This package will update all versions of CoC between 1.4.00 and 1.4.15. Please read the description:
MAY REQUIRE A NEW GAME
Beware that updating can ruin your game if you are using addons that alter the changed files in the patch.
Installation:
- Extract into your S.T.A.L.K.E.R.- Call of Chernobyl directory and overwrite. Make sure relative paths are the same (ie. database should be extracted over S.T.A.L.K.E.R.- Call of Chernobyl\database)
This cumulative patch for 1.4 does not contain optimized textures and *.thm fixes that are included in the full 1.4.12 repack. If you would like to reduce VRAM usage (reduces out of memory crashes), download the 1.4.12 repack (3GB) before applying this patch. If installing the full repack, make sure to delete the S.T.A.L.K.E.R.- Call of Chernobyl\database directory before overwriting the 1.4.12 repack on top of existing CoC installs.
Addon Compatibility With Patches:
- If you see anything in your STALKER-CoC\gamedata directory that is in the file changes, then it's like you don't have the patched version of that file. If you see that you are using modified gamedata that was changed, then avoid the patch and wait for all your addons to be updated.
- Due to the nature of mods, it's impossible to keep compatibility with every patch. The gamedata directory overwrites files stored in the .db files, even the patches. This loading order is dictated by the order in fsgame.ltx. This means it's possible addons will not break when you install patches but your game will be using old files. It's up to the addon creator to unpack the patches and release a compatible addon for the current CoC version.
- AO3, OWR3, STCOP will most likely always be compatible and are currently the only TeamEPIC supported addons for Call of Chernobyl. Purely comestic mods (textures/meshes) should always be compatible as well.
Technical Information about Patches:
- Versioning is done like Major.Minor.Patch.
Notes:
- a new shortcut command line option has been added, pass -no_bump_mode1 to skip the loading of _bump#.dds textures for reduced VRAM usage at the cost of reduced bump map detail. Generally this is for people who have crap PCs.
Should not require a new game.
Nice! BTW I feel like I owe you and the crew apology.
Due to my lack of attention to detail I was having some very annoying issues and I vented out even blaming the new release. Once I got my head on straight and thanks to some of the regulars here, I started from scratch and have been problem free, even installing some addons.
Anyway thx for the great work!
NICE
Thanks!
This is a pretty big one. Good work.
Crashed shortly after starting up 1.4.15, in Rostok
Imgur.com
Thanks for the continued patching of CoC!
You have gamedata\configs\ui\map_spots*.xml from an addon that needs updated
Ahh yes, thanks. Keep up the good work.
Thanks for patching!
But i have a question. How do i get those fast travel locations? I got one unconciously at the bar and it was working; then i've been traveling for a while, but found nothing else. (cordon and garbage) Is there any special signs or messages or any clues how do i open them?
thx again, keep it up
They aren't for every location, just for specific locations depending on your faction; about 6 each. It's pretty easy to change so I'm sure a modder will add more locations to each list in fast_travel.ltx
Nah, I don't need to restart my 20h long Story Mode playth-
"Added fast travel system"
" PSI Storms now cause artefacts to respawn on all levels, like Surges"
I NEED IT NAO
It's says "Must be enabled through configs\plugins\fast_travel.ltx" But I have no file named fast_travel.ltx in my gamedata directory. How the fast travel feature works ? I cannot see any special location or a building to try fast travel in my PDA
.
seems like you need to unpack configs.db from database/config with tools from here Moddb.com
then edit mentioned file and then put it into configs\plugins\
That converter doesn't work. I unpacked database files by Alundaio's AXRToolset-master. Then there is need to copy two files: fast_travel.script and faction_quick_travel.ltx. And then I set "unable" parameter in "faction_quick_travel.ltx" to TRUE. It works but it takes effect only when creating a New game. Another "problem" is that I can travel fast only to my base. I thought I could travel from one location to another. For example from Army Warehouses to Zaton. Now I can see only one House like icon in my faction base.
I doesn't require a new game. But there are only about 6 travel points and they are different depending on which faction you are.
CTD every quicksave ... :(
I just played 1.4.15 a little bit. But I found a problem with 1p29 scope. I've mounted it on several rifles. The problem is that the scope is zooming differently on different rifles. Another problem is that scope reticle is not centered. It's put to the right side. I was testing 1p29 scope on AKS 74u and Saiga. When attached to AKS 74u the zoom is low compared to zoom when attached to Saiga shotgun.
Working fine for me with my 1.4.14 saves. Are there any fixes for companion AI occasionally breaking? They won't attack anything and I've abandoned bringing them altogether but have yet to find if I try to recruit a new group altogether that they'll work again.
= Speaking to a task giver again will no longer reset the item for fetch tasks
I will say that I preferred that I got the chance to get different fetch tasks personally.. Might swap back to 1.4.14.
thats just farming. i kinda like the idea that they dont switch tasks. makes it a little harder.
what i dont like is that NPCs dont follow orders. i dont usually drag people after me, but there are some missions where you need to (escort scientists, rescue npc, take carpark... cant wait for the fix!)
I'm having a small problem with the fetch quests as well.
When I was playing 1.41 beta, I was able to view what weapon a STALKER wanted, or just what items they wanted in general for any fetch quest. Now I can't see them.
Is this a problem with Arsenal Overhaul, or CoC? Is there any solution?
It's not really farming per say but more of a side thing I'd do so I spent a lot of time looking for decent weapons they wanted, fixed them and got the quest done and when the day was over I'd do it each time I could for Duty and Loners. Using STCoP btw where as in AO the payout was way larger. Started by going to garbage and clearing the bandits out usually at depot. I'd usually find an aks-74 or an AK-74 if I was lucky.. Moved on to killing Monolith after I got a decent suit usually the Guardian of Freedom (Seva variant) upgraded if I could + Tactical/M12.
I can't find the fast_travel.ltx to activate the fast travel, checked in configs\plugins but nothing there.
You either need to unpack CoC files to get it or just download scripts and configs from our repo: Bitbucket.org
But please, do not put all unpacked files into your gamedata, just what you need to change because gamedata folder overwrites data loaded from the *.db files. It will just cause problems for you on future patches.
got both the faction and fast_travel files into that plugins folder, set the values to true but unfortunately now there's not even a green house icon on my PDA anymore.
You're not supposed to put both files into "plugin" folder. "faction_quick_travel.ltx" put into "gamedata\configs\plugins" ! Then "fast_travel.script" put into "gamedata\scripts" folder.
Yeah i got that fixed 10 minutes after i posted said comment, my bad on that.
CoP emmission bugs fixed, yaaaay!! I like the new fast travel option, but perhaps you can add a travel system like in clear sky, having a dedicated guide which charges you money over distance, provided youve already been there of course. Anyways, you guys are doing a terrific job, keep it up!!
If we add an 'immersive' fast travel, it will most likely be teleporter anomalies requiring a compass artefact. But that will require help from Bangalore who is taking a break.
Thats a nice nod to the lore too :)
Game crashing from particles, possibly from the tracers.
FATAL ERROR
[error]Expression : SG
[error]Function : CRender::model_CreateParticles
[error]File : r4.cpp
[error]Line : 581
[error]Description : Particle effect or group doesn't exist
[error]Arguments : amik\weapons\nato_shoot_00
stack trace:
0023:00587073 xrCore.dll, xrDebug::fail()
0023:062C8537 xrRender_R4.dll
I'm using Arsenal Mod, Dynamic Faction Relations, Questlines, Smurth's Dynamic Hud.
If you use Smurths you need to use the correct particle.xr from it to match the weapon pack.
Figured out the problem. Used a mod that added weapons into Arsenal Mod, specifically the FAMAS that was using a nonexistent particle texture file.
what weapon are you using when it crashes? If it only happens with one particular weapon, then you need to change "flame_particles = amik\weapons\nato_shoot_00" to "flame_particles = weapons\generic_weapon05".
I used to ALWAYS get this issue when I messed up installing my mods, I had to do a fresh reinstall and a new save to get the game to stop pestering me with that.
@Alundaio
Can I have some feedback on one thing?
So basically I buffed mutant damage to NPC a bit, but the thing is - the freaking NPC are invulnerable to mutant attacks at all! For a test, I spawned 10 pseudogiants to attack a military in bulat outfit, and they failed to kill him for like 5 minutes!
What file should I configure in order to change this?
And another thing: mutant to mutant damage is also unfair. If I increase, let's say, dog damage from 0.55 to 1.0 - it will insta kill flesh strong with slightly buffed health. I'd also like to know where I can change all these damage relations.
Basically how it is as of right now:
Mutant to NPC damage relations are disbalanced.
Mutant to mutant damage relations are also disbalanced.
Thanks, I'd really like you to answer me.
What exactly did you change? If you want to make NPC vulnerable to mutant damage then increase their wound_immunity in immunities.ltx. 0 is immune and 1.0 is vulnerable.
Changing attack damage will also effect the damage done to player.
Oh, so it's that easy? Okay, I'll try it, thanks. Basically I've just buffed mutants health and damage a bit, that's all. But I've also noticed that if I change dog damage from 0.55 to 1.0, as I said, it will kill flesh in 1 or 2 bites - kinda too OP.
сразу по нику видно что русский
Search and rescue crash (CoC 1.4.15 I had also this crash before)
Expression : !phrase_dialog->m_PhraseVector.empty()
Function : CPhraseDialog::SayPhrase
File : PhraseDialog.cpp
Line : 146
Description : No available phrase to say, dialog[hostage_companion_task_1_dialog]
stack trace:
0023:00B8704A xrCore.dll, xrDebug::fail()
0023:0A33EDC0 xrGame.dll, CDialogHolder::IgnorePause()
0023:00B88337 xrCore.dll, str_container::dock()
0023:0A3403BA xrGame.dll, CDialogHolder::IgnorePause()
0023:0A4C3EE3 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:0A4C3860 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:0A4C3AA3 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:0A4C34CF xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:0A4C34EF xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:0A4C3CE2 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:0A4C35BA xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:0A42DFA6 xrGame.dll, CDialogHolder::AddDialogToRender()
0023:0A42DA51 xrGame.dll, CDialogHolder::StartMenu()
0023:0A42E115 xrGame.dll, CDialogHolder::StartDialog()
0023:0A464CEA xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:0A43749D xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:0A0B6021 xrGame.dll, CDialogHolder::operator=()
0023:0A0B6187 xrGame.dll, CDialogHolder::operator=()
0023:0A0B43BF xrGame.dll, CDialogHolder::operator=()
This crash arise with original dialogue or french trad
Thank for your help
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Another problem in Zaton. When I have reloaded my saved game an inscription appeared: "Lost to the zone". I'm dead. No matter which quicksave (1, 2 or number 5) I'm trying to load. I'm lost to the zone. I cannot continue playing the game.
I have a problem here bud, I think it is the game but I do have the following (sub mods):
- Autumnal_Winds 1.1
- coc_ukrainian_voices_3.5
- hdpack (has its own mod page)
- DRXCoC_Questlines 1.12.13
- DRXCoC_DynamicFactionRelations 1.3
- DRXCoC_MoreMutants 1.1
Overall, my issue is that when I recruit AI, they stand still and do not do any of the commands I give them nor do they follow me but once I tell them to sod off, they go back to walking around. Its like their AI breaks or something. Can someone help me out here please. Thanks
Care to share the HDPack page?
Looked it up but couldn't find it
Having the same issue. Recruited NPCs will not listen at all nor move. They just stand there until I dismiss them and they revert back to their usual behavior.
Also, I think the bug affects missions where the player must lead a group of NPCs. I was contracted by Sidorovich to lead a couple of Loners to a Bandit base and eliminate them. Turns out, the Loners never appeared but I was able to finish the mission anyway and despite them not appearing, none of them were killed.
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Dudes, the fast travel doesn't work. Am I stupid? I cannot find the fast travel.ltx anywhere.
Finally I've found it. Put in the 2 files into their holes, but... Nothing happens.
C:\ Program Files (x86)\S.T.A.L.K.E.R. - Call of Chernobyl\gamedata\scripts\ fast_travel.script
C:\Program Files (x86)\S.T.A.L.K.E.R. - Call of Chernobyl\gamedata\configs\plugins\ faction_quick_travel.ltx
Both files are switched to true.
[settings]
enable = true
[stalker]
pri_a16
esc_smart_terrain_2_12
trc_sim_20
mar_smart_terrain_12_2
ds2_domik_st
zat_stalker_base_smart
bar_visitors
local enabled = true -- change under settings in plugins\faction_quick_travel.ltx
quick_travel_smarts = nil
What am I doing wrong?
Alundaio said it not requires to start a new game. I say it do requires to start a new game. So start a new game ! The green house icon appears only in your base and at bases of your neutral factions when you visit them in their locations.
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