Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!

Add addon Report Arsenal Overhaul 3.1 (v.5)
Filename
AO3.1_for_Call_of_Chernobyl_v5.7z
Category
Weapons Skin
Uploader
Darryl123
Credits
E.Nigma42
Added
Size
705.37mb (739,637,741 bytes)
Downloads
58,152 (78 today)
MD5 Hash
558538699cdea4f3430fe4eb5837e47a
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Description

Arsenal Overhaul 3.1 addon for Call of Chernobyl 1.4.16+.

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Arsenal Overhaul 3.1 (v.5)
Comments  (0 - 50 of 341)
Darryl123 Author
Darryl123

This is an officially supported port of Arsenal Overhaul 3.1 built from the ground up and designed specifically for Call of Chernobyl 1.4.16+ with many major changes and fixes.

Hopefully there isn't, but there may be bugs.
Report them in the comments and I will patch them when I am able to.

---

This will likely be this year's last update for this addon whilst I work on something else addon-related. Regular maintenance and patches will continue to be released as normal afterwards.

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Hally3009
Hally3009

Hey everytime I start the game it crashes it says this in the crash report

Expression : I
Function : CInifile::Load
File : Xr_ini.cpp
Line : 267
Description : Can't find include file:
Arguments : weapon_launchers.ltx

stack trace:

0023:00B86502 xrCore.dll, CInifile::Load()
0023:00B86531 xrCore.dll, CInifile::Load()
0023:00B85EB8 xrCore.dll, CInifile::CInifile()
0023:00461025 xrEngine.exe, CApplication::load_draw_internal()
0023:0045E71A xrEngine.exe, InitSettings()
0023:0045F143 xrEngine.exe, InitSound2()
0023:0045F466 xrEngine.exe, InitSound2()
0023:0046B1A3 xrEngine.exe, CApplication::load_draw_internal()
0023:765762C4 KERNEL32.DLL, BaseThreadInitThunk()
0023:77070FD9 ntdll.dll, RtlSubscribeWnfStateChangeNotification()
0023:77070FA4 ntdll.dll, RtlSubscribeWnfStateChangeNotification()

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dugrim86
dugrim86

do you use coc 1.5? I had same problem, and if i use 1.4.22 it works just fine.

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Guest
Guest

I can't seem to attach a silencer on the AN-94, I haven't upgraded it to carry a grenade launcher so is it a bug?

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robertreid161214
robertreid161214

I don't believe it is. I think it's intentional.

silencer_status = 0

That's in the .ltx file, meaning that the suppressor is neither permanently fixed nor even attachable. The other silencer variables seem already set, so, if you want to enable mounting that silencer, set the value to 2.

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Guest
Guest

In real life you can't silence an AN94. The special muzzle break it uses help diverts the gas system that causes its special fire rate.

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robertreid161214
robertreid161214

So, intentional.

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comraderichard
comraderichard

Just out of curiosity did this resolve the issue with Storm not being able to equip scopes to or did Nimble's unique weapons merely get added to the debug list?

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rchk9999
rchk9999

Open the "coc_treasure_manager.ltx" in gamedata > configs > plugins with the notepad,then copy the Nimble's weapons string to "debug_spawner.ltx" in the same directory,re-load the game,you may
find the Nimble's weapons in the debug list.

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PandaOnTuxedo
PandaOnTuxedo

Can you be more specific?

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Guest
Guest

Is AO going to get any new weapons or any melee stuff like STCoP did?

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British_SWAG
British_SWAG

I did successfully imported the knife combat from STCoP to AO3.1 by changing the "anm_xxxxx" line from the w_knife.ltx(AO3.1 version) while viewing the w_knife.ltx(STCoP version) file via notepad++. Just make sure you copy the animation files for the knife combat from STCoP and paste and overwrite the files as prompted.

I did this with most weapons from STCoP such as the FAMAS, USAS-12, and M-110.

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FriendlyMonolith
FriendlyMonolith

Hi, can you tell me where is the knife's animation folder? I trying to input the stcop animation to coc 1.5, but I can't find it ~_~

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British_SWAG
British_SWAG

Go to your CoC installation folder (MAKE SURE YOU EXTRACTED THE FILES VIA DATABASE EXTRACTOR PROGRAM FIRST, OTHERWISE THE FOLDERS/FILES AREN'T THERE).

Then the location starts from this: "gamedata" folder -> "anims" folder -> "camera_effects" folder -> "weapon" folder. Then, the knife anm files should be there.

***However, this works with CoC 1.4.22. Haven't tested CoC 1.5 yet since I'm waiting for the weapon packs to be updated for CoC 1.5.

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RH_Reaper
RH_Reaper

Hey there British_SWAG. You mentioned you imported the FAMAS, USAS, M-110 and knife. Do you mean, imported as in added them to the game, or replacing the original AO3.1 models/anims with STCoP's?

Cheers mate =)

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TheRealSlimShady1
TheRealSlimShady1

hell yeah my dude finally

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comraderichard
comraderichard

Storm is still bugged but I also noticed the Groza-4 doesn't fire tracers anymore. Was this intentional? I hope so.

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Darryl123 Author
Darryl123

Wasn't aware that was an issue with AO as well, I'll have to add my fix from STCoP.

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comraderichard
comraderichard

Another note:STCoP smoke grenades are now in the game but I am unsure if this is by design or an asset accidentally left in. Don't these require a particle file to work right?

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Darryl123 Author
Darryl123

I added the GD-05 model from STCoP to AO3 and OWR3, pretty sure it uses the vanilla particles still as it worked for me every time when testing.

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comraderichard
comraderichard

Um, I know you noted that you converted the AK12 back to its original texture but is it supposed to be reddish looking?

UPDATE: The upgrade icon uses the v4 appearance of the AK12 without the strange red furniture. Seriously, what gives with the garish look?

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Darryl123 Author
Darryl123

AK-12 texture is the exact same on in the CoP mod, there's no reason for it to be red, are you using custom shaders? The upgrade icon not being changed was an oversight.

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comraderichard
comraderichard

The gun has this dark red colored furniture around the foregrip and on the stock. The entire gun isn't red, is this the original texture you talked about? The magazine is also a dark red color. Just seeking clarification on whether the gunmetal/dark red color of the gun is by design or accidental.

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Guest
Guest

thats how they look in real life.

the Inventory icon, is just incorrect.

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FallenDevil86
FallenDevil86

Yeah there's some reddish colored in the stock and the handguard in the rifle. Sorry i don't like the new texture, it feels off,i like the old one, if you're looking the look/color like in this picture (the stock and handguard)
Thefirearmblog.com
,the color is too red

The black handguard and stock are better
Guns.com

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Maggy_

I never liked the redish look of the AK-12

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ZoneWizard
ZoneWizard

Is the artifact to NPC reward system your thing or core game?

I get kinda tired of getting Vintorez 100% of the time as a reward. My last game I had like 3 and nobody wanted them =/

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Darryl123 Author
Darryl123

Anything not related to weapons has been stripped out of the addon.
I think that was fixed in either a recent, or the next upcoming patch.

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AschTheConjurer
AschTheConjurer

Ahhhhhhh, is that why there seems to no longer be dynamic HUD overlays for different helmets? Because anything not related to guns is gone?

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comraderichard
comraderichard

So I just got a scope that's st_addon_scope_4x34, not description, that's the actual name of the item. Is this supposed to be here? Because it feels like it's not supposed to be here what with the ID name being the in-game name and all.

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pavolpi
pavolpi

I found the same scope as you. I wonder which weapon I could attach to.

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jonikka
jonikka

STCoP Weapon Pack 2.8.0.7 addon for Call of Chernobyl 1.4.16+. lists this as "Added po4x34 scope and wpn_groza_po4x34 weapon."

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razor_17
razor_17

How do I stop item's repair delay?

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CatalinCD
CatalinCD

From game options.

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USMCDefender
USMCDefender

So are a lot of weapons here supposed to have poor damage output? It's taking me almost a full AKS-74U clip to kill a single cat.

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BlueflamesX
BlueflamesX

I'm getting the same results here, too. I had to unload ~6 PKM rounds into the chest and head of an unarmored bandit to kill him, and nearly two mags of 5.56 rounds from a HK416

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xXx_CoMmAnDo_xXx
xXx_CoMmAnDo_xXx

Call of Chernobyl\gamedata\configs\weapons open the ltx file of the gun you want with notepad then find hit_power then edit the number. You can turn the damage up by increasing the number.

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Djape66
Djape66

So do i use this with Original Weapon Renewal 3 (v.6) and STCoP Weapon Pack 2.8.0.7 (v.5), or are they are "overlapping each other" ?

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tsěsarĭ
tsěsarĭ

Choose one, they are not compatible with each other.

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cheekibreekipsycho
cheekibreekipsycho

i downloaded CoC today and played it, then i found out this mod downloaded and extracted it to folder but it dont work can someone help???
how to put this in game pls help??

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stimpy75
stimpy75

copy the AO gamedata to your stalker/stalkerCoC/gamedata and ıt should work

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cheekibreekipsycho
cheekibreekipsycho

of course it works :)
thank you and sorry for being noob, i am whole new to this game and these mods

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kppv
kppv

A few things on this version:
-cobra sight isnt fixed, reticle still isnt illuminated
-broken specular on merc exosuit
-bugged reddish furniture on ak-12
-m16a2 has "steps" in the specular on its upper part of the reciever, FAL has some specular errors too, as does the g36c (stock is "stepped)
-pso scope specular is almost matte, whereas it should be rather reflective, as seen on its real life counterpart
-mossing has very low specular, same with sks
- g3a3 3rd person model is very small

Hope this helps with bugfixing.

I hope you can help me with a few things here:
how do i obtain the vychlop? its rarer than the gauss, the
only time ive seen it is on a merc in the merc base. are there areas where they spawn often ?

How do i obtain the code for the monolith war lab ?

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kppv
kppv

Edit:
- akms ekp sight is bugged, its not illuminated

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Servalion
Servalion

PKM ekp sight is misaligned - the gun/reticule is too high and overlaps the crosshair point (sight on it looks good though)

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punk0x29a
punk0x29a

Plus one.
I'd like to add (mentioned somewhere below) that C-More red dot gets ahead of a sight model when not zoomed in. Also, it seems that setting different FOV get's it fixed (it's in-place when 100 HUD FOV is set, with obvious other consequences..)

All and all - very good pack! Keep up the good work!

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WroobelChannel
WroobelChannel

Yeah, theres a sight similar to cobra, which looks normal on akm for example, but on some sort of 74 looks like cobra. Another thing is l96 or remington 870 have an issue due to reloading animation, when you pres fire button in the middle of reloading, it automaticly shoot afterwards, that's annoying sometimes.

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Jared_Kane☭
Jared_Kane☭

Hey. The got a bug since im using AO and Weapon pack often get the bug with crash Walter P99 holster animation not found or able to load ... i try to find the reason but i could use some help somebody has an idea ?? i will post this on the other Addon page also !

EDIT... the message says motion not found holster walter99
Thanks in advance

BTW Nice Mod! / ADDON !

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comraderichard
comraderichard

You do realize you're only supposed to use one of the weapon addons, right? AO, STCoP, or OWR. You can't mix and match these.

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Jared_Kane☭
Jared_Kane☭

Well then my bad :D Thank you

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