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 for CoC 1.5 R6 - Unofficial
Filename
AO3.1_for_CoC_1.5R6.2.7z
Category
Weapons Skin
Uploader
IJoyner
Credits
Darryl123, E.Nigma42
Added
Updated
Size
703.63mb (737,806,968 bytes)
Downloads
2,887 (3 today)
MD5 Hash
abbb08cccc48aba451e91eb054850c24
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This is an unofficial version of Arsenal Overhaul 3.1 for Call of Chernobyl 1.5 R6

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Arsenal Overhaul 3.1 for CoC 1.5 R6 - Unofficial
Comments  (0 - 50 of 142)
Vardayn
Vardayn

clarification on "as much as possible"?

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IJoyner Author
IJoyner

Well for example in the old loadout system there are five levels (novice, experienced tier1, experienced tier2, veteran, master) with the new loadout there are four levels so I had to merge both experienced tiers and as a result you will find some medium level npc's with pretty good gear with optics and all that from the tier2.

The old loadout also had a second loadout for handguns so every npc will carry their main and secondary but that was way too generous (more than what already is) that area needs some balance like removing optics from zombies, for example you can clear a group of zombies and walk out with a few optics this also happens with factions with high end gear like mercs and monolith.

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Vardayn
Vardayn

what a refined answer. I was expecting "ya so it's kinda broken" but those are some very nitpicky issues. Thanks for the hard work.

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IJoyner Author
IJoyner

lol the short version pretty much I just moved some texts over but all the rest is Darryl and Enigma's good work.

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Guest
Guest

Any idea where I can find an H8k 416, 417 or a Scar-H. I'm a Duty player, so Freedom and Merc traders probably won't interact with me. Plus the debug menu doesn't let me spawn AO stuff either and The generic traders (Sidorovich and barman etc) don't really sell much in the way of guns, particularly NATO stuff. So I don't really have anyone who I can get those three weapons from. The best AO weapon I've seen anyone drop is the M4A1, which is pretty abundant in the zone compared to the other three guns I'm searching for.

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jankalv
jankalv

This is addon for latest version I mean 1.5 and ther is all weapons like it was from Arsenal Overhaul 3.1 (v.5)???

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IJoyner Author
IJoyner

Yes, 1.5 R6 Full there was an R4 version but I don't know if it works with that.

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jankalv
jankalv

oh ty man for fast answer and I will test this addon eny minute.Hope ther will by no crash for game.

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Emmet.Otter
Emmet.Otter

Will this need a new game?

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IJoyner Author
IJoyner

Yes.

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R00573R
R00573R

Hoping this will work for the soon(?) to be released version7(if thats the name)
Or just have to wait and find out?

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Gkirmathal
Gkirmathal

Hey IJoyner, fantastic you made it r6 compatible! A bummer though a new game has to be started haha.

Regarding the new loadout system in r6.
What kept you from making a 5th npc loadout config and adding that into the chararcter_desc to give a high tier loadout to some squads.

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IJoyner Author
IJoyner

Sorry for the late reply, just using the new loadout system each faction has a base loadout and four tiers each stored in independent files I'm not sure if its hardcoded to read each one or if it could be expanded to fit all existing files.

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Popscleman
Popscleman

The iron sights are zoomed in veryyyyyy close...... i think the iron sights are broken

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IJoyner Author
IJoyner

The issue with the zoomed out ironsights is because now there are three fov's: The regular camera (fov), character hands (hud_fov) and telescopic sights (scope_fov).

Open up the console and try setting "hud_fov" to 0.35 that should give you a closer aim you can play with "scope_fov" values for scopes too.

These are the settings I have and it looks fine:
fov: 90
hud_fov: 0.35
scope_fov: 75

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Mihzvol
Mihzvol

Do you think this works with Warfare for R6?
Since release I'm playing with OWR, since STCoP was boring, I'm gonna try AO now

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Guest
Guest

My game with COC, AO, Warfare, Balance Overhaul is crashing after about 5 mins of gaming with a CTD no error.

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Smank
Smank

It's balance overhaul, made it crash constantly for me.

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Merio420
Merio420

Even w/o Balance Overhaul it still crashes, same issue here :/

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Doodlezoidy
Doodlezoidy

iron sights are broken

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IJoyner Author
IJoyner

Is this from the zoomed out iron sights? try setting "hud_fov" to 0.35 in the console.

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LoneWolf6155
LoneWolf6155

I am having a problem where I cannot obtain a detector. I looked into the config files and merchants are guaranteed to have them in stock but they are not showing up.

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IJoyner Author
IJoyner

Ecologists always have the basic ones for sale and when you reach a goodwill of 1500 they will start selling svarog and veles detectors also ecologists in Jupiter can gift you a veles if you help them with their missions.

Clear Sky and Bandit traders will sell veles detectors but only when you reach a goodwill of 1500 with them. The other traders have echo or bear detectors occasionally. Saving and reloading won't help because trader items only change with the passage of time so you can use a sleeping bag for that.

If you feel like editing the trader files just pick your trader file from "gamedata/configs/misc/trade/" and under the "[supplies_generic]" line look for "detector_" if you set the second value to something like 2 or more that item will get a higher chance of showing up on the trade list you can add some of the other detectors with the same format, here I added a 2,2 because sometimes items will get cut.

detector_simple = 2,2
detector_advanced = 2,2
detector_elite = 2,2
detector_scientific = 2,2

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キレックス
キレックス

Are the traders not supposed to be selling anything except bandages and bread?
Playing as clear sky, went to the bar and both the barman and duty trader sell next to nothing.

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IJoyner Author
IJoyner

make sure to extract it with the latest 7zip there should be lots of items if you have other addons with trader files that might get in the way there's also an update under the description.

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cbaker19
cbaker19

This is probably already known, but 6X scope upgrade on sniper rifles does not work properly. Image gets inverted.

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IJoyner Author
IJoyner

Make sure to install update under description.

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cbaker19
cbaker19

I did not know that was there. Thanks, I'll try it out!

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Smank
Smank

No idea if it's related to this mod - but traders seem to never have any low-end rifle ammunition (5.56, 5x45, etc) they all just tend to have 7.62 and above, and painfully low amounts of it. Ontop of that, like 1 in 10 enemies drops ammunition. It kind of kills the ability to make use of the weapons and even get in firefights. Again, no idea if it has anything in particular with this (being as I have a couple mods installed) but this is the biggest one I have installed along with Warfare, so I was hoping to see if I could maybe get an answer or a solution.

Current mods I have installed are:
AO3 (this one ofc)
Warfare
Lootmoney
Unload All
Fast Travel

in that order aswell. I only have knowledge of very very basic ltx editting and all of them are very poorly formatted for me atm, so it's extremely confusing to try and do any editting on the loot part, especially when I don't know how any of that works.

Any idea why this is a thing?

tl;dr

Bodies drop with mostly nothing, if not 5-10 rounds here and there.
Traders barely ever have any ammo for the more common rifles, only high end rifle ammunition.
Most guns I find barely ever have ammunition, and when they do it's about 3-17 rounds max.

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IJoyner Author
IJoyner

You are correct I forgot to append AO's specific ammo types to the items drop list, there's a new update in the description, thanks!. Ammo drop values are random and low just like in vanilla somewhere between the range 0-30 you can edit this in the ammo section of death_generic.ltx.

I think traders purposefully reduce the chance of some items related to your current equipment from appearing same thing with fetch missions but once you increase your rank or become a faction friend this eases out but even then with a couple of visits to traders you can get about 200 rounds easy (if you have the money.)

You can always force items permanent supply by editing trader files in "gamedata/configs/misc/trade" then open the trader file you want and edit all of the "ammo_" lines. The two values mean "Quantity, Chance Percentage" a value of 1 in chance percentage means the chance he will actually have it in stock is 100%.

Not sure about the text formatting but in Notepad++ looks fine.

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Weldie
Weldie

Hey, seen it mentioned elsewhere in these comments that there used to be pistols included in loadouts.

Do you know if it's possible to add them back in? I kinda like my enemies' inventories cluttered up ;)

Thanks for your work, too. More guns is good!

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IJoyner Author
IJoyner

Updated, they are now included in the update, some npc's should have full kits and others a mix depending on their rank.

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Weldie
Weldie

Thanks so much for this! Works like a charm.

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23r0_Gaming
23r0_Gaming

I don't know what happened in this iteration, but basically everything but shotguns feel like they got nerfed into the ground to the point where a sniper rifle takes four hits to kill a pseudodog. What gives guys?

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IJoyner Author
IJoyner

There was a rebalance in R6 and some mutants end up with a high resistance to bullets I think this issue has been updated in the bitbucket repository.

If you want to tweak that to your liking you can extract the files from "gamedata/configs/creatures/" the mutant files are the ones starting with "m_" in each one search the variable "fire_wound_immunity" it has a value assigned to it 0 means they don't receive damage from bullets a value of 1 means they get full damage, 0.5 is half and 2 is double and so on there are a few of them on each file for every difficulty rank of the mutant.

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23r0_Gaming
23r0_Gaming

Thanks for the tip. I don't know about you but it's pretty damned jarring when a sniper rifle can't kill a ******* dog.

Trouble is, I can't seem to find that particular directory (the creatures one specifically). Do I need some special debugging tool to extract the files?

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IJoyner Author
IJoyner

You can download the zip file from the "main" branch from here:
Bitbucket.org

after extracting it copy only the files you want to edit to your CoC gamedata directory while maintaining the original path you found them in.

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23r0_Gaming
23r0_Gaming

Oh, and something else I just remembered, though I don't know if this is AO or the base game causing it (since AO is the only mod I have running on CoC right now).

For some reason, almost no NPCs have anything on them besides their guns and a faction patch. Very rarely will there even be ammo in their guns when killed or a single-digit amount of ammunition in their inventory, and other items are even more rare. Honestly, it's a bit immersion breaking, and comes across as a lazy method of changing the economy to force one to buy more provisions from traders (along with effectively making prolonged journeys into the Zone as a Bandit or Monolith member - something I liked doing as a challenge in previous builds - unfeasible). Combined with the aforementioned issue of even weaker mutants being bullet sponges now, this is a pretty big problem.

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IJoyner Author
IJoyner

Some items drop rates were reduced in R6 but still make sure to install AO's update under the description it adds handguns and some extra ammo to npc's drops.

With this update it comes a file located in "gamedata/configs/misc/death_generic.ltx" you can tweak this to increase the number of dropped items there is some randomization but you could start with doubling some of the values and see how that works.

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cbaker19
cbaker19

I would like for this file to be there, but it is not. Any suggestions? Yes, I did download and install the update.

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IJoyner Author
IJoyner

That file wasn't there in an early update maybe try redownloading it.

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cbaker19
cbaker19

Thanks, I'll try it.

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Guest
Guest

you think you could add the ammunition icons from older versions? for 5.56, 5.45, 9x19 and 9x18 ? i miss them, and i like them more than the default ones

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IJoyner Author
IJoyner

Updated, AO alternative ammo icons.
Mega.nz

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cenric
cenric

Hey man, quick question. Did you change anything about tools being found in stashes? Was playing alot with OWR and never had any problems finding tools in a reasonable amount of time. With AO however, no matter how long i play or how many stashes i open, i just can't find any. Traders don't sell them either. Could you change that somehow please? At this rate Forester will take my second leg too...

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IJoyner Author
IJoyner

Delete the file located in "gamedata/scripts/coc_treasure_manager.ltx"

The vanilla version has an odd behaviour with stashes dynamically refilling/changing after every reload you can get all kinds of rare items without ever leaving the cordon so I just disabled that but toolkits do appear.

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cenric
cenric

Maybe i'm just that unlucky then. Not gonna get rid of that file. Refilling stashes sounds kinda game breaking to me. Would be no fun. Anyways, thanks for the quick answer man and Keep up the good work.

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IJoyner Author
IJoyner

My thoughts exactly especially if you already know some unmarked stash locations very easy to exploit.
In this R6 version some items exist in limited supply for example there can be only 10 basic, 7 advanced and 4 expert toolkits in my current playthrough I have 12 days in game and only two technicians with tier1 and tier2 toolkits while in a previous playthrough I had all three toolkits spawn consecutively on the first day. But yeah reward stashes have very few things in them.

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cenric
cenric

"in my current playthrough"? How do i check how many can spawn? That would be realy usefull to know.

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IJoyner Author
IJoyner

This is the default setting in any new game on R6 if you open "gamedata/scripts/coc_treasure_manager.ltx" and search for "wpn_gauss" you'll find the items list.

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cenric
cenric

Ok. Found it. Just thought it was random somehow cause you said it's like that in your current playthrough. Thanks for clearing that up. One last thing though. Since you got AO all figured out and working, any chance of you porting STCoP as well? The only version for 1.5 right now doesn't work with R6 sadly.

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IJoyner Author
IJoyner

Sorry, can't say I have plans for adapting STCoP as I was under the impression it was already compatible, are you sure about that? 1.5 versions are not that different.

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cenric
cenric

Well the author says it's not compatible with R6. I'm not a modder myself so i have to go by what he says. Something about the changes between R4 and R6. Comments on it also suggest that it doesn't work so... meh. To bad i guess. Gotta stick to AO then :)

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