kind of 'alchemy' from RPG - you can modificate artifacts: by placing them in the proper anomaly, you have a chance to find here a brand-new artifact over time. Or to spoil it.
Quests for receipts, modified artifact levels and many other features. If you're lucky, you'll be able to create artifact with unique properties. Sleep system Brand-new sleep system: - Now Marked One gets tired after 30 hours of action: it begins to double in the eyes, etc. If you continue to play and will not sleep, Marked One will fall asleep approximately after 6 hours. Energy drinks acts even as 'anti-sleepy' means - being drunk, and this will give approximately an 2-3 hours to the time of the wakefulness, but it is possible to attain a similar effect only from the first three drunk jars - further, he will fall asleep in any case. Also, it gives inverse effect - Marked One will sleep longer if he's used an energy drink.
Each subsequent jar acts more weakly - gives 3, 2, 1 hour of wakefulness respectively. During the action of stimulator it is not possible to open the sleep menu, since he's under the action of the energy drink. First-aid kits now possess small soporific action, each first-aid kit is nearing the time of falling asleep for 10 minutes. To sleep, use the sleeping bag in your inventory. HUD - Dynamic HUD: player's FOV lowers when you wear suits with masks, breath effect (glass becomes covered with moisture).
Reworked HUD (new textures). New hit marks. New loadscreens.
New PDA skin. New main menu. New submenu, where you can customize AMK features (hit Esc during the game, then choose 'AMK Options'). Install Notes: - Installation order: 1. Download the initial EN release.
Unzip the archive and run the installer (important note: choose the right ingame resolution in the installer). Download the 1.5 EN release (rev.28). Update your current mod installation with it.
Make a right-click on your 'fsgame.ltx'-file inside your S.T.A.L.K.E.R. Main folder and open it with the editor. Search for the line '$gamedata$ = true false $fsroot$ gamedata ' and change the entry 'false' to 'true' (if it's look so). Start the new game, the mod is now fully installed. Uninstalling: 1. Just use uninstall.exe placed in the game folder. The mod is now uninstalled.
AMK-EN 2.0.74-RC1 patch This is a patch for AMK-EN 2.0-RC1. Install it on top of rev.70 or later. Changelog since rev.70: All names of stalkers for dynamic news are in English now. Fixed 'at $level' sentences, which resulted in 'at in' grammar mistakes. Also some other minor fixes in newsdata.script. Old (not dynamic) news from previous versions of AMK Mod were removed to prevent confusion with new dynamic news. 'Night Star' and flamethrower tasks in PDA are in English now.
Included English stringtableleveltips.xml. Made the flamethrower task in PDA (stabletaskmanager.xml) grammatically better. AMK 1.4.22 with AMK-EN 2.0.81-RC2 - Full Install available This is the complete pack install. You don't have to use it if you already have AMK 1.4.22 with AMK-EN 2.0-RC1 and you used the patch to RC2.
Nothing new except for AMK-EN 2.0.81-RC2 was included. Big thanks to xStream, all members of the team and all those who posted bugreports.
Please post all your bugreports in the relative thread in this forum. They really do help, without your bugreports I wouldn't have been able to find and fix all those annoying little errors. Patch to RC2 for RC1 only. Thanks, Vizzy. So, do I half to download all the files and patches listed on this page, or just the AMK mod and the patch? Guys, please read what I write when I release something. Okay, I will repeat.
Jay z vol 1 hard knock life zip. BAC9-FLCL, please include this information in the first post. If you download the full install, and it's revision number is THE SAME or HIGHER than the revision number of the latest patch available, you obviously just have to download the install. 1)I've got RC1! How do I get RC2? Let's see what you can do, if you've got, for example RC1 rev.76 (or any revision of RC1) You can EITHER install the latest patch (rev.81, RC1-RC2), or if you want to, you can download the full install and install it from there.
2)I don't have AMK at all! There are so many revisions! Help me, I'm lost! If you haven't got AMK Mod at all, all you need to do is download the full install with the HIGHEST revision number available, then see whether there is a patch to an even higher revision and install that.
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If there is no patch with rev. Number higher than the full install, download and installl ONLY the full pack.
So, for example, if you wish to install AMK, and there is a full install with revision number 81, but there is also a patch to 83 (it doesn't exist, by the way), download and install both full install and the patch, then install from the full install, then apply the patch. If there is a full install to rev.81 but no patch, all you need to do is download the full-install. AMK-EN 2.0.81 - rev.85 CRITICAL patch available Changelog since rev.81: Fixed a little bit of the sentence structure in Bar dialogs. A lot of sentence structure has been corrected in Yantar dialogs.
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Fixed some errors in bindmonster.script, which resulted in 'attempt to index field 'object' (a nil value)' CTD. Thanks to xStream and Vladwick. Install only on rev.81 or later. The download link has some problems. It's invalid. It would be better to fix it ASAP because this file might be necessary to patch rev.87!!
Hi while playing the game i noticed some more problems. After installing amken2.0rc2rev87patch over AMK 1.4.22 with AMK-EN 2.0.81-RC2 - Full Install. elite anomaly detector doesnt work in the underground tunnels at Agroprom. in the cutscene with doc in Streloks hideout doc isnt visible (you can hear him). after removing the patch starting the game results in a crash to desktop. after re-aplying the patch the game loads (i wanted to uninstall the pacth to see if if it would effect the problem) hope this is usefull info EDIT renamed gamedata folder to;gamedata did a new fresh install of AMK-EN 2.0.81-RC2 (no patch) started the game: OK reloaded the savegames: OK problems remain./EDIT.
AMK MOD 1.4.0.22 with AMK-EN 2.0 Yes, it's here. It's not perfect, and never was meant to be, but I hope you like it. It's not a release candidate anymore. New features: Download and see for yourselves!
Known issues: Some dialogs are still weird. That is because I don't have much time at the moment, and it appears to be the case with the rest of the team. Most is understandable, though. Those that are hard to understand are not very important anyway. From this moment all complaints about the pre-release versions aren't accepted. Also, I don't have a massive amount of time, so DO post your bugreports, but don't load the whole forum with your reports and complaints.
Thanks to all the members of the team, the testers and others who have contributed. Special thanks to xStream and Kanyhalos. Hope you like it.
AMK Autumn Edition - AMK 1.4.1 with Autumn Aurora 2.1 This is a merge of AMK 1.4.1 and supporting mods with Autumn Aurora 2. The mods and features merged here are: - AMK 1.4.1 + 1.4.1 patches 1 and 2 + English Translation - AA2 (almost everything other than artifact detectors) - Some features from ZRP (saves, fixes, etc) - Smurth's Dynamic HUD (hit and breath effects) - Rulix AI Pack (and a host of his other mods from AA2) - Weapon slot swapping from The Faction War for Clear Sky by smoq2 Installation You MUST be running patch version 1.0004 of Shadow of Chernobyl. The Optional Shadow of Chernobyl 1.0004 folder contains a patch that will let you rollback from 1.0006, see the README there.
Copy gamedata, fsgame.ltx, and appdata from this archive to your game install directory. Saves and screenshots will be stored in appdata with this fsgame.ltx. Add -nointro to the launcher options. If using the Steam version of the game, do it by right-clicking the game in Steam's list, then Properties, then Set Launch Options.
Enter '-nointro -noprefetch' without the quotes. If using a non-Steam version, do the same thing by right-clink the shortcut, then Properties, then go to the Target box and skip to the very end of the text there, after any double quotes. Enter Enter '-nointro -noprefetch' without the quotes, after any existing double quote. If you're planning to run the game with Static Lighting, be sure to look at Optional Static Lighting INSTALL README.txt. That's it, you're done. Play the game!
Be sure to set the game difficulty to master, it's the way the game was meant to be played and the combat is a lot more visceral and satisfying on that level. There are some options you may install, see the Optional/INSTALL README.txt file for details.
Do verify your game is running correctly before trying any of the options. ZRP save game keys The following keys are now available at the main menu: s - Create savegame named after level with gametime at the end F5/F6 - Create savegame named after level with 'snapshot' at the end l - Load last saved game These keys will return you to the game, so 'ESC s' is a great way to create a named, unique quicksave - it is also far safer than overwriting a quicksave at a bad moment in the game.
Be sure to clean these up periodically - maybe when you reach the next level. Credits This is a merge of several mods and all credit goes to the authors of the mods being merged: the AMK, AA2, and ZRP teams for their superb mods.Rulix for the large number of his mods that are in AMK, AA2, and ZRP - most of which are now merged here. Smoq2 for the ingenious weapon slot swapping system and code in the brilliant The Faction War Mod for Clear Sky. Smurth for his superb CoP mod, HUD Reworked 2.0, which too has been merged and used as a source of ideas. The 1.4.1 translation and a large number of fixes and improvements were provided by AnnaManiac, repoanon. TKGP's AA2 HUD was used in earlier versions of the merge. ChangeLog 1.0, 2015-07-20 - First merge 1.1, 2015-08-24 - Added AA2 hunger/medicine/headlamp.
Reset weapon values to AMK 1.4.1's values instead of LURK's. Added fsgame.ltx and appdata. 1.2, 2015-09-09 - Add AA2 weather ambient effects. Fixes rare crash. Fixes other issues also identified by VicRattlehead, thanks!
- Added ZRP autosave management and main menu save/load keys. Added many more Optional tweaks.
1.3, 2015-09-11 - Added AA2.1's automatic ammo repacking. Revert 2 scopes to AMK for alignment. 1.4, 2015-09-15 - Fixed blowout weather crash.
1/4 + 1/2 Equals
Merged AA2.1's particles.xr with AMK's. Use AA2.1's new thunderbolts. 2.0, 2015-09-17 - Merged AA2's weapons and balance. No more LURK animations. Rewrote the installation instructions for more clarity.
Added AA2's Rulix shoot effects. Default showsinglefireaccuracy to true in uiwpnparams. V1ld is this anything close to correct for the install of -nointro-noprefetch? Every way i try it it errors as invalid. 'G: S.T.A.L.K.E.R - Shadow of Chernobyl bin XR3DA.exe-nointro-noprefetch' it was loading and playing as 1.0004worldwide with the new startscreen untill loading the big gamedata folder.
Now there is no bugtrap log or log in the files. Yesterday using USA versions there was bugtrap and regular file logs. Bugtrap was saying there was a fatal sound error. The regular log was saying could not open user.ltx. Can i post those by copy/paste? Please Help:-) +2 votes.
'G: S.T.A.L.K.E.R - Shadow of Chernobyl bin XR3DA.exe' -nointro -noprefetch The 's end at exe and there should be a space before each of the two -s. Both your other two errors show a messed up install. Please start over by removing your install completely.
The install the game, verify it starts and is version 1.0006. Then add the -nointro above and verify it still starts. Add the 1.0004 patch and verify it starts and is version 1.0004 at the menu. Copy the files EXACTLY as stated in the install file and verify it starts.
Verify the game works at each step and you'll know when it stops working which step you messed up. Well, this is the error log. I hope you are not mad at me because i really am giving it my best. Detected CPU: AuthenticAMD, F15/M11/S2, 3100.00 mhz, 8-clk 'rdtsc'.
CPU Features: RDTSC, MMX, 3DNow!, SSE, SSE2 Initializing File System. Using fs-ltx fsgame.ltx -found external arch mpmilitary2.xdb0 FS: 33487 files cached, 6188Kb memory used. Init FileSystem 1.679657 sec 'xrCore' build 3116, Aug 15 2007 Initializing Engine. Executing config-script 'user.ltx'.!
Cannot open script file user.ltx Starting INPUT device. Loading DLL: xrRenderR1.dll Loading DLL: xrGame.dll. win32: free4065420 K, reserved54364 K, committed74456 K. D3D : textures0 K. x-ray: crt heap8787 K, process heap705 K, game lua0 K, engine lua0 K, render0 K. x-ray: economy: strings 1366 K, smem0 K Executing config-script 'g: program files (x86) thq s.t.a.l.k.e.r.
shadow of chernobyl gamedata config defaultcontrols.ltx'. g: program files (x86) thq s.t.a.l.k.e.r.
shadow of chernobyl gamedata config defaultcontrols.ltx successfully loaded. Executing config-script 'user.ltx'.! Cannot open script file user.ltx SOUND: OpenAL: enumerate devices.
SOUND: OpenAL: Enumeration Extension Present devices Generic Hardware SOUND: OpenAL: system default SndDevice name is Generic Hardware SOUND: OpenAL: default SndDevice name set to Generic Software SOUND: OpenAL: All available devices: 1. Generic Software, Spec Version 1.1 (default) 2. Generic Software, Spec Version 1.1 (default) SOUND: OpenAL: Select Best Device is Generic Software 1.1 SOUND: OpenAL: Required device: Generic Software. Created device: Generic Software. sound: EAX 2.0 extension: absent.
sound: EAX 2.0 deferred: absent. sound: cache: 32773 kb, 3805 lines, 8820 bpl Starting RENDER device.
GPU vendor:1002-device:9490: ATI Radeon HD 4600 Series. GPU driver: 8. CREATE: DeviceREF: 1. Vertex Processor: PURE HARDWARE. Texture memory: 3811 M.
DDI-level: 9.0. GPU shading: vs (fffe0300/3.0/30), ps(ffff0300/3.0/30). GPU vertex cache: unrecognized, 16. DVB created: 1536K. DIB created: 512K count of.thm files=41 load time=37 ms.
distortion: used, dev(30),need(14). SSample: 1024x768.
SSample: enabled - rtfaniso 4 - r1tfmipbias 0. Starting engine. Loading DLL: xrGameSpy.dll FATAL ERROR errorExpression: wave&&wave;-length errorFunction: CSoundRenderSource::LoadWave errorFile: E: stalker patch10004 xrSound SoundRender Sourceloader.cpp errorLine: 65 errorDescription: Can't open wave file: errorArguments: g: program files (x86) thq s.t.a.l.k.e.r. shadow of chernobyl gamedata sounds charactersvoice scenario video introgscwpl.ogg stack trace: +2 votes.
Hello there, I just downloaded the 1.4.1 file and everything seems to run smoothly so far, however, I do have a small issue UI issue, it seems that the autumn aurora inventory and dialogue UI is not really I am liking much, is there anything I can do to use the stock inventory and dialogue UI from the game? I suppose I can get used to the inventory of aurora but I really do not like the dialogue UI l, if it's possible to change that back please let me know!
Also nice work merging these mods, thanks for sharing. Yeah, AMK and AA2 are my favorite mods and bring very different but equally strong and complementary things to the table. AMK's changes to the game make it so much more immersive from the new spawns to the random anomalies that are persistent and decay slowly until the next blowout starts the cycle over to.
AA2 adds a lot of fantastic gameplay and atmospheric touches. It's a superb cocktail. Playing this as your first stalker game is intense.
But more power to you. People usually come to amk a lot later, AA2 is a great 2nd mod though. Tried eveything, can't get it to work. Set shortcut path, tried several installs - doesn't launch.
The bug occurs at the downgrading - stops launching when I try to launch after downgrade to 1.0006 (both clean 1.0004 and 1.0006 launches, but the downgrade from 1.0006 to 1.0004 does not, nor does the clean 1.0004 with the mod applied). Error log: Problem signature: Problem Event Name: APPCRASH Application Name: XR3DA.exe Application Version: 0.0.0.0 Application Timestamp: 46c2babe Fault Module Name: xrCore.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 46c00608 Exception Code: 4000001f Exception Offset: 00017d15 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 1062 Additional Information 1: adc1 Additional Information 2: adc138a035ab15f9b7f597 Additional Information 3: c451 Additional Information 4: ca696e237d1d172f8ce617 +1 vote.
Great pack by the creator, loving it so far. I do have a question though. I've played up until the first scripted bloodsucker encounter (Agroprom underground to look for Strelok's stash), but when I try killing the bloodsucker, I'm just unable to finish it. I've shot magazine after magazine and shot after shot (AK and shotgun) in it, and I can see it impact and bleed, but for some reason it doesn't die.
Now keep in mind I'm mainly hitting it when it's cloaked and I'm playing on 'master' difficulty, for the first time. Am I encountering a bug here or is there a special rule on 'master' mode that a 'sucker can't get damaged when in cloak? Or is it just ridiculously OP? Hope you'll get back to me soon. Thank you a lot!
Hi, I'm planning on starting a new SoC playthough and I'm looking for a good mod to go with it. I don't like how in AA you can only sleep in designated locations and I can definitely do without the fancy artifact detectors, but I would like to know which on of the two mentioned above feels more empty. I would also prefer to play the game in Russian (trying to learn the language), and I'm only running an Intel integrated GPU. It can run CoP on dynamic lighting, but I can't have a mod that lowers my fps too much.
Could you recommend me any mods based on what I've written above? I'm not even sure if there's some unofficial Russian version of AA, let alone the AMK + AA merge. I'm playing AMK 1.4.1 Autumn edition having never played AA standalone or the original AMK mod.
My new r9 390 is running it well and it looks amazing, the best I can remember SHOC looking besides when I first played it on release:D The difficulty is definitely increased, it feels a bit like Misery gunplay but without the needless micromanagement and super tough economy. I just got to Lab x16 and I have to say:. artifacts are somewhat plentiful. using items mid-firefight is not possible now, using an item holsters any weapon equipped.
seems to be a decent amount of new guns/items, interesting stuff too not filler. ai on master will split up and flank you like raptors. story quests seem to be unchanged except for certain item/ai spawns and timing changes I'd say just try AMK + AA, whether you want 1.4 or 1.4.1 is up to you.
Description AMK Finish Code OEM Part # Origin AMK Part # Click to BUY 1/4-20 X 9/16 HX BOLT RBW, SS. 8 pk SS (MXZ) B-10133 1/4-20 X 9/16 HX BOLT, SQR TR, SS. 8 pk SS (MND) B-10134 1/4-20 X 9/16 HX BOLT, WIDE TR, SS. 8 pk SS (MXO) B-10135 1/4-20 X 5/8 GR-5 HX BOLT P, ZC.
50 pk 8 (LNH) 304632-S8, 180018-S8 B-10131 1/4-20 X 3/4 GR-5 BOLT RBW, PHOS. 6 pk 2 (BDS) 304646-S2, 9419004, 179795 (s) B-11800 1/4-20 X 3/4 GR-5 BOLT RBW, ZC. 6 pk 8 (BDS) 304646-S8, 180020 (s8) B-11841 1/4-20 X 3/4 GR-5 BOLT RBW, ZC.
12 pk 8 (BDS) 304646-S7, 180020 (s8) B-11842 1/4-20 X 3/4 HX BOLT, SS. 8 pk SS (LGS) B-11351 1/4-20 X 7/8 HX BOLT, SS. 50 pk SS (LHM) B-10132 5/16-18 X 13/16 HX BOLT, PHOS.
6 pk 2 (KZJ) 350329-S2 B-13355 5/16-18 X 7/8 GR-5 HX BOLT, PHOS. 4 pk 2 (TT) 304664-S2, 9418991, 179817 (s) B-13479 5/16-18 X 7/8 GR-5 HX BOLT, ZC. 2 pk 8 (TT), 304664-S8, 180078 B-12626 5/16-18 X 1.0 HX BOLT, LP, SS. 4 pk SS (LGR) B-10172 5/16-18 X 1 1/8 GR-5 HX BOLT, CHRY CARB. 4 pk 2 (KDH) 181089 (Chry) B-10061 5/16-18 X 1 1/8 GR-5 HX BOLT, CHRY CARB. 4 pk 8 (OMV) 180080 (Chry) B-13243 5/16-18 X 1 1/4 HX BOLT, SS. 50 pk SS (LVL) 391757-S B-10171 5/16-18 X 1 1/4 HX BOLT, SS.
50 pk SS (MBV) B-10298 5/16-18 X 1 5/16 GR-5 HX BOLT, PHOS. 4 pk 2 (KLK) 179821 (sim) B-12629 5/16-18 X 1 5/8 HX BOLT POINT, CHROME.
2 pk 13 (UK) 379390-S13 B-12632 5/16-18 X 1 13/16 GR-5 HX BOLT, PHOS. 1 pk 2 (OMJ) 181095 (Chry) B-11442 5/16-18 X 2.0 GR-5 HX BOLT, PHOS. 2 pk 2 (UU) 304828-S2 B-12025 5/16-18 X 2 1/8 GR-5 HX BOLT, PHOS. 4 pk 2 (LJQ) B-11692 5/16-18 X 2 1/4 GR-5 FT HX BOLT, PHOS.
4 pk 2 (KEQ) 381904-S2 B-12633 5/16-18 X 3.0 GR-5 HX BOLT, PHOS. 4 pk 2 (KLS) 300890-S2, 9418993 B-12634 5/16-18 X 3 1/2 GR-5 HX BOLT, PHOS. 2 pk 2 (ZQ) 300902-S2, 9419046 B-12636 5/16-18 X 5.0 GR-5 HX BOLT RBW, PHOS. 1 pk 2 (EY) 300958-S2 B-10173 5/16-18 X 5 13/16 END LINK BOLT, PHOS.
2 pk 2 (OSJ) 2535992 (Chry) B-11694 5/16-18 X 7/8 HX F.75 CONI SEMS LP, PHOS. 6 pk 2 (KLI) 6025346 (Chry) B-11915 5/16-18 X 6 1/2 END LINK BOLT WB, PHOS. 2 pk 2 (MOD) 3983096 (s) B-10174 5/16-18 X 6 5/8 GR-5 END LINK BOLT O, PHOS. 2 pk 2 (HIM) C8OA-5495-A, 384611-S2 B-10175 5/16-18 X 6 5/8 GR-5 END LINK BOLT O, ZC. 2 pk 8 (HIM) C2OA 5495-D, C9OA 5495-A (s7) B-11623 5/16-18 X 6.91 END LINK BOLT L, PHOS. 2 pk 2 (MVI) 381954 B-10176 5/16-18 X 9.52 GR-5 END LINK BOLT, PHOS.
1 pk 2 (LLF) 384558-S2 B-10177 5/16-24 X 7/8 HX BOLT, STAINLESS. 4 pk SS (LGJ) B-10507 5/16-24 X 1.0 GR-8 HX BOLT WB, ZC. 4 pk 8 (LSP) 186634 B-10178 5/16-24 X 1 3/4 GR-5 HX BOLT, PHOS.
2 pk 82 (JG) 378741-S2P B-12637 5/16-24 X 1 3/4 GR-5 HX BOLT, ZC. 2 pk 8 (JG) 378741-S8P B-12638 3/8-32 HX NUT 9/16 AF X.094 TK, ZC. 4 pk 8 (POU) 355987-S8 B-14194 5/16-24 X 5 3/4 HX BOLT WB, ZC. 10 pk 8 (MWC) 3817575 B-10179 5/16-24 X 5.82 HX BOLT. 2 pk S (OSE) C0DD-5495-A B-11613 5/16-24 X 6 1/2 HX BOLT WB, ZC.
2 pk 8 (OTZ) 3790332 B-11706.
Description AMK Finish Code OEM Part # Origin AMK Part # Click to BUY 1/4-20 X 9/16 FLNG BOLT, ZC. 10 pk 8 (ORP) 388708 B-15010 1/4-20 X 5/8 FLNG BOLT, PHOS. 8 pk 2 (MHV) 56502-S2 B-10081 1/4-20 X 5/8 FLNG BOLT LP, PHOS. 6 pk 2 (BDN) 56301-S2 B-12705 1/4-20 X 5/8 FLNG BOLT.60 OD, PHOS. 6 pk 2 (PFE) B-14140 1/4-20 X 5/8 FLNG BOLT.60 OD, ZC. 6 pk 8 (PFE) B-14141 1/4-20 X 3/4 FLNG BOLT, PHOS. 4 pk 2 (OYN) 56102-S (sim) B-12706 1/4-20 X 3/4 FLNG BOLT, ZDC.
4 pk 36 (OYN) 56102-S (sim) B-12707 1/4-20 X 7/8 FLNG BOLT, ZDC. 100 pk 36 (MLX) 56703-S36 B-10080 5/16-18 X 7/16 FLNG BOLT, COPPER. 4 pk 99 (MTN) 9431600 B-10105 5/16-18 X 9/16 FLNG BOLT, PHOS.
6 pk 2 (PK) 378782-S2 B-12496 5/16-18 X 9/16 FLNG BOLT, PHOS. 17 pk 2 (PK) 378782-S2 B-11551 5/16-18 X 5/8 SRTD FLNG BOLT, PHOS. 6 pk 2 (QB) B-10104 5/16-18 X 5/8 SRTD FLNG BOLT, PHOS. 12 pk 2 (QB) B-10018 5/16-18 X 5/8 FLNG BOLT, PHOS. 7 pk 2 (OBM) B-10095 5/16-18 X 5/8 FLNG BOLT, PHOS.
14 pk 2 (OBM) B-10096 5/16-18 X 5/8 SRTD FLNG BOLT, PHOS. 8 pk 2 (OMH) B-10728 5/16-18 X 7/8 FLANGE BOLT, PHOS. 4 pk 2 (VP) 376255-S2, 9437398 B-12502 5/16-18 X.90 FLNG BOLT, LP, BLACK E-COAT. 100 pk 3 (MGG) 56720-S435 B-10097 5/16-18 X.96 SERRATED FLNG BOLT, PHOS. 10 pk 2 (PDV) 384951 (sim) 10008936 (7/8) B-13947 5/16-18 X 1.0 FLNG BOLT, PHOS & SEALER.
100 pk 2X (MFP) 56522-S101 B-10100 5/16-18 X 1.0 SRTD FLNG BOLT, PHOS. 2 pk 2 (LJF) B-10099 5/16-18 X 1 1/16 FLANGE BOLT, PHOS. 4 pk 2 (VQ) 376256-S2, 9423545 B-12507 5/16-18 X 2.0 FLANGE BOLT, PHOS. 2 pk 2 (VR) 376257-S2, 9419667 B-12509 5/16-18 X 2.0 FLNG BOLT, PHOS. 2 pk 2 (BGH) 56126-S2 B-12708 5/16-18 X 2 1/4 FLNG BOLT, PHOS. 2 pk 2 (BGK) 56127-S2 B-12709 5/16-18 X 2 1/2 FLNG BOLT, ZC. 2 pk 8 (JAE) 56128-S7 B-13260 5/16-18 X 3.0 FLNG BOLT, PHOS.
50 pk 2 (LNB) 56530-S2 B-10103 5/16-18 X 3.0 FLNG BOLT, ZDC. 2 pk 36 (IU) 56130-S2 B-13261 5/16-18 X 3 1/4 FLNG BOLT, PHOS. 2 pk 2 (BHJ) 56131-S2 B-12710 5/16-18 X 3 7/16 FLNG BOLT, PHOS. 2 pk 2 (AY) 376258-S2 B-12711 5/16-24 X 3/4 SRTD FLNG HD MS, PHOS. 4 pk 2 (KKN) B-12510 5/16-24 X 1.0 FLNG BOLT LP, PHOS.
Hodgkinson Real Estate. 8 pk 2 (GD) 353714-S2 B-11949 5/16-24 X 1.0 FLNG BOLT LP, PHOS. 20 pk 2 (GD) 353714-S2 B-11784 5/16-24 X 1 5/16 GR-8 FLNG BOLT, PHOS. 4 pk 2 (LIZ) 3887348 (sim), 14018700 B-10106.
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