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I met Kowalksi in Jupiter. He was driving a white 1970 Dodge Challenger and said he had to be in San Francisco by Monday.
September 30th 2016 4:23pm
I forgot to mention the biggest reason. There are no stash activations north of the Red Forest ( other than 1 or 2 in Zaton and Jupiter ) which made going up there less attractive. As I was trying to get the Expert Tools ( It took me 6 months and 22 days until I found them in Stash #815 ) I stayed south where all the hundreds of stash activations were frequently renewed. Not until I got the Expert Tools did I even think about going north.
Nope. Always stopped short at the Red Forest. This is also the first time I've ever completely explored the Red Forest. My Game performance was terrible in that level with stuttering, hesitation, kicking to desktop until I bought a new video card. Now it performs great except when I bring up the PDA Map. For some reason that makes my Game run in single digits FPS.
Call of Chernobyl mod (Official Thread)
I'm in this level for the first time ever in CoC:
It means you are so hyped up waiting for 1.4 that you cannot sleep.
So... 1.5 when?
You can donate items to Traders for things to disappear.
Open up a Trade dialogue. Right click on the item to make the "Donate" tab appear. Click on the word and the item should transfer to the Trader. Close Trade dialogue. Item gone.
Prolly the best game in the world
I just wish each Faction had the same variety of people and jobs as the Clear Sky Faction does.
I'm still trying to get someone/anyone to populate the Cordon Loner Base besides the Repair Tech. Whether it's a Bartender type person ( to give mutant meat hunting jobs ) or even Nimble to go inside the caged area ( which would be a great idea ) I'd like to see other Loners there. It doesn't make sense to have such a large base without more people. The caged area is more fitting for a special Trader like Nimble than squatting on the floor in he Rookie Village. I really don't care for the idea of returning him to the Skadovsk.
If you visit Dead City more than once or stay for very long, you will find that more Mercenaries will re-spawn to shore up any losses when their numbers get low. I agree they should have a Leader there besides a Repair Tech and Trader. Maybe put him in the office of the 3rd floor of the Sports building.
This isn't SoC that has relations set for playing as only 1 Faction ( Loners ) whereas Call of Chernobyl allows you to play as 1 of 9 Factions. The majority of Players do NOT want the Bandits and Mercenaries to be neutral to each other. They are neutral to each other in only 1 of 3 of the original Games. The majority of Players do NOT want Bandits and Freedom to be neutral. They are neutral to each other in only 1 of 3 of the original Games.
Your statement of the changes you want being more correct is inaccurate. You wanting Call of Chernobyl changed to be like 1 of the 3 Games does not fit with how GSC decided to make changes after Shadow of Chernobyl when Clear Sky and Call of Pripyat were released.
A friend of mine just created this great video:
S.T.A.L.K.E.R. Campfire song pixel animation
Not really. I just described the tough conditions in Misery. As you've made us all well aware you're a big fan of and a Misery Player at heart, you have constantly criticized Call of Chernobyl because it is not like Misery. All I'm saying is try to accept that Call of Chernobyl is a different experience. It was never meant to be an expansion of the Misery Mod. Use your energy to contact the Misery Team and have them create a Mod to bring the Misery experience to Call of Chernobyl. Please don't ask Call of Chernobyl and Team Epic to be what is found in another Mod with a very niche audience. Personally I would hate to see Call of Chernobyl ruined by making everything in brown, red and yellowish colors with everything rusted. Call of Chernobyl looks great as is.
So you want the Misery experience to be in CoC? Again maybe you should go back to Misery. If CoC was like Misery I probably wouldn't be playing it. Maybe the Misery Team can take CoC and do that for you. However I don't want Team Epic to make CoC just another Misery.
If you want the Misery experience, then go wear crappy armor. Carry crappy weapons. Don't upgrade them because you're pretending you are broke. Stop asking me constantly how I was able to make so much money. Don't carry enough ammo. Don't carry enough food. Don't carry a lot of supplies. Don't wear high end artifacts. It's up to you to make yourself miserable instead of wanting to make everyone else that way.
Well...that's the point of my reply. People saying I had this in SoC and I want it exactly the same in a Mod. If you want the SoC experience, play SoC again. It's a great Game that should be played multiple times. Sadly so many people immediately Mod it before they ever realize what all it can do or what's in it. You might be surprised.
( I thought I would share a recent post from the GSC Game World Forums )
Just want to say in general, this is an amazing mod. I have been playing
probably 50 hours and haven't even gotten beyond the SoC levels yet. I love
the new details added to the SoC levels also, it really was well done and seamless.
Also, the most stable and bug-free STALKER I've ever played.
1 CTD in 50 hours. This team is really amazing.
Also the difficulty is just right. Not misery hard (though I have modded
my game to be a little more difficult to taste), but also not a walkthrough.
My only serious gripe is that a lot of the complexes just don't have the same
firefights as in vanilla. Like Agroprom in my game has maybe 10 guys in it,
mostly friendly to me. Compared to vanilla, which my memory tells me was
dozens of bandits or whatever - a real slugfest to get to the underground. I
miss that. At most you get maybe 10 guys ever to deal with. Brain Scorcher
had a few more monolith, but it still wasn't as thoroughly guarded as vanilla.
It just seems that, while we have plenty of moving groups, camps aren't
filling up fully, or maybe they just don't have enough gulag slots available?
I'd love 20+ slots regularly filled on sites like: Agroprom, the military
base at Agroprom, bandit camps in Dark Valley, Freedom base, Brain Scorcher,
etc. Taking these should be a monumental feat, rather than a breeze.
Maybe it's just because I modded stalkers to have 150m vision, so there's
way more and longer distance firefights, and so all these places are depleted
because everyone's been killed by other AI? (I found it too easy to pick guys
off at a distance with the stock vision distance - they never saw me first or
shot back if I got them at long range, so I had to increase it)
I understand what you mean about not finding some of the same
firefights as what you experienced in the other Games. However,
try to understand that CoC is NOT trying to be a copy of what took
place in the other games. Otherwise it would be something that you
have already done and what would be the point? Another thing to
realize, it was decided to use the more detailed and unique Clear Sky
landscapes which means many features everyone is used to in SoC is
not going to be the same. Only if Clear Sky didn't feature one of the
previous SoC levels do we get the SoC levels added to the CoP ones too.
That's why the Agroprom is more like the Clear Sky experience. I read
that you wanted the more Bandit heavy SoC Agroprom but if you spent
a lot of time there ( like I have ) you will find no Bandits or Loners are
able to stay there. Everyone dies. With Bloodsuckers swarming the place,
once you take out the initial Bandits, it becomes an empty place of death.
I like how the Loners are attempting to control it. It may be less thrilling
for you, but unlike SoC or CS, CoC is about choosing 1 of 9 Factions. You
can change to another Faction where that Loner Base is now your enemies.
Since CoC takes place 3 years after the events of SoC, things have changed.
The Military controls the northern Marshes from the Village Ruins along
the road east to the Machine Yard to stop northward movements. The
Bandits have taken control of the Hanger in Garbage. The Military are
stronger than ever at their Base in the Agroprom. Duty has pulled back
and is unable to maintain their detachments in the Wild Territory, Yantar,
Garbage and the Dark Valley entrance like we are used to in SoC. The
largest group of Dutyers outside of Rostok is the Dark Valley Pig Farm.
The point being, with the Squad based spawning, movement and combat
action as featured in CoP, we have a more dynamic and unpredictable
Zone. Sure, some areas may not be as dangerous as you had in other
Games but most likely you will find more danger in areas that SoC or
Clear Sky never had. The mutants are the same with not being static
and moving around constantly. You can always try another Faction for a
more ( or less ) difficult Gaming experience. No one Game is ever the same.
That's what Sidorovich told me when I complained about the PDA he sold me.
Does this mean NPCs or mutants will go in these areas or only if they pursue the Player?
See anything unusual here?
It's January 2016 in my Game. That means I am 7 months in the Zone
and approaching 8 months. However the PDA counter for the number of
months just changed to -4 months. That means as I approach the one
year mark it will decrease and be zero months on May 1st. Just a little
something that needs to be fixed. However don't feel bad as even GSC
had goofed up and failed to give Shadow of Chernobyl a December 31st.
The Game goes straight from December 30, 2012 to January 1, 2013.
The Depth of Field at first is a neat feature. Over time it gets annoying and is unrealistic. The human eye adjusts so much quicker than what the Game portrays. Hopefully it will not be added to CoC but as a side Mod that can be added for those needing their fix.
I heard a rumor ( not sure if true or not ) that Gunsmith toolkits will be reduced to one bar. That would mean I would get one use out of a $3000+ toolkit to do a 15% repair on a used weapon. I would have to spend $9,000 to $15,000 for several Gunsmith toolkits to do a full repair on a single weapon that might only net me $600 to $1,200 in return. If this is true this is an extremely bad idea. Please leave the Gunsmith toolkits alone.
There are huge prices differences on all weapons all through out the Game. I'm generally going to be talking about selling to friendly ( green ) Traders and NPCs. Most Traders will pay higher for AKSU and Vipers. They pay poorly for regular AKs and AN-94 Abakan. Traders pay well for IL-86 or SGI 5k. Traders pay poorly for TRs-301. Sell AKs, Abakans and TRs-301 to NPCs. Skinflint is the only one who pays well for AKs but pays terribly for SVD. Sell SVD to Barkeep. Most Traders pay poorly for Tunder, sell to NPCs.
The real problem you have is in most places you go, the NPCs run out of money and you are forced to sell surplus weapons to the Traders. I try to sell weapons to NPCs ( even if I take a loss over the Traders ) to help them.
For example an NPC with a sawn-off shotgun will take a Chaser and use it instead. An NPC with a Chaser will take an SPSA-14 and use it instead. An NPC with an SPSA-14 will take an Eliminator. You get the idea. NPCs with the same type of weapon will take an upgrade and use it. Likewise if they have an AK and you give them a TRs-301, they won't switch.
The bottom line is you have to check every Trader. NPCs, regardless of their Faction will generally buy things at the same price. Ammo is a great way to make money. Be sure to empty all weapons before you sell them. Personally I don't fool with Pistols. Not worth the effort to repair and sell them with limited repair kits. I leave them on the bodies or donate them to Traders to remove the objects from the Game.
Shadow6 Gaming presents:
S.T.A.L.K.E.R. - Call of Chernobyl Mod Part 7:
Well, at first it is hard to save money because you immediately want to start getting better armors and weapons. When you get the armors and weapons you want, then you start spending a lot of money upgrading them. So basically at the beginning of a Game you're going to be spending money as fast as you can get it. Just be careful not to waste money upgrading weapons and armors that you won't keep or use for very long.
I earn my money repairing weapons and selling them. I hunt mutants and sell their meat and parts or save them for specific jobs given by other NPCs that pay more. I do fetch-this-item jobs constantly for all friendly & neutral Factions that pay and provide stash activations. I do contact killer, assassin, search & rescue and other specific jobs like hunting mutants for rewards and stash activations.
Stash activations provide free supplies, weapons and armors that you can sell. I keep what I need, sell what I don't, and keep supplies spread out in all levels so I have to carry less.
What I don't sell is any of the artifacts I have found or looted. I have every single one that is listed as my number total on my PDA. I also keep every armor I have gotten in stashes and the few I have bought.
Do keep in mind this video showed how it is January 1, 2016 and the money I have has been earned over the past 7 months. I do not know what date it is in your Game, but if you would spend the same amount of time I'm sure you would have a lot of money too.
Yep. Crosshair, HUD, Mini-map, weapon visible, ammo count is there too. If you are one of those people that remove some or all of those objects, then I'm glad you have customized the game to your liking from the default settings.
Call of Chernobyl: A Night for celebration
If you start your game, reload a save or have not used your PDA in awhile, when you first bring up the PDA Map, the first map you see is the CNPP level. The PDA Map starts at the CNPP and then will automatically go to where the Player is. Often this action is jerky, and hesitates as the PDA Map slowly catches up to where the Player is physically located. All I am saying, is rather than the default starting at the CNPP, is it possible to automatically have the PDA Map open where the Player is? Not a big deal if you can't do this but I thought I would ask.