Call of Pripyat takes you once again into the vicinity of the Chernobyl nuclear reactor that exploded in 1986. This so-called "Zone" is a highly contaminated area cordoned off by the military and now is combed through by the so-called stalkers, modern fortune hunters, in search of unique artifacts. In the role of Agent Alexander Degtyarev, who is dressed up as stalker, you have to investigate the mysterious disappearance of five military helicopters and thereby stand one’s ground against the various stalker groups.

Description

Contains all files for the ST CoP Weapon Pack Version 2.9.0.9 Patch, the updated AtmosFear 3 compatability patch, aswell as my english translation. You will still need the main mod, this is just a patch!

Preview
STCoP Weapon Pack 2.9.0.9 Patch
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ralphonzo
ralphonzo - - 13 comments

Thanks for your work bringing this to the English-speaking world. I have a concern, though. This one replaces the renderer DLLs, as you note. That means you can't customize grass draw distance with the AN4 DLLs. Is STCoP 2.9 really worth using over 2.8? The short grass draw distance is quite jarring for me...

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ralphonzo
ralphonzo - - 13 comments

Here's the fix, taken from one of your comments from an earlier version:

"All files in the bin folder can not be changed at all! They include important edits on the operation of sights, ill-fated mp_ranks, as well as the following settings:
r__detail_density - adjusts the density of the grass. It is recommended to put 0.4;
r_detail_radius - adjustment of the range of drawing grass - from 49 to 250;
fov - angle of view, put any;
hud_fov - the angle of the weapon itself, you can experiment."

Note the new variables start with r__, not r_, so the console command needed is actually r__detail_radius. It's unfortunate it doesn't go up to 500 like AN4's DLLs, but 250 is still 5x higher than default. Looks great! Thanks again.

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The-Blog Author
The-Blog - - 116 comments

Glad you got it figured out! :)

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Guest
Guest - - 689,398 comments

I think there is a bug on the animation where you equip with both of the grenade launchers and when sprint it and stop it almost like a sudden stop of the animation

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The-Blog Author
The-Blog - - 116 comments

Sadly not much I can do about it since I don't activly develope the mod, but rather reupload the original files and make a translation for english speaking people.
Your best bet would probably to contact the original mod authors if possible. It's definitly possible that there is an animation bug somewhere. While I don't find many bugs, there are a few here and there.

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Guest
Guest - - 689,398 comments

Oh okay my apologies I'll try btw thank you for the info and keep it up my respect to you sir

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The-Blog Author
The-Blog - - 116 comments

Thank you. Sorry I wasn't able to help you more :/

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Guest
Guest - - 689,398 comments

I just cant get it open with 2.9.0.9 .Every time i try ,it just crash

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The-Blog Author
The-Blog - - 116 comments

Did you install the main mod? This is just a patch.
Did you also follow the mod installation order provided in the description? I tried this myself and it worked fine for me.

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Guest
Guest - - 689,398 comments

Do we require a new game with this version?

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The-Blog Author
The-Blog - - 116 comments

I think you can just update your game, but tbh. I am not 100% sure. The only thing they really added was the new gun and I am not sure how the game handles the gun spawns when you add a new one during the plathrough. If I had to make an educated guess though, I would say you will be fine updating.

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Guest
Guest - - 689,398 comments

I wonder why all reload sounds were replaced with empty reloads. They were working fine in 2.8. Now you hear the slide snap even if the gun wasn't empty.

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The-Blog Author
The-Blog - - 116 comments

I don't remember that happening last time I tried this mod (which was with this version), but I also didn't specifically check for it. Next time I install the game I will try to keep that in mind and look out for it.

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Crlsdmc
Crlsdmc - - 104 comments

Does this work with Misery 2.2?

Thanks in advance.

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The-Blog Author
The-Blog - - 116 comments

No, Misery is a complete overhaul of the game and that includes weapons. It conflicts with this mod.

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elescobars
elescobars - - 12 comments

Thank you for your continued dedication towards this amazing modpack! :)

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The-Blog Author
The-Blog - - 116 comments

Thanks ^^
I mean it's not really a high maintanence project, so I'll try and maintain the translation and new versions as long as I can. Kinda fun having this small side project you can occasionally maintain.
Thanks again for the help with the previous update btw. ;)

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Guest
Guest - - 689,398 comments

SVD, RPK, RPK-74 and SVT-40 walking and sprint animations are broken. Also RPK reload animation is wierd (look at left hand).

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The-Blog Author
The-Blog - - 116 comments

I don't have the game installed at the moment. So I sadly can't check right now. Since I didn't make the mod itself (only the translation) your best bet would probably to try and contact the original devs (link to their site is in the description) or wait for a patch. I hope you get it resolved though :)

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Guest
Guest - - 689,398 comments

Hi!

What About AtmosFear 3 Patch in Archive?
In original AtmosFear 3 "xr_conditions.script" Surge_Manager looks like that:

function surge_started()
--return surge_manager.is_started()
return surge_manager.is_started() or psi_storm_manager.is_started() or fallout_manager.is_started()
end

But patched files contains:

function surge_started()
return surge_manager.is_started()
end

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The-Blog Author
The-Blog - - 116 comments

I am not familiar with the inner workings of the patch. I only know that it worked for me and it is from their official page. It's possible that they maybe deactivated some functionality of the mod with the compatability patch? I can't really say though, sry.

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Dendrodaro
Dendrodaro - - 11 comments

Very late to the party, I know, but I want to thank the author of this discovery. So, that's why NPCs in my game didn't react to Psy-Storms and Fallouts! They run and hid from Blowouts just fine but just stood there idle during AF extra killer weather. Silly me, never got around to check the ONE conflicting script. After patching the aforementioned line they now behave properly.

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The-Blog Author
The-Blog - - 116 comments

Just to make sure I understand this correctly. Did you guys change this line:

function surge_started()
return surge_manager.is_started()
end

to this:

function surge_started()
--return surge_manager.is_started()
return surge_manager.is_started() or psi_storm_manager.is_started() or fallout_manager.is_started()
end

or the other way around?
Basically did you use the xr_conditions.script file from the AtmosFear patch or from the original AtmosFear 3? Would be great if I could get an answer so I can fix the download if a fix is needed :)

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Dendrodaro
Dendrodaro - - 11 comments

Again very late, I apologize. Yes, the correct method is
to substitute the incomplete line 1065 from the patch with the longer 1063 from AF3, which includes the fleeting behaviour for the added dangers (at least judging from experience, I'm no scripter). TBH the whole compatibility patch is quite shoddy, the sun position in the STCOP binaries for example doesn't match with the glare in the sky, and that's very noticeable at dawn and dusk. Again sorry for the delayed reply, and thanks for the support.

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The-Blog Author
The-Blog - - 116 comments

Thanks for your info. The AF3 patch in the download should now contain the extended line. :)
And yeah it's very possible it's shoddy. I am sadly not in any way familiar with the AF3 scripts or CoP scripting itself, so I can't properly do any of the fixes myself. Due to university at the moment I also don't really have the time to work myself into it, so I have to rely on smart people in the comments to find any mistakes. :/

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Dendrodaro
Dendrodaro - - 11 comments

Hello, The-Blog! In the past months I've taken notes about oversights I found
in your much needed translation of this great Mod, and I thought of
sharing them, in case you'll want to include them in your archive.
Here they are:
Line 11 ===> "6 mm" (6mm)
Lines 35, 45 ===> "9x18 mm" (9x18mm)
Lines 55, 65 ===> "9x19 mm" (9x19mm)
Line 101 ===> "hardedned" (hardened)
Lines 201, 241 ===> "cartidge" (cartridge)
Lines 315, 317 ===> "12.7 55" (12.7x55)
Line 496 ===> "reliablity" (reliability)
Line 538 ===> "7,62" (7.62)
Line 685 ===> "surpressor" (suppressor)
Line 689 ===> "Supressor" (suppressor)
Line 727 ===> "modifed" (modified), ""granades" (grenades)
Line 745 ===> "9x39 mm" (9x39mm), "5.56 mm" (5,56mm), "5.45x39 mm" (5.45x39mm)
Line 750 ===> Out of place "OTs-33 Suppressor"
Line 752 ===> "9x18 mm" (9x18mm)
Line 766 ===> "supressor" (suppressor), "developement" (development)
Line 773 ===> Unnecessary space before "Based", "impusle" (impulse)
Line 787 ===> "it's" (its)
Line 866 ===> "it's" (its) twice, "reliablity" (reliability)
Lines 887, 890 ===> "it's" (its)
Line 897 ===> "surpressor" (suppressor)
Line 911 ===> "it's" (its), "attachements" (attachments)
Line 932 ===> "acheieve" (achieve)
Line 936 ===> Missing "-" between "Mosin" and "Nagant"
Line 939 ===> The M-N can mount a PU Scope
Line 946 ===> "it's" (its)
Line 967 ===> "hanguard" (handguard)
Line 988 ===> "it's" (its)
Line 995, 1002 ===> "ambidexterous" (ambidextrous)
Line 1044 ===> "reliablility" (reliability)
Line 1058 ===> "7.62?" (7.62x) twice
Line 1072 ===> Incorrectly signaled "PBS-1 Suppressor" (Should be TGP-A Suppressor)
Line 1086 ===> "it's" (its), "severly" (severely)
Line 1093 ===> "dissapointing" (disappointing), "it's" (its)
Line 1100 ===> Incorrect claim of "flat dark earth" finish (actually blued)
Line 1107 ===> "it's" (its)
Line 1117 ===> "reliablity" (reliability)
Line 1145 ===> "poweful" (powerful), "ambidexterous" (ambidextrous)
Line 1152 ===> "Makarove" (Makarov)
Line 1194 ===> "develped" (developed), "it's" (its)
Line 1201 ===> "couter" (counter)
Line 1208 ===> "capcity" (capacity), "it's" (its)
Line 1222 ===> "reliablity" (reliability)
Line 1271 ===> "supressor" (suppressor)
Line 1299 ===> "reliablity" (reliability)
Line 1346 ===> "40?46mm" (40x46mm)
Line 1353 ===> The M249 lacks a proper description (it's a repeat of the M16's)
Line 1392 ===> "PPSch" (PPSh)
Line 1395 ===> "7.62 mm" (7.62mm)
Line 1437 ===> "7.62x51 mm" (7.62x51)
Line 1465 ===> "7.62x54 mm R" (7.62x54mmR)
Line 1472 ===> "it's" (its)
Line 1493 ===> "aswell" (as well)
Line 1500 ===> "supressor" (suppressor), "pricy" (pricey), "accomodate" (accommodate), "it's (its)
Line 1511 ===> "supressor" (suppressor), "it's" (its)
Line 1518 ===> The SPAS-12 is an Italian design not French, "it's" (its)
Line 1531 ===> The SR-25 has an integrated scope and can't mount optics.
Line 1538 ===> "7.62?39 mm" (7.62x39mm)
Line 1545 ===> "enagage" (engage), "acheive" (achieve)
Line 1562 ===> "7.62?54mm" (7.62x54mm)
Line 1569 ===> SVU can't mount a suppressor
Line 1583 ===> "it's" (its)
Line 1587, 1593 ===> "ТОЗ-34" (TOZ-34)
Line 1597 ===> "gontas" (owned by Gonta?)
Line 1604, 1610 ===> "it's" (its)
Line 1638 ===> "supressor" (suppressor)
Line 1645 ===> "issused" (issued)
Line 1652 ===> "supressor" (suppressor)
Line 1655 ===> "9 mm" (9mm)
Line 1662 ===> "supressor" (suppressor), "9x19 mm" (9x19mm)
Line 1676 ===> Incorrectly listed NATO optics instead of 9x39 ones, "9 mm" (9mm)
Thanks for your dedication and patience.

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The-Blog Author
The-Blog - - 116 comments

Oh damn! Thats a nice list. I have basically no free time this and probably the coming week. I will however try to go through and incorporate them as soon as I can! Once I do I will update the download aswell. :)

Thanks again for finding all these things. I sadly don't really have time at the moment to find these things myself so I am always very gratefull for any problems people find!

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Dendrodaro
Dendrodaro - - 11 comments

Glad to be helpful! and to complement the typos in "st_items_weapons.xml", here are typos in "st_items_outfit.xml":
Line 27 ===> "plexiglass" (Plexiglas)
Line 43 ===> "gasses" (gases), "labatory" (laboratory)
Line 191 ===> "extremly" (extremely)
Lines 198, 205 ===> "enviroment" (environment)
Line 276 ===> "it's" (its), "aswell" (as well)
Line 285 ===> "equpipped" (equipped)
Line 294 ===> "aswell" (as well)
Line 301 ===> "equpipped" (equipped)
Line 315 ===> "Monololith" (Monolith)
Line 324 ===> "aswell" (as well), "labatory" (laboratory)
Line 333 ===> "gasses" (gases)
Line 353 ===> "plexiglass" (Plexiglas)
Again, Thanks for the support.

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Dendrodaro
Dendrodaro - - 11 comments

STCOP Weapon Pack 3.0
has been released!
Here's one link:
Ap-pro.ru
And another:
Stalker-mods.clan.su
Looking forward to eng translation
and further updates.
Gooooo S.T.A.L.K.E.R.!

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The-Blog Author
The-Blog - - 116 comments

I have my next exam on wednesday. I start working on it right after that and hope I have it ready next weekend. Glad to see the mod is still in developement! :D

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Dendrodaro
Dendrodaro - - 11 comments

Best of luck for the exam! Trust me, I know that feeling... Speaking of 3.0, however, now that the dust has settled, must say it's a mixed bag. The new weapons and animations are
cool'n'dandy, but the AC11090 Tube RDS (a favourite of mine) has been removed, and the mod itself it's bugged beyond belief. Moreover the author Gaz1k says this is the final version... Oh well, we'll see how it will turn out.

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The-Blog Author
The-Blog - - 116 comments

It's finished!
Moddb.com

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The-Blog Author
The-Blog - - 116 comments

The download is now updated with the fixed translation.
Big thanks to the user Dendrodaro for providing me with a extensive list of typos and mistakes in the translation!
Now on to updating the translation for 3.0.1 ...

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Guest
Guest - - 689,398 comments

how to change fov

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The-Blog Author
The-Blog - - 116 comments

Open the console with the tilde key and use the fov command. Default value is 55. You can also use the hud_fov command to change the fov of the weapon itself, without affecting the actual fov. Default value for hud_fov is 0.45. You can find out the current value of a command by typing in the command without any value. Hope this was of use to you :)

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Guest
Guest - - 689,398 comments

I am Having raii guard crash in scripts this problem prevented me from playing arsenal overhaul 3.1 can you tell me how to fix it?

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The-Blog Author
The-Blog - - 116 comments

I am sadly not familiar with Arsenal Overhaul. Are you trying to play Arsenal Overhaul together with this mod?

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Guest
Guest - - 689,398 comments

No I played AO3 before but I Had raii guard crash that's why I Stopped playing it and I uninstalled it then I Installed Stcop WP then I Had this raii guard problem again.
I just wanna know how to fix it
By the way what is this raii_guard?

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The-Blog Author
The-Blog - - 116 comments

Did you try to load the save between AO3 and STCoPWP? After you uninstalled AO3 and before you installed STCoPWP? It's possible the save file itself got corrupted due to an error from the game or the AO3 mod. Have you tried loading an older save?

I am sadly not sure what raii_guard is. Probably some function or method the game uses. Maybe for a guard AI? Not sure.

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Guest
Guest - - 689,398 comments

Can you tell me how to fix Raii_guard crash please?

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The-Blog Author
The-Blog - - 116 comments

I'm sorry, I am afraid I can't help your with that. I don't know enough about the engine or the game to know what the problem is you are having. I hope someone else can help you out. :/

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Guest
Guest - - 689,398 comments

FATAL ERROR

[error]Expression : !m_error_code
[error]Function : raii_guard::~raii_guard
[error]File : ..\xrServerEntities\script_storage.cpp
[error]Line : 748
[error]Description : ....r. call of pripyat\gamedata\scripts\xr_logic.script:597: attempt to call field '?' (a nil value)

stack trace:

001B:00537671 xrCore.dll, xrDebug::fail()
this error happens during radioactive and chemical fallouts raii_guard

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waseemmcw
waseemmcw - - 21 comments

Hello there , i am playing call of Chernobyl 1.4.22 with the zone revisited mod , and this mod uses STCoP weapons 2.8.0.7 + 5.1 Patch
But i want to play this mod with a newer version of stcop , how can i upgrade my stcop ?

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