E.Nigma42 has released his official AO3 port, link in the description. Remember to install it separately to this addon (my patches won't work with his version!)
Start with a clean/patched gamedata.
E.Nigma42 has released his official AO3 for CoC port, check it out:
Moddb.com
Make sure not to use it over the top of this addon or using any of my patches (install his over a clean/patched gamedata).
Patch and Tweak Repository
Mega.nz
Known Issues
Pastebin.com
EPIC Forums thread
AOforCoC on EPIC Forums
IF YOU EXPERIENCE A CRASH
Post your xr_[name].log that can be found in you CoC folder > _appdata_ > logs, do this IMMEDIATELY after you experience the crash.
Please post all issues here or PM me
"Arsenal Overhaul is a full weapons conversion for S.T.A.L.K.E.R Call of Pripyat, created by E.Nigma42. It features 100 new weapons, 24 new ammunition types and 6 new suits. All vanilla weapon models have been replaced with high quality versions. All weapon sounds have been replaced with new original sounds and more variation in stalker NPC's."
Originally created by E.Nigma43, AO3 for CoP was ported to Call of Chernobyl by an anon from the Stalker Games General thread on /vg/.
Start with a clean installion of Call of Chernobyl that's been modded to 1.2.24.
Then unpack the archive into your Call of Chernobyl install directory, or just copy and override its contents (gamedata).
Seems like a very stable port so far. It's compatible with basically what you'd expect it to be, I'm using it as my base mod with another ~8 sitting on top with no issues.
Almost without exception I would place AO3 in your gamedata first, if you wish to merge in more mods then its generally safer work around your big mod first than drop it in at the end and have to deal with multiple overwrites - it's easier to leave out a small mod or two that would damage compatibility than to get to the end and realize that by merging your main mod you would completely break the game.
--Some things to look at--
3.0 Multiple Scope Attachments - Mod DB
Showcasing that sexy knife skin
Gfycat.com
A look at the Kobra sight
I.imgur.com
Hi I installed OWR3, if I want AO3 how can I remnove OWR3 to use AO3?
If you have a gamedata backup, delete the modded gamedate and use your backup.
If you don't have a gamedata backup then delete gamedata, run the CoC auto updater - it will re-downloaded critical missing files (cool feature Epic!). Once the updater has finished restoring your game files you'll be good to go. But before you do anything further, make and keep at least a single backup of an unmodded gamedata folder so you can easily uninstall and change mods or revert to vanilla.
...run the CoC auto updater - it will re-downloaded critical missing files (cool feature Epic!).
Nice one, man.
can i, you know.. manually delete the owr3 weapon files then put this? no problem starting a new game, i just want to know
OWR3 alters a lot more than just the w_weaponname.ltx(s). You're best off following the advice above. Even if you have a copy of OWR3 and you use it to track down and delete each file that OWR3 changed you'd still need to run the updater as its possible OWR3 altered critical files that AO won't replace.
But at least for next time you'll have a backup ;)
oh i will indeed, i can see how useful that is.
Im gonna do what you said, hopefully it'll be ok and stuff, thanks! this AO3 looks amazing, i hope the colt1911 is as good as the one in owr heh
hey emm, the game now says 1.2.23 after the AO3 installation, something to do with config files right? this happened to you?
i used the manual patch after i saw this but it still says 1.2.23
Yeah my menu reads 1.2.23 despite being fully updated.
hopefully nothing serious..
change line 5 of _g.script to GAME_VERSION = "1.2.24"
yeah thats easy of course, but the thing with the game saying 1.2.23 is that AO3 conversion was built upon that version not .24 but i guess is not big deal anyway.
Thanks.
Worked perfectly...thanks! Looks amazing!
Nice more weapons!! I expect this mod have physic scopes, not sprites like OWR3. Otherwise both mods are amazing.
Post your experiences with the mod as you get started, I'm keen to get an idea of how stable it is.
xoxo
I ******* love it!!. Really nice work. The use of the weapons feels so real, for example with sub-machineguns it's so hard to hit at long distance but are lethals in short-range, with pistols the same, and yes, pistols are very useful. I was started a game like mercenary and the first combat with bandits was so intense and so complicated if you don't take care. I'm playing with "Hard AI aim" and "Ironman mode" I'm sure it will a big challenge to survive, and this looks so sexy...
Before finishing I have a problem with kobra sight (maybe with all "reflex" sights), the croshair appears not centered or are dissapeared. Yes, I'm using static lightning in this PC... :( Any solution?
Well first things first I don't deserve any thanks. Arsenal Overhaul's author is the excellent E.Nigma42, here's the Moddb.com page for AO.
Secondly I didn't even adapt it for CoC, I came across the player who'd created it and got the initial build off him. When I realised how well he'd adapted it I reuploaded here so as many people could try it as possible :)
Lastly, I know specifically the kobra doesn't work in static lighting - and I'm pretty sure that extends to all reflex sights. Could you use DX9 Dynamic lighting? With the right settings you should be able to run the game with a good fps.
If your graphics card isn't really the issue you could try using this utility Moddb.com which allows CoC to access more of your RAM - but this could make your game unstable. Make sure you back up your stalker_coc.exe if you decide to try it.
The last two images in this album of me getting blown away by a Mil Squad shows what a kobra should look like: Imgur.com
Edit --- If you want to use the patcher you have to rename your Stalker_CoC.exe to Stalker_CoP.exe, then follow the instructions and when you go to place your .exe back in CoC's install dir make sure you rename it back to Stalker_CoC.exe.
I'm getting this crash whenever I try and pull out my knife. I only have this mod and the Improved Knife addon (non-OWR) mod installed.
FATAL ERROR
[error]Expression : pm->m_animations.size()
[error]Function : player_hud_motion_container::load
[error]File : player_hud.cpp
[error]Line : 92
[error]Description : motion not found [knife_kick_1]
stack trace:
0023:002770A1 xrCore.dll, xrDebug::fail()
0023:0563F8D8 xrGame.dll, CDialogHolder::IgnorePause()
0023:5313BD67 MSVCR120.dll, Concurrency::details::_SpinWait<1>::_NumberOfSpins()
0023:5313BD7E MSVCR120.dll, atoflt_l()
0023:5313BD8C MSVCR120.dll, atoflt_l()
0023:5312BCAD MSVCR120.dll, finite()
0023:5312AD30 MSVCR120.dll, _ValidateRead()
0023:00260399 xrCore.dll, IReaderBase<CStreamReader>::find_chunk()
0023:00279270 xrCore.dll, CInifile::line_exist()
0023:0027925B xrCore.dll, CInifile::line_exist()
0023:5313E65D MSVCR120.dll, strtol()
0023:5313E671 MSVCR120.dll, atol()
0023:0025C092 xrCore.dll, CInifile::r_s16()
0023:05640244 xrGame.dll, CDialogHolder::IgnorePause()
0023:0564215D xrGame.dll, CDialogHolder::IgnorePause()
0023:056421E3 xrGame.dll, CDialogHolder::IgnorePause()
AO uses its own unique knife -
Gfycat.com . The conflict is probably causing a crash. Delete w_knife.ltx from your gamedata folder.
It's worth noting the most recent patch increased the strength and reach of the knife, making that addon less important - hitting an enemy on the head will nearly always be an instant kill with the RMB attack: Gfycat.com
Yup, this worked. Thanks.
Out of curiosity, the suits added by AO3 (such as the Radiation and NBC suits) are available here, correct? It's 1:1, right?
Watch out for deadly zombies headshoting you from 50m. They've ended my 5h ironman run.
I would wait for the official AO3 conversion simply because theres no support if something were to go wrong and it could be discrediting to E.nigma42. Whos to say what this "annon" added or removed.
(buried)
E.nigma42 is SLOW AF with his porting. It seems like he doesn't have time or he is just lazy. Other people seem to care more about the mod than him
I wouldn't go as far as to say that. Honestly this shouldn't become a very charged thing, talking to Lowpro here too.
An anon managed to fix up a very clean port of AO3 decided to share it, because unsurprisingly playing AO3 with CoC is very fun.
I've been playing it for about 8 or so hours now Lowpro and it's basically just vanilla AO3. I've looked through the mod files and there's nothing out of place.
If E.Nigma wants it taken down then I'll do it. That's his right. And I'm not particularly mad that it will take potentially a month and a half from now for him to publish the next AO.
It's not even an argument of 'can't rush quality' or 'it's his mod he can take his time' - more so that we've got some pretty solid proof that E.Nigma can deliver on his promises and then some.
I'm just looking forward to what goodies he'll be pulling out of his sleigh at Christmas.
E.Nigma is currently working on 3.1 and then he will import it afaik
as long as the AKM, AKMS and 7.62x39 ammo are intact I could care less about anything else
I encounter a lot of crashes.
Trying to use detector crashes the game.
a lot of pistols crash the game [walther99 animation]
So far its really problematic but aside from crashes, good as always.
I did small test a while ago, looks like my Game-files are corrupted, as Same mod runs without any problems on second PC.
Ill see if after re-instaling it will keep getting back, if so, ill upload all you need here.
awesome i was waiting for this!
only thing is the scope textures are cut off, i can use them but not the right size.
my screen res. is 1366x768 and i'm using static lighting dx 8.
Your resolution is a problem but your direct x version is another > CoC doesn't support direct x8 :)
i have directx 11.2 installed, it says on the graphics menu ''static lighting (dx8)''
well, then change it to enhanced dynamic ligthing (dx9 or dx10 or dx11) if your pc can handle it. But yeah, this mod wont run with static lighting (dx8)
Thanks! I needed this so bad!
The Gauss Cannon have wrong icon in inventary, unique problem/bug for the moment.
I.imgur.com
I'm having an issue with attaching scopes to guns. No guns appear to accept any guns. I've tried PSO and 1P29 with AK74, AN-94 and AKS-74N. All guns say that they support the scopes, but I cannot attach them. Silencers attach as they are supposed to.
Make sure you have the weapon out (i.e. in your hands). Bug/Feature from AO3.
That seems to work, thanks :)
Follow-up question; How does one remove a scope once it's been attached to a weapon?
Equip the weapon you want to remove a scope from, then use multitool item item you get at the start of the game.
Hmm, I don't a multitool in my inventory.. Guess I must have sold it accidentally :(
Do you know if it is possible to buy one somewhere, or maybe spawn one somehow?
I'm wondering the same thing, I don't know if I sold it, stashed it somewhere several maps away and forgot about it or overwrote the game file it's in somehow. I haven't noticed if any vendors sell it.
You can't drop or trade it, and you should start with one in your inventory.
Out of curiosity, did you start Clear Sky?
Try quicksaving and quickloading. If that doesn't work, use debug mode to spawn one on you - its under misc items, called the addon box.
Debug mode worked. I started as a Loner in Cardon. I tried starting a new game for testing, and I got the tool there, so not sure why I didn't have one in my main game.
Now I just need to figure out why the Mechanic won't accept the advanced toolkit ;)
Didn't start Clear Sky, but I did use an addon by Ddraig on the SA forums. I installed it after AO but when I noticed some icon bugs because of it, I reinstalled AO on top of it. That fixed the icons; I don't know at what point my tool disappeared because I only just now noticed.
I'll try quicksave/load when I get home; how do I use debug mode if that doesn't do it?
Create a shortcut to stalker-CoC.exe, and add -dbg to the target field. Once you've loaded your game, press ESC to go to main menu, and press S to open the Debug Menu.
That worked, thank you! (The tool was under misc. weapons, rather than misc items)
It seems that Monolith can't throw grenades properly, they throw it a couple of feet away from them and then they die from the explosion, I don't know about the other factions though.
I think other factions might do the same thing. I've been hanging around Freedom's base and some genius thought it would be a great idea to throw a grenade at a cat. I didn't witness it but I heard an explosion and next thing I know someone's dead over there.
Can't describe how satisfying it was to get my first bandit kill with a scoped Mosin Nagant.
Must have mod
Really good ! Thank tou for your work :)
Found a bug: the FT-200M uses the world model (ground object) of a Steyr AUG, and when you aim it, it's off the the right a little instead of looking through the built-in scope. If no one else has noticed this, I might have a conflict with another mod.
Check in the Known Issues.
I see things relating to the scopes and ammunition but nothing about the detectors.
Nevermind the last comment, my internet was being a bit buggy and thought this was your reply to me. Doing a clean install of CoC, that will probably fix things.