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!
Hmm, couldnt you just add this to LTTZ?
Will definately give it a shot. Bummer, I invested many hours into LTTZ 1.12 =(
*edit* now I see its up to 1.13
The storyline isn't available to all factions, and some people might not want it anyway. There are also some other reasons I prefer to keep them separate.
You say that this mod is compatible with immersive fast travel mod for CoC 1.4. But can I use the 1.4 version of immersive fast travel without issues? (Doesn't seem to be one made specifically for 1.5.)
It works, I've tried it myself.
Thanks!
Do i have to play story mode with this? Also, can an ecologist get these extra quests?
Read the description.
If there's something CoC really needs, it would be a fan-made stories and quests that add tons of replayability value to keep people busy.
You and DoctorX are making this possible, great job as always.
Its the fanatic/marakov crash bug again. When you request the mission its ctd. I double checked it and both times....
ERROR: xr_effects:setup_generic_fetch_task - invalid section wpn_pm_esc_2_12_stalker_fanat_task_3
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 523
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_pm_esc_2_12_stalker_fanat_task_3'. Please attach [*.ini_log] file to your bug report
stack trace:
0023:0056269C xrCore.dll, xrDebug::fatal()
0023:04424E2A xrGame.dll, CDialogHolder::operator=()
I'm really growing weary of that quest. Anyway, I've restored the pistol section to quest items, it works now. Download and instal again.
OK, will try again.
Before, I had already started as an ecologist (no story mode, I goofed) and have found my favorate artifact 'dragon eye' within my third stash =) So If I put in the 'scorch the scorchers' everything should be fine with the quests? This is what I get when I dont read the mod description =(
*edit* I put in the scorch the scorchers but I dont feel the psy-effects when approaching the plant at yantar.
I'm afraid you need a new game, though. You can always use the debug spawner to get that artefact on the new playthrough and pretend nothing happened.
Damn =( OK, ill try that.
ok, got *edit* I hate doing it that way though =(
i got stuck at the part where i have to raid some Palace and kill Eidolon,but he is not showing at the map location where he is supposed to be
He's inside the Palace but tends to go outside when you attack the local Monolith patrol. He's the guy who wears a Radsuit equipped with SEVA screen helmet.
wasnt able to find him,been searching and reloading games few times
so i spawned him with spawn add inside game with -dbg command
and it's kill credit doesnt trigger quest update/completed.
Weird. I was able to complete the campaign in a playtesting speedrun, including this part.
If you really can't find him for some reason try monolith_eidolon_squad spawn command. This way the spawned NPC should let you complete the quest.
Does this require a new save file or overwrite any content from lost to the ZOne?
Doesn't require a new game if you had LTTZ installed previously. Yes, it does overwrite some content to add the necessary stuff.
"A Concrete Tomb" quest, it says to find the hidden monolith base and discover what they have hidden inside. Is this referring to the wish granter? Its marker is right on the wish granter but nothing seems to happen. Im at a loss here. Any help would be appreciated.
Ok, figured it out.
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
Odd, I am getting missing icons for LTTZ artifacts with this, Lost to the Zone, OWR and the . Any ideal fix?
The artifacts missing icons are Moss, Skull Miser, Crystal Tears, Fungus
Works fine with OWR. Maybe the "and the ." addon is causing some trouble?
When you first meet Doc, are you supposed to have 2 dialog options? The old one PLUS the new one (where both send you to the Agroprom)?
That's right. If you play without story mode, but with Scorch the Scorchers, you have only new dialog.
Thanks. Is there a problem if I accept both?
You should be fine with both, my storyline is compatible with the default one as it's basically an extension to it.
So, for example if I play 1.4.22 version with DrX Questlines which isn't compatible with story mode, I can still play your extension, right?
Yes, my storyline is always available if the addon is installed.
Thanks. I selected your new story line to see how it goes. I can come back and pick up the other one later. BTW, I find your work very enjoyable.
What the hell is going on in X18 lab? There's something unkillable flying around down there (looks like a cluster of sparks with a blood-red cloud behind it. It flickers in and out of visibility, is apparently unkillable (5 VOG grenades can't stop it, apparently) and just seems to randomly damage me at will. It wasn't there during my last playthrough with vanilla CoC 1.5r6, so I can only think it was added by this. Is that the case?
And if it is, what the hell is this thing, and how the hell do I get rid of it?
That seems to be a pyrogeist, or maybe even that black-blood variety. My storyline doesn't involve X18 so it must be present there in vanilla.
Mutants in general seem to be nigh-invincible in 1.5r6 and that one is especially troublesome.
honestly whenever i see one i just avoid it and spam heal if i need to, i dont even know if it has a hitbox tbh
Man, I hate to get all ranty, but did you intend for this addon to be so difficult? Disregarding the original issue, which is something to do with base CoC 1.5r6, the difficulty curve in Living Legend is INSANE. Keeping Strelok's crew alive, even on Rookie difficulty is -literally- impossible.
Again, I don't want to come across as a ****, it's clear there's a huge amount of work gone into this, and up until the combat bits, it's been really enjoyable.
I'm aware of that. In fact, I specifically assigned high damage resistances to all of them (somewhat comparable to but lower than Eidolon's) in order to avoid that.
And it didn't work because... wait for it... damage resistance is primarily determined by APPEARANCE. Some stalker visuals accept the resistance I assign to them (like Eidolon), some seem to completely ignore it so we end up with wet noodle heroes.
To be honest, I think I'll change Stitch and Rogue so they'll be assigned high-resistance appearances. Strelok's more troublesome, unless people would be fine with a complete SEVA suit visual (provided I find a tough one).
Thanks for the response, sorry if my comment was a bit short, I'm just kinda frazzled after the sixth attempt to go get Eidolon.
Regarding toughness, is there not a script based way around toughening up the characters? I remember there used to be a script based mod that made the Pripyat underground gang invulnerable, back in CoP.
Anyway. REALLY do appreciate your work. It's great to see folks putting their own stories together, and GOOD stories, too.
Enjoying this add-on. Combined with Lost to The Zone, and the Scorchers mod, it gives a sense of purpose to the experience.
no need patch for AO ?
This mod was an absolute blast until the Crucible mission in the CCNP. Eidolon was tricky, and took several attempts. He was able to survive 30+ hits with a gauss, but went down quickly with shotgun blasts to the face. He has extremely high health regen, so you need very high burst damage to take him down quickly.
Crucible mission is another story. I've been really struggling to keep the crew alive. They separate and go in different directions. They stop at an intersection, and start shooting at nothing in the the floor, and won't move on or defend themselves from attack. They rush out blindly into major crossfires, and ignore cover, except for constantly pushing me out of my cover. I suspect this engine may not be capable of properly handling squads when very large enemy groups are involved. As much as I loved the mod until now, this battle is very frustrating. I wish the squad could be given a "wait here" command.
Even with this frustration, this addon has been my favorite CoC playthrough ever. Being this close to the end, I hope I find a solution to keeping the squad alive at the CCNP. Regardless, many thanks to putting out a great mod.
I was able to complete the Crucible mission, but had to resort to cheesing the AI to keep the idiot squad from kamikazing. Completed the game, and have to say it was fantastic.
Hi, great mod indeed!
I have a problem though - the Pripyat Underground quest is broken. Rogue follows me ewerywhere, but the quest mark stays on the underground entrance. I've reached Pripyat Outskirts, found Strelok NPC but no dialogue options with him are available.
I've read SarisKhan's post that there is supposed to be a special enemy spawning in the underground. Can I force the spawn via console/CoC debug mode?
Is there a way to skip this broken quest, other than new game?
Hi! Great mod, agreed!
I had the same problem. I played through the underground part again, and realized that I had to kill every Monolith guy at the big, circular trainyard thingy. After that you can talt to Rogue and that progresses the quest.
Hope this helps
Will we ever see Mortal Sin come to 1.5 r6? I've been meaning to play through this addon's parts in their entirety, but 1.4.22's performance is abysmal compared to 1.5. And, even though it's a gigantic pack, maybe a compatibility patch for weapon goulash? :P
love your mods, noticed something though, if you head to agropom underground, and grab the notes before the quest tells you to, it will not skip to the next part. is there a way to check inventory? or perhaps spawn a npc in that area that could be a key for checking the players inventory? (to make sure they actually at least visited the location?)
Hi.
How can obtain the mercenary exo ?
I have the archievment "heavy pockets" and 1000000 ru.
does this compatible with Lost to the Zone: Storyline ?
How can I edit the player's starting relations to other factions?
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Will you make compability patch for weapon goulash?