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Have a Happy New Year Everyone!
Call of Chernobyl mod (Official Thread)
Just realized it's coming up on 2 years since I first started playing
Call of Chernobyl. First the 1.2 version, then the 1.3 version and
currently on the 1.4 version. Eventually I'll get around to the 1.5
It's been an absolutely fantastic Mod that I have thoroughly had
an incredibly good time with and I once again want to thank the
best Modding team ever: TEAM EPIC for all of the never ending
hard work, extreme dedication & effort they have put in to this.
That's no longer a politically correct term. They prefer Renegades.
Do you mean the one that only opens from the other side coming down the stairs? You have to find an alternative way to get upstairs ( hint: try busting wooden planks blocking passages or covering holes in walls ) and then come back around and down that stairwell for that door to work from the other side.
I've always felt the two Renegade prisoners captured by the Loners and held in the Agroprom were some unfinished quest or story in Clear Sky.
Likewise a lot of people may not realize that Clear Sky actually has a Renegade Trader found in the Red Forest Mine, that you can actually meet if you go there first instead of the PDA prompted action at Witcher's Circle and Dark Yar. Mutants usually kill the Renegades there first or if you do the Space Bubble by the Tank to open Forester's Gate, Duty will beat you into the Red Forest Mine and kill them before the Player arrives. The Renegade Trader sits in the same place as the Duty Trader does.
Whatever you do don't bug him about the Sin Faction.
I was in the Red Forest at the gate that goes to Forester. Two Freedom
came from deep in the Red Forest and attacked some other Monolith that
were standing with me at the trailer outside Forester's building. When I
went to go loot them, one of the Freedom soldiers ( ordinary random
name and not unique ) had a brand new Skat-9 Armor on him. I've never
seen free armor on an NPC in the 1.3 or 1.4 version when looting the dead.
How is this possible? Is this an extremely rare generated item on the dead?
* * * * *
After this event I had traveled from the Red Forest to Limansk. Then
from Limansk on to the Hospital and northward to the northern section
of the CNPP and my final destination, the Generators level. In the CNPP
level I had picked up a second Firefly and then realized my first one was
missing. I figured I would just reverse the trip to see if I accidently left it
in one of the many stashes I made along the way. From the Generators
I reversed the entire trip and was back in the Red Forest and did not find
it. Going back through my Manual Saves I had it on me when I entered
the Red Forest Mine but lost it before passing the Bridge going to Limansk.
I had made too much progress to redo everything. It was gone. However
at the same time I considered looking at my Manual Saves to solve the
mystery ( if possible ) of where that Skat-9 Bulat Armor had come from.
Generally NPCs don't pick up armor. I had even set armors on the ground
and they had been left alone. The best Manual Save I had was one hour
( Game Time ) before the event with the two Freedom. As I had earlier
been at the Bridge and the Red Forest was empty prior to me hanging
around the Trailer Camp, I didn't expect there was anyone south of me
except the new Freedom that appeared. I found out that was not accurate.
Here is a very short video I made to show the two Freedom killed ( one
of them had the armor on him ) so I would remember their two names:
Call of Chernobyl ( 1.4.22 ) Monolith Player finds Skat-9 Bulat Military Armor
Monolith Player finds Skat-9 Bulat Military Armor on 1 of 2 Freedom killed entering
Forester's Compound from the Red Forest. This video is the first attempt to go back
to an earlier save to find these two alive and see where the armor came from:
Call of Chernobyl ( 1.4.22 ) Monolith Player search for Skat-9 Armor: Attempt 1
Being unsuccessful with Attempt 1, I was about to give up but I decided to give
it one more try. Attempt 2 was turning out the same way. I had located all the
Freedom I was looking for but still no sign of the Skat-9 Bulat Armor on any of
the dead. I was just about to stop recording but went ahead and took a side
detour to the Tank. After coming back I had honestly given up. Never did I
dream I would solve the mystery as events unfolded. Once I did it all made sense.
Call of Chernobyl ( 1.4.22 ) Monolith Player search for Skat-9 Armor: Attempt 2
Despite setting all my levels to primarily sunny ( 1.4.22 ) I still get way too much fog in my Game. If I reload a save I am always punished with more fog. Sometimes you can reload a save to change the weather but I am always given fog even if I had fog to begin with.
You choose an easy start near your Faction Trader and Repair Tech or a hard start far from these things meaning a more difficult struggle and effort to get to those same things. A variable location, wildly dependent on the Faction you choose can make the Game a lot of fun and offer a lot of replayability.
I'm going to assume you mean mutant "parts" which pay well instead of mutant "meat" that pays poorly. It depends on your Faction. Currently as a Monolith I can sell mutant parts & meat to any NPC but the Trader will not buy mutant parts.
Mystery solved. I'll post the videos soon.
You can't have Trader/Repair Techs for every Faction at every Faction starting location. Then the Zone would be full of immortals you couldn't kill and no passing Faction could survive the encounter.
Each Faction has unique locations, unique equipment and unique allies/enemies.
If you want all the benefits of the Loner Faction, play as the Loner Faction. Either that or the Ecologists who have only two enemies: Monolith & Bandits ( not Military ) whereas the Loners have all three.
Team Epic. Any answers??? Input???
I have seen only enemy Military in northern & southern CNPP levels. Also I've already removed all of the armors up there.
FYI to anyone that doesn't know. Getting the "Heavy Pockets" achievement
( earning 1,000,000 rubles in the Game ) made the Monolith Trader sell things
he didn't before, namely the Svarog Detector that I was really wanting to get.
You don't have to install the yellow "Twilight" scope ( 2nd tier upgrade ) on any weapon as you can simply skip it and continue to do any 3rd tier upgrade that comes after it.
I guess I should have elaborated more. With the thought that the Military is fully in charge of guarding the perimeter of access to the Zone on the outside, I just don't see them allowing Mercenaries to fly aircraft into the Zone. You can't stop people from getting in supplies they can hump: weapons, ammo and food, but it would be quite easy to stop something as large and electronically traceable as aircraft entering the Zone.
I just pinned this post last night to GSC's page so if you're suddenly seeing a lot of new traffic, you know why:
There really shouldn't be Faction helicopters in the Zone other than the Military who are the only ones operating them outside the Zone. Factions don't have the facilities, mechanics or equipment to keep them operating or the import of fuel into the Zone to keep them running. Much all of the same reasons why Factions shouldn't be operating vehicles inside the Zone too.
That will work. That's the main feature I want. I'm giving you this to carry and now I need it.
I always thought that Lost Alpha should have peeing considering how much water the game forced you to drink.
I like your idea about the Companions. As a person that almost always uses them, I also "park" them a lot in a safe area so I can go out alone. Having the option to tell them to "relax" ie: sit down in a circle and eat, play guitar and talk to each other would be a great idea to make the immersion much better.
One of the biggest features I miss from 1.3 ( that I know works in CoC and could be restored ) is the ability of Companions to take items into their inventory from the Player and the Player remove items from their inventory without it being a money transaction. I used this constantly in 1.3 where I would give all my Companions gunsmith toolkits, sewing kits, extra ammo, extra food and other items I would need for a long journey. This really helped with the realism because certainly the player would ask his Companions in real life to be able to carry supplies too.
The reason this feature was removed in 1.3 is because it had some buggy behavior. After doing this ( through the dialogue tree ) and your Companions would take or give something from the Player, their dialogue choices would revert to a regular NPC and not back to a Companion. This was overcome by using the keyboard commands they would still follow. Additionally if you left a level then the Companions would revert to normal operation upon arrival in a new level OR if you made a Manual Save and reloaded it, the Companions would also go back to normal. Player's not realizing how to overcome this temporary glitch complained excessively and Team Epic removed it.
This was a great feature I miss, that was first introduced in GSC's "Venon: Codename Outbreak" ( 2001 ) that I was so happy to see added to Call of Chernobyl. Removing it in 1.4 was disappointing.
Agreed. I hate Mods that force the Player to look out a gas mask, especially if the lens is cracked which defeats the purpose of wearing one.
Hey. It's no big deal if I can't convince you otherwise. While I appreciate the offer, to make the same attempt elsewhere, I honestly don't believe I'll be more successful if we relocate the conversation.
I'm perfectly content that I failed to make you see my point of view or express myself in a way that I thought was convincing. You can continue to believe that Freedom and Clear Sky are equal and perhaps there are others here that agree with that viewpoint.
Maybe in the future someone will make a Mod where the Player can toggle on & off the choices in the Game Menu about who your allies and enemies are.
You're on ModDB's Call of Chernboyl Forum talking about the Call of Chernobyl Faction relations and why you don't understand why Clear Sky and Freedom are not allies since you believe they are the same. I answered that they are not. Nothing was misread or came across vague.
If you're only talking about SoC then how can you bring up Clear Sky? Obviously we are talking about more than just one Game. You're confusing open access for all with it being the same as scientific study for all which it clearly is not. Clear Sky wants to do the scientific study themselves. Clear Sky doesn't want Strelok or anyone else blundering north to the CNPP and causing havoc. Their studies have shown these actions have made things worse. Freedom is the opposite where they simply don't care who goes north, who studies what or who does whatever, and open access can benefit mankind as a product of taking the opposite view of Duty. This is a "laissez-faire" approach without scientific study, without scientific experiments and without doing anything personally to better mankind other than open borders. This is why Freedom left the Dark Valley in 2011 and moved to the Barrier to keep the farthest access north, next to the Brain Scorcher ( where they are prevented safely from going further ) open for others.
Whether you want to argue the term of "hiring" and instead use threatening, conniving or enlisted Scar to do their dirty work is moot point and has no bearing on changing their need to use him.
We see that once the Brain Scorcher was turned off, both Freedom & Duty raced north equally to control access. We see in Call of Pripyat that both Duty and Freedom are in the far reaches of the Zone still fighting each other over their ideals. It had nothing to do with angering the Zone as you say. Only Clear Sky had that belief and even Clear Sky realized they would have to go north to Limansk to try to stop the infiltrators that Freedom never wanted to stop. Totally opposite Factions.
Your analysis is flawed. Clear Sky is not on the same level as Freedom. Freedom does not operate any scientific equipment, conduct any operations to learn, study or understand the Zone. They merely believe in open access to all which is the opposite of what Clear Sky does. The original Clear Sky leadership was made up some of the former group of people who later became the C-Consciousness but diverged for various reasons. Unlike Freedom they hide in the Marshes. Unlike Freedom they conduct scientific experiments and operate equipment in their studies but they don't do this for the benefit of others or to promote open access. They want to stop Strelok and his group from reaching the Zone center where they believe his actions are making things worse. They hire Scar to stop him. Like Duty they want to restrict people from free access going north like Freedom promotes. While Duty doesn't conduct scientific study, they are aligned and protect the Ecologists that do those duties. That is why in a way, Clear Sky is more like a combination of Duty & Ecologists together.
Originally in earlier versions of Call of Chernobyl the Bandits & Freedom were enemies. A close friend of mine who loves being a Bandit the most out of any Faction prefers it that way. However as we all know that was changed to make Freedom allied with the Bandits in the 1.4 version. I guess someone had to smuggle the weed into the Zone for Freedom.
In the original Game without Modding, you could join Freedom that made the Bandits & Mercenaries neutral and made Duty & Ecologists your enemies. Notice in SoC Bandits never went north into the Army Warehouses. However Mercenaries have been both allies and enemies to the Player in the later Games.
The variable reward artifacts are: Flame, Eye, Fireball, Crystal, Stone Blood and Stone Flower ( not 100% sure of this last one as I hate that artifact and never take it ). When you first enter Jupiter or first talk to Novikov, he may offer a find-an-artifact job where the reward is an Ecologist suit. If you make a Manual Save prior to asking for this mission, you can reload until the artifact he asks for is one you have or one that the Scientists Escort Mission will give you. That's the best combination. Novikov asks for an artifact, the Scientists Escort Mission reward gives you that artifact, you sold 15,000+ rubles of junk guns to the maximum number you can get of 3 Scientists and walk away with a free armor. Life is good.
The Scientist Escort Mission in the Marshes has a maximum number of 2 Scientists and does not feature the variable Veles Detector as a reward like in Jupiter.
As you take a scientist escort mission you may need to access their dialogue to make sure they follow you. You may need to tell them not to engage anything otherwise they may run off to shoot at something. Once your PDA directs you where you need to go, go exactly there and the screen should prompt you that they are on location and are busy taking readings. Once they are finished your screen will prompt you to return, in your case right outside the Jupiter Mobile Lab. Here's the hard part. Once you return they may stand around and nothing happens and it appears bugged. This is solved by making a Manual Save. Reload the Manual Save and the Scientists become "unstuck" and are ready to reward you. Reload this save to choose from 4 or 5 different artifact rewards or sometimes you can get a Veles detector as a reward. Prior to going on location for these type of missions, I always sell the Scientists "junk" guns I have collected that are too damaged to be bought by anyone except hired Companions. This is a good way to make money as each Scientist should have about 5,250 rubles on them. It also makes them better armed in case you encounter trouble as they generally only have pistols on them. Repeat every 24 hours after completion. Don't like the mission location? Make a Manual Save before you take the task for variable locations. Likewise if you only get 1 or 2 Scientists, reload until you get the full 3. Other Scientist escort missions in the Game are only 2 Scientists.