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!
CoC Wounding, Version 1.2 This is specifically for Weapon Gulash for CoC 1.5r6 with Itemsoup.
where to download weapon goulash??
Mega.nz
awesome
Hi mate
I wanted to ask if you where the assembler? Of this pack! I got this add-on a while ago but it didn't work for a scope problem ( I tried to fix it but I got no results cuz everything was in the right place )
Anyway if everything is fine Ill resume my translation for it ( in case it's not translated yet ?)
Weapon Goulash appears to be in English already, at least the 1.5 version is.
Has anyone tried merging the ItemSoup portion of this with the Artifact Expansion?
Grabbed that weapon gulash and added a few of the fixes you had on that Mega link, still getting some crash to desktops when changing levels every once and a while, seemingly at random. Is there a log somewhere I can hand off?
Honest feedback? Add more weapon variety to the loadouts. I understand that some people aim for a more period-and-location friendly set of weapons, but my sole reason for playing with Weapon Gulash in the first place is to have a whole mess of weapons from both packs plus some exclusives.
I mean, not a single mention of the M60 in any loadout? Really? :P
Otherwise, fantastic.
I wanted to add The Pig to Monolith rank4, if it's not in there then my mistake, I may have forgotten, they were supposed to get the M60.
I have to do some cleaning up of the loadouts in the next version, splitting the ranks into 8 and possibly having a separate config for sniper and support (heavy weapons) of the various ranks.
Awesome! Can't wait, man. With Warfare, I bet it'll present some unique scenarios between warring factions. My only other suggestions are moreso related to minor nitpicks of mine;
- M14 and other rifles that come with a red dot scope permanently attached should have the same zoom value as the attachment itself.
- Bloodsuckers are humanoid-type mutants, but reading the previous version of this addon, it seems they're treated the same as the Chimera and Psuedogiant, which I'd dare call boss-level monsters? Seems a little out of place imo considering they have invisibility, and maybe warrants an optional file for people who want Bloodsuckers to be more in line with the weaker mutants.
I mean, you could make it so that they're weaker, but do a hell of a lot of damage. :P
Bloodsuckers are actually quite weak if you shoot them in the head, which isn't that hard to do, since I buffed assault rifles and shotguns they are pretty easy to take down, even .357 will deal well against them.
Expression : xml_doc.NavigateToNode(path,index)
Function : CUIXmlInit::InitWindow
File : ui\UIXmlInit.cpp
Line : 79
Description : XML node not found
Argument 0 : wpn_crosshair_pks7
Argument 1 : ui\scopes.xml
stack trace:
0023:04779A77 xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:04788D03 xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:04799137 xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:047ABF38 xrGame.dll, xrFactory_Create()
0023:0042BF81 xrEngine.exe, IGame_ObjectPool::prefetch()
0023:0042BFA0 xrEngine.exe, IGame_ObjectPool::prefetch()
Downloaded from your mega link, installed "for Wep Goulash", "K98", "Transparent scopes", "Weapongulash 0v22 1.5r6" and this one, did I do something not needed?
Also my mod list:
- Lost to The Zone: Living Legend
- Dans' Rare and Random drops
- Dynamic faction relations
- Returned sounds of death
- Corpses drop money
- Artifact Expansion (Its included in Living Legend)
also,
I used to have AO3.1 for 1.5r6, deleted all files from it, i know that problem is somewhere in the scopes file, just adding extra info, thats all, let me know, I will reinstall everything if needed.
Transparent scopes? It sounds like it could be that conflicting with something. I only touched config files and none relating to the UI, other than the texture of the inventory map.
Rename your gamedata folder, and start over from the beginning Gulash 0v22, then with itemsoup included with it, then Wounding, then try adding stuff sequentially.
Also, I want to try out this Artifact Extension mod, and what Dynamic Faction Relations mod are you using? Because I used the hacked 1.5r6 version of that on a separate build but it possibly caused me some issues with latency, if it wasn't experimenting with trying the game on DX9, which actually runs slower for me.
The one thing that I want to do next, the first thing I'll start work on is a complete re-balancing of artifacts, and possibly also Anomaly environmental damage and suits to go with it.
FYI, over in the listing for the Artefact Expansion mod (1.5), user PYP cooked up a compatibility pack for ItemSoup. He also found some missing textures in CoC, that we're included with Weapon Gulash.
My plan was to touch artefacts immediately afterwords as both a standalone addon and an accessory to Wounding v1.2 since I already have a .txt file outlining a new list of pros/cons for each type, and inheriting some of the changes that I had made to artifacts before scrapping ZoA.
This mod says it adds 50 artifacts to CoC, so when I get done with my alterations to the original artifacts this could prove to be very interesting to work on, but a lot of work to balance, and not just pasting values, but creatively making them all feel different and with fair trade offs.
The sights for the sks and the K98 are borked. It zooms in around 12x magnification, but for iron sights.
Can you add some news weapons in gulash mod ? As the mtar21, kh2002, sacr-l, mg36, m5k, jng 90,qbz95b...?
I want to find someone who can help me with that while I handle the actual balancing, I wanted to add a few guns, notably a shorter pump shotgun and some SMGs, probably Vityaz if I can find a mod with it.
Hey where can we download Itemsoup?
EDIT: Nevermind it was inside the ZIP file, sorry!
Thanks for the mod :)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: d:\call of chernobyl\gamedata\scripts\dxr_scopes.script:131: attempt to index local 'old_weapon' (a nil value)
stack trace:
Fix - Drive.google.com
Fix for the CTD
Description : XML node not found
Argument 0 : wpn_crosshair_pks7
Argument 1 : ui\scopes.xml
Mega.nz
Hello there :)I'm hope the mod still active :).whould you make the 1.2 version for this? I meant pls implemented artefact expansion for 1.5.
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Does this work with 1.4.22 CoC? I await a response, thank you.