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I got a Compass in an activated stash.
I've suggested many times at the very least to put a Bartender type person in the caged area by the Repair Tech. He could give jobs to the Player to get him mutant meat ( 15 pieces ) just like the Clear Sky Bartender or the Freedom Trader. This would help the Player get rid of mutant meat and get rewards for it like activated stashes. Plus it would make the Base there not look ridiculously empty.
Call of Chernobyl mod (Official Thread) January 25, 2016
I think I just discovered some limitations with Call of Chernobyl that
could/would/should cause a CTD if you have similar circumstances.
Like all the Stalker Games have a limitation of about 3,200-3,400
screenshots that will crash your Game upon launch, ( meaning you
have to empty/move them outside the installation folder ) there
seems to be a similar situation with your Manual Saves with CoC.
Here's how to identify that situation with what happened to me.
You go to make a Manual Save ( does not matter if you create a
new name or re-use a named save ) and you may get the prompt
you are re-using one in the latter situation, but when you go back
to your normal Game Play, the Manual Save name does not appear
at the bottom of the screen. You check the Load/Save Menu screen
and it is not there either. This is when you know you have reached
your Saved Games limitation. Mine was right around 1,995 files. Keep
in mind that each Manual Save has 3 files, so divide that number by 3
to get the actual number of Manual Saves involved or about 665 saves.
So I went to the CoC folder, created another Saved Games folder in the
larger CoC folder and moved them there. When I launched my Game
again, I got this CTD that happened upon launch. I don't know what
it means but I had an idea what to do next or what I should have done:
Next I created a new folder outside my CoC folder where my Game was
installed and moved my excess Saved Games there. Once the really big
folder was reduced of my excess Manual Saves and moved to a location
outside where CoC was located, I was able to launch my Game and once
again make new Manual Saves. This should apply to everyone who likes
to make a lot of Manual Saves like I do. Remember this for the future.
Certainly your question about the best armor and typical load-outs is
dependent upon a Player's progress in the Game. Probably the biggest
deciding factor is before 3rd tier upgrades ( by Forester only ) and after.
Since all the Repair Techs ( as far as I know ) can receive the Basic and
Advanced Toolkits, a Player, no matter which Faction should be able to
upgrade armors and helmets as they choose. Also depending on where
you start out geographically and what your Faction Trader has to sell
makes a huge difference in what you can use and what you find later.
In my case, as a Loner starting in the Cordon, this was my first armor
I upgraded as much as possible with the helmet. It didn't last very long.
From there I was delighted to find out that CoC did not use CoP's gimped
SEVA suit that had no night vision. I left the Cordon wearing the SEVA:
The Marshes contains some of the best & most unique suits in the Game.
They are similar to other armors like the Military and Faction light combat
armors but often have better properties in different ways. Here are the
two of the four I like best. The CS-1 and the CS-2 are very light upgraded.
The Tactical Helmet is superior in the 3rd Tier upgrades that I don't have
yet ( if it follows the same CoP path ) where you can get infrared vision
to see through walls detecting enemies in urban combat settings. Since I
left it behind in the Cordon, I bought the Sphere M-12 Helmet of which I
upgraded to be identical ( with it's 3rd Tier upgrade path slightly different )
because I didn't want to spend the money on the exact same helmet I had.
Sphere M-12 Helmet:
In all these screenshots, you can see a typical load-out with my preferred
weapons and equipment. I realize there may be better armors and guns
to carry later, but this is where I am now. I think Max Chill may have the
best armor in the game to answer your question though. I am more of a
believer in lighter weight of weapons and ammo and especially not having
to buy ammo, so as much as I love the RPK, I don't like it's weight and
scarce heavy and expensive ammo. I tend to go with looted ammo most
Thanks for the 1.2.33 patch. I am testing it now. I made a manual save
and reloaded it and Spore gave the "Deliver the PDA to Nimble" task again
so that's a good sign that the intent to re-give old tasks is working that way.
I found a solution for what to do with Fanatic. The problem with having
a companion that you tell to follow you or guard a position, is that they
will often override that command if a hostile NPC or mutant is present.
This can be bad if you put them inside a building for their safety ( from
any later Psi Storms or Emissions ) and they run outside to confront
the NPC or mutant. Then they stop where they're at and suddenly they
are standing outside exposed and then die guarding in an unsafe place.
So, with that thought in mind, rather than just getting Fanatic killed in
action, I thought I would take him to a new place safe from future harm.
A place where no hostile NPCs or mutants would go, free from temptation.
Our journey to his new home:
A late lunch with friendly comrades:
At first this was captivating to him:
I figured they could keep each other company:
I doubt Fanatic will get any of that Vodka though:
Call of Chernobyl mod (Official Thread) January 24, 2016
I never accused you of anything, as you can see I deliberately never
mentioned anyone by name. I am not aware of the full membership
of Team Epic, nor do I know how many of them frequent this thread,
nor do I know each member's technical expertise other than you are
the main person who I have dealt with. My apologies for my apparent
frustration, impatience and overall general whining. Do understand if
I wasn't enjoying CoC so much, that I would not have kept playing it.
I'm a couple of days away from 2 months in the Zone. I've only seen
two levels. The Marshes has so much to do, so many ways to have
some action, do tasks and initiate some epic combat firefights. Even
with the semi-broken companion bug I have, I'm having a great time.
No one has as much sympathy and understanding for burn out, fatigue
and stress as I do after working with Dez0wave. Unlike a certain person
who I do not need to name ( not Dez ) you have been pleasant, helpful,
attentive and resourceful in my interaction with you. I will be eternally
grateful for you helping with my Helicopter problem that was killing my
frame rates. All my current problems I am working through as best I can.
I am more than willing to help you as much as I can on anything I am
reporting. Any screenshots, videos, testing procedures or giving Tester
quality feedback is something I can do. Anytime you want my most
recent or specific manual save, you can ask me for it. I currently have
1,882 files in my Saved Games folder. As I mentioned before, I may not
be good at rushing through many levels to get to some point but I am
very good at staying in a level for a long period of time and de-bugging
it when I see some trouble. Thanks again for all your previous help and
your understanding that if I didn't care about CoC, I wouldn't be here now.
I'm really frustrated right now. I don't understand how people can
put weeks and weeks, months and months or even years into creating
Mods and then they don't support them. What's the point in all that
hard work if your Mod becomes bug-infested and becomes unenjoyable
due to bugs, glitches and crashes? Now I am understanding if there are
a lot of problems when something first comes out ( and the reason I avoid
them at first ) but many months after that point and there are still so many.
I've previously reported my companion bug in the Marshes. It seems to
be isolated to the Clear Sky Base and Fishing Hamlet where I get the CTD
I posted. I discovered that if I get farther away like at the Pump Station,
the Church or Burnt Farmstead, I can actually hire one or two companions.
So it seems to be location specific and perhaps the reason why others may
not have reported it or it has been wide spread. I took off with two men
and decided to explore the northern part of the level where there is the
level changer to the Agroprom. From there we went eastward along the
fence all the way to the Northern Farmstead. I did not know what to
expect there since I had first arrived from the Cordon to the Southern
Farmstead. We found Clear Sky there which was a nice surprise to see.
Since I had taken the rescue job at the Loner Base in the Cordon from
someone in the Marshes, and I was suppose to deliver a PDA to Nimble,
I decided to go back to the Cordon. The rescue job with my two men
went good and we killed 7 Bandits there. Again like the other rescue
job I had some dialogue about him following me but the screen went
momentarily black and when it came back he had vanished. Was there
a reward? It was like a movie with bad editing where you didn't know.
The good news is that the Nimble fetch-a-gun job that I reported was
not working after it was adjusted to include only pristine weapons, was
finally working as it should be. More good news that Sidorovich finally
offered me the job with the Bandits at the Vehicle Station. I found that
Fanatic had dialogue to join us ( I was down to one companion after the
other ran into some Pseudodogs ) and I thought more help was better.
So Fanatic, my Loner from the Marshes and I set out to attack the Bandits.
The job went okay. Something I had done hundreds of time in SoC, I
was finally seeing in CoC. However when the 3 of us made it back to the
Rookie Village things went wrong. I tried to talk to Fanatic to wait by
the campfire stash and the attempt to do so made my game crash. I
had just made a save right before that so I launched that and instead
went to Sidorovich for my reward. There was none. He said here is
what I promised and gave nothing. To top off my misery, when I went
to Fanatic there was no dialogue for getting rid of him like other people
and to make matters worse my PDA is showing the mission not completed.
Sidorovich gives no reward:
I can't get rid of Fanatic:
My PDA is now bugged:
If ANY of the CoC people are reading this, consider this thought. All
that hard work you have done will be for nothing if your Mod is bug filled.
Reviews of your work will get less favorable over time. People will say
Call of Chernobyl "could" have been a great Mod but it got no support.
The bottom line is please start fixing some of this stuff. If all these things
can happen to me, they can happen to anyone. However there's only a
very few people who can fix these things. While I look forward to seeing
more than the two levels I have seen, I also dread more bugs to come
that no one seems to care to fix. Please Team Epic....support your work.
I know what this is. Do you?
Call of Chernobyl mod (Official Thread) January 23, 2016
Here's my typical beginning load-out with 2nd tier upgrades in the Cordon:
I'm obviously doing it wrong.
There is no right or wrong way.
You do it how you want to. With each Game you get better and you learn things.
What that screenshot doesn't tell you is I started out with a Stalker ( Sunrise )
suit that I fully upgraded to the 2nd tier. I had no intention of getting the
SEVA because I thought it was the gimped no-night-vision CoP version.
I bought it and discovered it wasn't and decided to stick with it. I was
in the Cordon for a whole month earning money to get all those weapons
and armors upgraded. Look at Max Chill's screenshot. He started passing
through multiple levels and has a lot better armor, weapons and more money
than I do, so there are many ways to do whatever and not just mine or his alone.
After I left the Cordon, I went to the Marshes where I've been there 3 weeks now.
I'm wearing an Armor that has less protection that the SEVA in many ways but has
better impact and armor for bullets. I upgraded it and it now weights only 0.45 kg:
Call of Chernobyl mod (Official Thread) January 23, 2016
A close friend of mine is playing CoC too and he's trying all the various Factions
and has decided to give the Monolith a try. In his screenshot it shows 3 different
types of Exoskeletons. I was not aware that the Zombies were neutral to him:
Poverty is the cost of neutrality. Exploit abusing, mass
murdering Bandits shower in riches and premium gear.
My profits and usual load-out as of day 26: I.imgur.com
Cool. Probably the most difficult Faction since the Monolith
Faction has a lot better gear. I see you are there with your
two comrades in crime: Max Mayhem and Max Overdrive.
Call of Chernobyl mod (Official Thread) January 22, 2016
I tried this mission three times unsuccessfully.
First, I went alone into the swamps, and killed all the Bandits around him.
He joined me, but would not follow if I walked through any water
forcing me to face other Bandits and Military I had sneaked past
on the way in. I kept getting killed as I was outgunned and had
no armor yet. Went back to a savegame.
Second, took a Loner with me. Got very near the target
area and then got a mission update. The target vanished
from my minimap and the mission was gone from my PDA.
I did not see a "mission failed" message. Timed out?
Third and last, I went with a friend again. This time
moving much faster in case there was a time limit.
Killed all Bandits, spoke to the guy, "Follow me if
you want to live!", screen goes black for a few seconds.
The hostage disappeared and the mission is gone from my PDA.
At this point I gave up on the mission
until I get an armored suit and much more ammo.
On a positive note: I go back to Cordon and take the
"eliminate the bandits" mission from Sidrovich, then head
into the bunker to rest so I can tackle them in the light of day.
Upon waking I get a mission update pointing back toward Sid.
I guess the Bandits got killed overnight because I collected the reward!
I took the same mission from some random Loner at the Rookie Village.
I had 2 companions with me and since some Loners and Clear Sky
spawned at the same location ( Fishing Hamlet ) the action was over
with before I got there. I found the Loner in the surrender position.
He said something about following me but he walked about 20 feet
and then vanished. I checked my PDA and there didn't seem to be
anymore to it or any reward. I tried it a second time and my screen
went blank and he simply disappeared and I never got to talk to him.
I admit it had been 3 weeks from when I took the job and when I was in
the Marshes so I realize several things could have gone wrong. I never
saw a PDA marker for the Loner in the Cordon to return to for getting
my reward so I assume he may have been killed after so much time
passing. This may explain why when I reloaded my save to try it
again, he simply vanished without the dialogue. Also since I was
at my 2 companion limit, I thought that might have caused it
to bug too. Not sure what went wrong but don't feel alone.
I've never seen Sid's mission to take out the Bandits at the Car Park.
After taking the assassin job from Sidorovich, he decided not to ever
offer any mission of any type again. I reported that before but no fix.
FYI: None of the NPCs friendly, neutral or enemy will enter the radioactive
water so don't expect them to stray from any of the designated paths. Your
companions will die if you take short-cuts and you force them to take a very
dangerous path going right into mutants or enemies in their attempt to join you.
Also when you get near danger, they may stop following you and attack any men
or mutants nearby. There's additional dialogue with your companions to tell them
to stay down, not shoot and to curtail being Rambo but it's dangerous to gimp them.
This wall inside the building at the Pump Station has a dead spot
where when you look through the partially exposed wall, the level
does not render properly. I'm sure others have already noticed all
this and possibly reported it but if not here's my video of the glitch.
Call of Chernobyl: Pump Station dead spot
My first impression of the amount of Military at the Village Ruins and
the Machine Yard was apparently wrong and not consistent. What I
thought was excessive was not the norm. I have gone to the Village
Ruins and have found on average about 20 men and even one time
where I found it deserted. I've also managed to take the Machine
Yard too and both are manageable. I'm really enjoying the Marshes.
I've always loved the level in Clear Sky but found the action there
too brief. CoC does not have that problem. It took me about 2
weeks to get the Clear Sky Faction to turn friendly "green" and
it features some of the best Armor in the entire Game. Hopefully
someone will eventually help me with my CTD companion bug.
Call of Chernobyl mod (Official Thread) January 21, 2016
Here's a slightly longer version of the same CTD. Not sure if more helpful:
Call of Chernobyl mod (Official Thread) January 20, 2016
I still need help with this CTD:
It momentarily went away when I took the Scientist Escort Mission
from Spore. Since they use the similar companion dialogue, after
talking to them, I was able to hire 2 new companions from my own
Faction. So the problem had seemed to unglitch itself so to speak.
I left my 2 new Companions and my Ecologist on the roof of the
Pump Station, thinking they would be relatively safe up there from
any attacking Mutants. I was running some loot back to the Clear Sky
Base when a Psi Storm hit there. There were a few dead and I got a lot
of good loot. Then an Emission hit when I was coming back passing on
through the Fishing Hamlet. After it, I returned to the Pump Station and
found it under attack from Zombies. It was the 3 I had left on the roof.
I went back to a manual save at the Clear Sky Base and waited for the
Emission to hit there. I thought maybe the Fishing Hamlet was too close
to the Pump Station and the 3 I had left had gone "on-line" making them
becoming exposed to the Emission and turning into Zombies. The emission
hit at the Clear Sky Base and I got the PDA message telling me about a
change to the Escort Mission meaning it ended and I got the same result.
Now I'm back to getting this same CTD again trying to replace the two
companions. It doesn't matter if their bodies are still there or later gone.
The mechanism to accept new companion needs to be strengthened. It
is too common for them to be killed by mutants, by other NPCs, by any
Psi Stroms or Emissions. It is not only just a case to let them go on my
own accord. Something needs to be changed to make this stop repeating.
On another similar but non-CTD producing situation, I'm starting to see
some bodies vanish too quickly. I mean I shoot two Bandits from the
roof of the Pump Station over at the Boat Bivouac and when I get there
to loot the bodies they have vanished. People that are recently killed
vanish too quickly while others killed some time ago linger. I really
don't understand game code and scripting. In my mind it would be a
simple formula that the oldest bodies would disappear first. Newly dead
would be a matter of chronology. The month, day, year and time would
dictate the order that bodies would be removed form the Game. Oldest
first, newest last. That seems simple in thought but for some unknown
reasons the Game mechanics seem to operate on it's own logic. I am
not just picking on CoC because I saw a similar problem in CoP. I would
do the Mercenary job at the Recycling Plant and I would never get to
loot all the dead Mercenaries. They would vanish as soon as I killed the
next ones except for the two experts: Hook & Ridge. I do not know why.
Still having a fantastic time in the Marshes. It's July 15th and I was finally
able to wipe out the Military at the Machine Yard. I have video of it soon.
Call of Chernobyl mod (Official Thread) January 19, 2016
Something needs to be done about that. Letting 30 to 40 hostile NPCs
build up in a Game at a location is bad design. Despite the realism some
may seek, first and foremost this is a Game. It serves no purpose to
have an impenetrable fortress of a location. Especially when you have
your own Faction or nearby neutrals ones, attack a location in obvious
suicide attempts, where you have no chance of even recovering the loot
from their dead bodies. I've seen this at the Machine Yard in the Marshes.
I can only imagine how some people's Games would be if the Military
could call in helicopters at these locations. Totally impossible odds.
The Player can't organize large groups to attack a location, you merely
stumble upon a scenario when a few are going in. Your own companions
are of limited use since they have a tendency to pull a Rambo and go in
without fear for their dumb lives. Having 15 to 20 Military at one location
is possible with a little stealth, a little leading them out for an ambush or
luck from fellow Stalkers but if the Game allows them to quickly re-spawn
another 20 men...that's just not fun. You're out of ammo, have a broken
gun, shot up armor, little or no more medkits or bandages. By the time
you repair, re-fit or resupply and you come back, it's 30-40 men again.
Hopefully Alundaio can fix this to give a more fun, fair & balanced Game.
* * * * *
I spent the night at the Pump House staying awake all night on the roof.
I saw my first Burer in the Game and killed him from a distance as he
fought 2 Bloodsuckers. Maybe that wasn't fair but he did kill me once
with a blast of heat from a huge distance. My manual save when I first
met him gave me a 2nd chance. My only companion ( who I told to guard
this position ) vanished from the Pump House sometime during the night.
When I was ready to go back to the Clear Sky Base with loot and needing
ammo, he was simply not there. I took an alternate route back to the
CS Base and when I came back on the normal path I take, I found his
body near the "Gravel Pit" ( location between Pump House and Fishing
Hamlet ). Actually looking at the map again I should be using Station
instead of House. I was able to recruit a single Clear Sky soldier as a
replacement only because he had been wounded at the Burnt Farmstead
and I gave him a medkit. I'm still getting the CTD I posted when I try
to add a Loner as a first or second companion. Still waiting on some help.
Marshes Map with reference locations:
Call of Chernobyl mod (Official Thread) January 19, 2016
One new problem and one new suggestion:
I'm getting a repetitive CTD that is really rare for the Game.
Apparently the recent death of one of my two companions has
left me with a problem where when I try to add a 2nd one, no
matter who, it crashes my game to desktop. This is the message:
The companion system, while it does have a few bugs here and there,
is one of the better achievements of CoC. While it is similar to the
companion system used in GSC's "Codename Outbreak" that allowed
you one, it is a lot more complex in CoC and makes the Game a lot of
fun. Especially when you combine it with other missions. I recently
did the one where I escorted two Ecologists in the Marshes to a specific
location. I did it with my two companions so there was five of us total
counting myself. This worked really well until the very end when as we
approached the Fishing Hamlet, my two companions stopped following
me and ran off to engage some enemy NPCs where they both were killed.
On another note, and related to the suggestion, I just did the Bandit Base
task where you go to the "Boat Park" see: I.imgur.com
to wipe them out. Afterward I decided to find the hole in the fence and
visit's the Cave by the railroad bridge. Of course as I used crouch to move
slowly to it to avoid the Military seeing me, I was through the fence and
almost there when a Psi-Storm hit. I ran the rest of the way thinking
that surely the Cave would offer protection from the storm. It did not:
So I died in the Cave. Probably one of the most physically safe locations in the
entire Game but because it was not a designated safe location I died. I can
see that since it is so rare to go to, especially since there is nothing worth
going to it for. I had a convenient manual save to go back to after killing
a Military Soldier that stumbled on the scene of the Bandit Massacre. I
loaded it and decided to run south thinking that surely the trailer at the
unmarked location ( that I call "Artifact Island" ) where Scar is first sent
to in Clear Sky. I got there in time to find it another undesignated safe
location. The only nearby choice was the Pump House. To be honest
that is really too far away considering the difficult and intricate paths
over islands and bridges to get to it. While I don't expect the Cave to
be an added safe location, I really think that the Trailer on Artifact Island
should be a PDA prompted safe location. Otherwise it's too dangerous to
explore the entire western side of the Marshes. It's my preferred path to
use to go from the Clear Sky Base to the Bandit Base for speed & safety:
I ended up going back to the Bandit Base save and waiting there. I think
some Military were coming to execute me until the Psi-Storm hit and made
them flee. Afterward I used the same route south that I had come from.
Here's what I call the western route annotated with arrows. It does require
a little bit of radiation exposure wading through some water but it is very
quick, detours around anomalies on "Artifact Island" and avoids mutants.
The biggest advantage in CoC is avoiding the Military at the Village Ruins:
@Tejas: I'm currently playing as Military, and I can say there
are a lot of them stationed there. I usually hunt for artifacts
there near Village ruins so if I get in trouble I backtrack there
so my comrades can help me. Not sure how fast they spawn
as I never witnessed someone actually clean that place up.
Next time you're up there, pay attention to your Mini-Map that tells
you the number of people present. For example, I was just at the
friendly ( to me ) Clear Sky Base, thought it was crowded and saw
there were 29 people there. Also give me a number of Military that
are present at the Machine Yard that I just failed in my recent attack.
I was finally able to successfully attack the Village Ruins. I used the
same method, a probe up to the footbridges ( right next to the Tank )
where I popped a few rounds at them and then I ran back to the Pump
House and hunkered down on the roof watchtower. From there I get
down to a low-crouch behind the metal plate and become a sniper.
They approached me in the "Bivouac at log" area and I was able to kill
about 10 to 12 of them with a little help from a few Loners. My two
companions I hid inside the building beneath me to keep them from
going kamikaze and dying. After defeating this large group, I did light
looting, mainly just taking the ammo and leaving the guns as my two
companions went out to the killing field. After going back to the Pump
House to dump the Loot we went back out to probe the Village Ruins to
see how much Military was still there. I have video of this I'll show soon.
We took off northward and found the Village Ruins still occupied by about
5 or 6 Military soldiers. We did well this time and killed them while one of
my companions stayed by me and the other one, on his own accord, flanked
them which did well to distract them as my AN-94 sniped them from another
angle. No sooner did we take the Village Ruins than some Clear Sky ran up.
There for the glory but not any of the hard work. I did some quick searching
for wooden crates, white capsules and any other loot. I climbed up the water
tower that got the attention of some nearby Bloodsuckers. I came back down
and my two companions were nervous and we started backing away from the
place in retreat. From the water tower I had spotted a white capsule on one
of the submerged houses. I quickly ran over to it and...I should have used
my knife to open it. Instead I lazily blasted it with my shotgun and suddenly
my screen went black and it literally made my whole PC power supply kick off.
Luckily I stopped recording before we set off again. I had started another
video segment that was going north to the Village Ruins that got corrupted.
That was unfortunate. However I had made a manual save from the top
of the water tower, so while I lost my video of it , my Game progress was
saved. We made it back to the Pump House after re-launching my save
and then back to the Clear Sky Base. It was really a lot of fun, a lot of
action and excitement. Sadly a lot of posts here are complaining about
problems, bugs and exploits, that I have been guilty of too. I just want
to say that I'm having a great time and Call of Chernobyl is fantastic.
View from the water tower looking back at the footbridges we came from:
Call of Chernobyl mod (Official Thread) January 18, 2016
Does the Military get unlimited spontaneous re-spawns at the Village Ruins?
Three times in a row I approached it from the Pump House and each time
the Military came out of the woodwork and followed me with fury. I lured
them back to the Pump House where I had more support and each time we
defeated them. We killed maybe half a dozen or slightly more each time.
In just the little time it took to go loot them in the area between the Pump
House and Village Ruins, the Military re-appeared and this repeated 3 times.
On the 3rd time out looting, I approached closer than I have ever gotten
before and again the Military came pouring out. Just how many damn
troops are stationed there? I was out of ammo, my gun was broken and
my companions were dead including 3/4 of those over at the Pump House.
It feels like the Military takes losses but within minutes gets re-spawns.
You ever see one of those video of a large mother spider? The kind where
someone or something touches her and suddenly 1,000 babies come out
going every which way. That's what the Village Ruins feels like. I can
only imagine how ****** they are not to have the helicopter support.
Can you give me an idea just how many men are supposed to be up there?
I wasn't really able to get closer than the "Bivouac on Log" to them.
Call of Chernobyl mod (Official Thread) January 18, 2016
There had just been a Psi Storm where 3 Loners were caught outside.
This meant some big loot afterward. I was there first but it was too
much to carry so I dropped the most worn out first. I took it into a
nearby building and came right back. As best as I can figure out,
a Loner and a Clear Sky trooper were fighting over the loot and the
Loner killed him. Then some Clear Sky surrounded the guilty Loner
who got into a surrender position. The other Loners could only
watch as they knew he had done wrong. The Clear Sky who had
the Loner on his knees, berated him and then he was executed.
I got the loot from both of them. It was a very strange sight.
( Be sure to adjust your video settings on Youtube for 1080p )
Call of Chernobyl: Fishing Hamlet Loot Fight
Upgrading the Clear Sky CS-1, CS-2, CS-3a Armors and the
Clear Sky Leather Jacket. Since I already had a Tactical Helmet
( that I left behind in the Cordon ) I went ahead and bought the
Sphere M12 Helmet and upgraded it since I needed Night Vision.
The amazing things about these armors is how much weight you
can reduce off them and the great armor and impact properties
of the CS-1 and CS-2. The CS-3a is for carrying extra weight.
Clear Sky Armors: Upgrading all 4 of them:
Just tested Nimble. He would not take a used SVD. After repairing it
with the toolkits and trying another one that was already fully repaired,
Nimble would not take a perfectly good "pristine" one as he says, either.
Does this mean it first has to be looted from the dead and then repaired?
I even had Xenotech repair some SVDs too and that made no difference.
My Game finally got unstuck on my companions. I've got 2 now. Thanks.
EDIT: and I just rescued your hostage in swamps with the 2
buddies that were next to the campfire just there in that screenshot:
Hey...can you give me a medkit? I don't feel good.
Call of Chernobyl mod (Official Thread) January 17, 2016
I figured out what was wrong and it's working great now. The CoC
updater was updating but it told me a file was missing and I didn't
catch that at first. My Game Menu did not have the option to disable
the helicopters so I knew something was wrong there too. I manually
opened the file and saw what it was and manually moved it to replace
the one it needed to. Then I launched the Game and got the proper
Game Menu. I disabled the helicopters and my frame rates are great.
However, I still can't get a 2nd companion. This is due to my former
companion who was killed, has decided to avoid going into the light
to the other side. His plan is to haunt me and hide up in the rafters:
Thanks again for taking the time to solve this mystery. I may have told
you before, I never volunteered to be a Tester for Dez0wave's Lost Alpha.
They recruited me based upon my posts, my stories and most of all the
way I played the Games so differently from other people. It seems I like
to do things unpredictably, often ignoring the scripted tasks and operate
on my own time and schedule. This makes me a magnet for finding bugs.
Call of Chernobyl mod (Official Thread) January 17, 2016
Updated to 1.2.32 and I'm getting this crash. It happens no matter
if I try to load my June 28th last save or your fixed June 25th save:
I just tried the "fixed" saved game of mine, that I gave you and that
you posted the link for me to use. It did not work and I was right
back at 10 fps. I did make sure it replaced the old one so it wasn't
a case of the old one remaining. Now that I've come back to tell
you this, I see you have the 1.2.32 so I'll give that a try and test.
Okay, I fixed your save:
It was indeed the helicopter, not sure why, maybe it
became corrupted. Don't know why the previous fix I sent
you to remove them didn't work as I fixed it in a similar way.
I will add a game option to remove helicopters from the game in the future.
That's great news. Not to seem ungrateful but is there anyway to
provide a patch or similar download to do the same with my current
status, as I'm almost 50,000 rubles richer and 3 days later in my Game?
I'm not surprised it was the helicopter as that's when it hit, the helicopter
disappeared from sight and never returned later with the usual flybys.
I just had some additional information to give you. A psi storm on the
night of the 27th ( 1 month in the Cordon - yea! ) hit and suddenly
after it, my frame rates shot back up to 100-150. I went to the Loner
Base to see if my former dead companion was gone but he was still there.
I tried to drag him off the roof ( has anyone reported a bug where the
shift-f doesn't drag but just opens up the body's inventory? ) but wasn't
able to. His body started convulsing spastically ( he was stuck in the roof )
and my frame rates dropped down to 50-60 range. If I got away from
him ( going off-line ) it went back to 100-150 fps. I could live with that
but still not understanding why randomly some bodies disappear in a few
hours while others linger for days. However later on the 28th, another
psi-storm hit back at the Rookie Village and my frame rates went back to
being throttled at 10. I really appreciate all your help. I'll use your fixed
save and test it. If you aren't able to do more I'll be okay and go from there.
My HUD mod is going up, soon!
If anyone has some request or feedback, be sure to say so.
It also fixes some minor things for AO3.1 and the mainmenu / interface.
Your stuff looks really good and clean. I do like some thin lines between
the 1st weapons slot, suit and 2nd weapons slot, but I do see that your
main intent was for the Player to see through it and not be ambushed
as they are viewing it. I like how the Mini-Map has moved the compass
but it is still too much information. The circular inside part of the Mini-
Map is primarily important for viewing colored ( friendly, neutral or enemy
NPCs ) or white dot ( deceased ) NPCs at the same elevation for looting.
Now that you have brought it up, that's probably my biggest singular
complaint about CoC. I hate that the north/south ( blue/red ) arrows
are in the center of the screen. Too many times they obscure my view
when I'm trying to find a dead body at my feet especially when I'm having
difficulty on hilly terrain. It's like trying to walk and see in front of you
while holding your hand out blocking your view. From an aesthetic or
visually pleasing viewpoint, it's a great place to put the compass smack
in the middle because it moves well and helps the Player, but from a
functionality viewpoint, it's in the way, a bad design and should be moved.
While I will agree that the original HUD in CoP was rather thick and could
or should be trimmed down, the compass really worked well because it
did not clutter the center of the Mini-Map with arrows, words or numbers
in a place they should not be. I also don't like CoC having those partially
circular lines inside the same area. They serve no purpose at all since
they do nothing. Everyone knows the Mini-Map detects NPCs ( numbers )
that are slightly beyond the range of the visual colored indicators so it's
really unnecessary to put any lines, arrows, words or compass ticks within.
Several good examples of the CoP Mini-Map without clutter in the middle:
Meeting Morgan in Zaton:
A Bandit with his trophy kill:
Exploring the Zone in Zaton:
Playing with the Poltergeist at the Iron Forest:
Recycling at the Recycling Plant:
Toolkits: Been using some glitches from day one, but kept quiet
about it. Always gave repair techs a used kit, one bar remaining,
to satisfy the repair kit fetch quests. Somehow have never had
the repair kit stuck quest bug and played through in 6 faction so
far. Bigger glitch, I'm storing repair kits all over the zone for my
Monolith character (plus 14 kits next to the faction trader). Will
use each kit until one "bar" remains. Come back later in your
game and the kits are all back to 100%. Rinse and repeat.
I kind of feel the same way. If something appears to be buggy or not
working as you fully imagine, and it's good for the Player, I tend not to
want to say anything either. However you can always count on someone
complaining about something that others don't mind or like. As you have
described exactly, the toolkit exploit is an excellent bug ( if not intended )
that offers balance to half the less desirable Factions. Let's face it, as a
Bandit or Monolith and having everyone your enemy, it's not practical
or fun to have to return to one end of the map just to get some weapon
repair. Those that have a problem with it simply don't have to take the
advantage it offers and can sell their used up toolkits or leave them on
a dead body to disappear. However those like yourself can wisely place
them around the Zone ( much like Players do stashes of ammo and guns )
to use when you are far from your resources like a Trader or Repair Tech.
No nothing was changed. Did you have a companion die or anything?
Yes, that's exactly it. My companion was killed by the Military. If you
were able to launch the Save I gave you last night, his body is the one
that's on the roof of the Loner Base closest to the Bridge. Plenty of other
people have died since him yet his body is one of those that has lingered
too long ( several days now...almost a week ) while others disappeared.