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!

Description

CoC Wounding, Version 1.2 This is specifically for Weapon Gulash for CoC 1.5r6 with Itemsoup.

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CoC Wounding v1.2 for Weapon Goulash (CoC 1.5r6)
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Guest
Guest - - 689,672 comments

where to download weapon goulash??

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FatalFunnel Author
FatalFunnel - - 709 comments Reply Good karma+4 votes
Matias_Arregin
Matias_Arregin - - 71 comments

awesome

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ColonelRH
ColonelRH - - 770 comments

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 ?)

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Kushan_Blackrazor
Kushan_Blackrazor - - 239 comments

Weapon Goulash appears to be in English already, at least the 1.5 version is.

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darkvalleytraveler
darkvalleytraveler - - 11 comments

Has anyone tried merging the ItemSoup portion of this with the Artifact Expansion?

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Eisenberg
Eisenberg - - 21 comments

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?

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daftestofpunks
daftestofpunks - - 135 comments

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.

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FatalFunnel Author
FatalFunnel - - 709 comments

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.

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daftestofpunks
daftestofpunks - - 135 comments

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

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FatalFunnel Author
FatalFunnel - - 709 comments

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.

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Merio420
Merio420 - - 71 comments

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.

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FatalFunnel Author
FatalFunnel - - 709 comments

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.

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darkvalleytraveler
darkvalleytraveler - - 11 comments

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.

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FatalFunnel Author
FatalFunnel - - 709 comments

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.

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Guest
Guest - - 689,672 comments

The sights for the sks and the K98 are borked. It zooms in around 12x magnification, but for iron sights.

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mehdi81101
mehdi81101 - - 1 comments

Can you add some news weapons in gulash mod ? As the mtar21, kh2002, sacr-l, mg36, m5k, jng 90,qbz95b...?

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FatalFunnel Author
FatalFunnel - - 709 comments

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.

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drexxies
drexxies - - 43 comments

Hey where can we download Itemsoup?

EDIT: Nevermind it was inside the ZIP file, sorry!

Thanks for the mod :)

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Junx
Junx - - 790 comments

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

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PYP
PYP - - 435 comments

Fix for the CTD
Description : XML node not found
Argument 0 : wpn_crosshair_pks7
Argument 1 : ui\scopes.xml

Mega.nz

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Axe1Gtz
Axe1Gtz - - 58 comments

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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Guest
Guest - - 689,672 comments

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jambatan23
jambatan23 - - 48 comments

Does this work with 1.4.22 CoC? I await a response, thank you.

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