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 Lost to the Zone v1.2 [CoC 1.4.22]
Filename
Lost_to_the_Zone_v1.2.3.rar
Category
Prefabs
Uploader
SarisKhan
Added
Updated
Size
44.31mb (46,460,146 bytes)
Downloads
594 (13 today)
MD5 Hash
afd77e16c4e60002a5354eb24fd3b6e4
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Description

Lost to the Zone for CoC 1.4.22 adds new dialogs, quests, npcs, and artefacts.

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Lost to the Zone v1.2 [CoC 1.4.22]
Comments  (0 - 50 of 72)
mnemonick
mnemonick

Ooh, this all sounds pretty cool. I like the quest titles. :)

I've been thinking that I should add some story to my wandering The Zone and I already have Questlines (just haven't installed it yet).
Also works with the good Dr.'s Dynamic Faction Relations, I'm guessing?
And I assume that a new game is also required? (note: I'm not playing story mode right now...)

Last (and most important!) question:
Can I keep the puppies? Can I?! Can I?!! They're so cute when they're little! :P

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SarisKhan Author
SarisKhan

Yup, new game required. Works with Dynamic Faction Relations, I use them as well. You might be asked to collect badges from your newfound allies every once in a while, though ¯\_(ツ)_/¯.

Well, I suppose you can "take them for a walk" when they run about the barge :D

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mnemonick
mnemonick

Badges, eh? Ah well, I don't really like those guys anyhow.

Plus, they have some really sweet gear... ;)

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Kayneth
Kayneth

The new dialogues really add a lot to NPC interactions. Excellently done!

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Amoch
Amoch

Yes! This is exactly the kind of addon we need. Will this be updated to work with CoC 1.5?

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SarisKhan Author
SarisKhan

I plan to do so.

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Amoch
Amoch

Thanks!

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monolithwarrior1996
monolithwarrior1996

Aww, pseudodog puppies!!!! I'll definitely come back for this addon when I need a break from/get bored with Call of Misery!

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Guest
Guest

hmm some of the tasks are appearing weirdly. whenever i go up to a stalker and ask him for a job he responds with task_simulation_39_text or something similar with no description, same when i press tab to view the objective. Other than that nice mod really liking it!

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Guest
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Tronex
Tronex

This is amazing, i will try it right away.

One question: there is a problem with DrX Questlines where all members from a faction end up giving you the same quest over and over again.
Did this problem get fixed with this addon?

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SarisKhan Author
SarisKhan

Unfortunately, I'm not competent enough to fix such an issue :(

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Tronex
Tronex

It's fine thx for this anyway.
So this includes the last version of Artefact Expansion (v1.2) right?
Are you planning to release a CoC 1.5 version as well?

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SarisKhan Author
SarisKhan

It includes a custom version of AE 1.2, yes.

I plan to create a CoC 1.5 version of the addon in the future.

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ColonelRH
ColonelRH

well thats something nice , ill give it try , good work mate

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Guest
Guest

does this come with an option to not use the new artifacts or the walking dead city? good mod btw

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rattlemebone
rattlemebone

furthermore, can you make barkeep actually GIVE quests?

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SarisKhan Author
SarisKhan

New artefacts are relevant to some quests and dialogs, so they're here to stay. I may include the option to restore bandits to the Dead City, though.

Giving Barkeep some quests sounds like a good idea.

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rattlemebone
rattlemebone

of all the spawns in dead city, zombies could be useful since there are some areas where they can roam. Bandits would keep fighting for the other building, monolith will stay in the school and maybe the zombies can roam the houses or apartments.

Also is there someway to make it compatible with immersive fast travel?

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Merc-
Merc-

"Giving Barkeep some quests sounds like a good idea." Yay!, i would like to see "SoC" styled quests, like killing a master stalker or get a document from a "X" lab

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SarisKhan Author
SarisKhan

I gave Barkeep 4 quests: find artefact, fetch a mutant part, capture important documents and kill a stalker :D

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CaptainSquid
CaptainSquid

I get a crash when I click the dialog option "I might be able to help" when ask to help to find a new artifact for the scientist in Yantar.

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SarisKhan Author
SarisKhan

Found and solved the issue. Expect a fixed version uploaded soon.

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Guest
Guest

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-HUN-Riot_Gin
-HUN-Riot_Gin

Looks Cool, I didn't try yet. :) (MLR compatiblity?)

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SarisKhan Author
SarisKhan

Lost to the Zone is sort of "MLR Lite", actually. They aren't compatible, but my addon already includes some of MLR's features.

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redrei97
redrei97

Some quests seem to be missing names and descriptions, when I ask a Stalker for work is sometimes says "simulation_task_38_about" or task_39.

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SarisKhan Author
SarisKhan

Yeah, I messed up the quest id titles for simulation tasks. Download and instal again, it's been already fixed. Doesn't even need a new game for this to work.

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redrei97
redrei97

Hey, me again. So, after finding an important document for barkeep, I go to hand it to him, hit "the job is done" and then the game crashes. I tried reinstalling the mod but it made no difference.

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SarisKhan Author
SarisKhan

Could you send me the crash log?

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redrei97
redrei97

I don't get a crash log, the application just stops and I'm back to desktop :/

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Kane-Lives-in-Fish
Kane-Lives-in-Fish

>Designed for use with DoctorX Questlines.
Lovely

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KurtCoband
KurtCoband

FATAL ERROR

[error]Expression : m_pItemDataVector->end() == t_it
[error]Function : CXML_IdToIndex<class CPhraseDialog>::InitInternal
[error]File : E:\STALKER\X-Ray Source\X-Ray_CallOfChernobyl\src\xrServerEntities\xml_str_id_loader.h
[error]Line : 183
[error]Description : duplicate item id
[error]Arguments : jup_b220_trapper_about_retire

I'm using AO3v5, OA, SKAT 9M armor, DoctorX questlines, dynamic factions and dynamic anomalies.
The first version of your addon was working fine but now my game crashes at start :(

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SarisKhan Author
SarisKhan

Ugh, thanks for letting me know. I distinctly remember fixing that but somehow I didn't include the fixed file in the upload :(

Anyway, I've just uploaded the fixed version. Download, instal and, hopefully, enjoy.

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KurtCoband
KurtCoband

Thank you, it works now ! Love your mod btw, great work :)

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NOMADsGameRants
NOMADsGameRants

Awesome sounding addon, keen to give it a try :-) Is this compatible with weapon addons such as AO 3.1? Cheers.

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SarisKhan Author
SarisKhan

Yes, it's got compatibility patches for weapon addons + Outfit Addon.

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rattlemebone
rattlemebone

is it possible to add immersive quick travel compatibility?

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SarisKhan Author
SarisKhan

I'm currently working on version 1.2. I'll see what I can do when I'm done with all the planned changes.

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PrincePAUL87
PrincePAUL87

Just about to give this a try now... Any opinions on using the Walking Dead City option or not? Mad props for how fast you've been updating this btw!

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PrincePAUL87
PrincePAUL87

Update: It seemed to be going smoothly, though I have kept the Dead City in its original state so far. I started at the Rookie village in Cordon and noticed I had a Bear Detector rather quickly... Did that given to me upon talking to Sidorovich about artifacts?

Also got an instant crash when accepting a quest from Sidorovich, no idea how to check what caused it though.

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SarisKhan Author
SarisKhan

I didn't change the availability of the Bear detector. I plan to reduce the availability of the Svarog, though.

I gave Sid just one additional quest which should work all right. I've been working on a thorough revision of the additional quests anyway, so that might help.

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PrincePAUL87
PrincePAUL87

Oh, no worries then. I just didn't recall picking up a detector and I was so early in my playthrough... Also can't say I recall looting a detector off an enemy before. Also I might not have a grasp of the CoC/CoP engine but I found an artifact and I'm unable to equip it...

P.S Is there anything I can check to see what caused the crash? I am unsure if it could be beneficial for you to troubleshoot anything related to your mod as well, as I'm only using a few add-ons and they should all be compatible as far as I can tell.

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SarisKhan Author
SarisKhan

There is a .txt file in appdata/logs that should contain some useful info.

You might be unable to equip an artefact because your current outfit hasn't got a slot for it.

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PrincePAUL87
PrincePAUL87

Yes, I think that is it... I haven't played much of CoP so was unsure that artifacts were tied to outfit slots!

I found the file and will PM the info to you just in case it has anything to do with your mod and its tweaks. If not, I apologize for wasting your time!

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SarisKhan Author
SarisKhan

The biggest update yet. Features a thorough revision of quests, some additional ones, Immersive Fast Travel support and more.

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Guest
Guest

my game don't want to launch when i'm using this mod

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SarisKhan Author
SarisKhan

Sounds like you've got an incompatible addon installed. Could you list which ones have you got?

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rattlemebone
rattlemebone

FATAL ERROR

[error]Expression : no_assert
[error]Function : CXML_IdToIndex<class CCharacterInfo>::GetById
[error]File : e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrserverentities\xml_str_id_loader.h
[error]Line : 112
[error]Description : item not found, id
[error]Arguments : agr_army_medic

stack trace:

0023:00273813 xrCore.dll, xrDebug::fail()
0023:0553A646 xrGame.dll, CDialogHolder::IgnorePause()
0023:054015F6 xrGame.dll, CDialogHolder::IgnorePause()

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rattlemebone
rattlemebone

never mind, was my mistake

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