The concept of the addon is primarily based on events that occur after the plot of all three games of the series. The addon does not carry any global idea and is not subject to stylization, it only expands and supplements the original Call of Chernobyl.
QuickFix : Here
- Corrected map of the glade
- Quest document will no longer spawn in secret places
- Nepisy will not select quest items
- Quad bandage medics in TD replaced with mercenaries for bandits (incorrect display in debug)
- Corrected place of sleep in the TL in the sawmill so that it does not interfaced with the merchant, the boxes in the row were removed
- The military was removed from the TL, replaced by the bandits, the armored personnel carrier was removed.
- The door was chopped, the halal equipment from the gunsmith's arms was no longer obtained.
- Edit of the departure: Can not open section 'zombies_esc_factory_smart_terrain_10_bandit_trader_task _1'
- Slightly increased range of audibility of music in the flea market. If the tracks are now not random, then at least they will change each other.
- Fixed the lack of text for the delivery of quests to Afghanistan.
- Headlamps can now be changed. Only 4 species. (They are acquired so far only on the flea market, the Spirit on the Amber and in the Hollow)
- Fix bugs from the handheld when they are handed over to the barbayers
- The issue with the imbosity of the psi-helmet is solved. Both of them have now become helmets, which need to be worn, heavily damaged by psi, but also help. Bad helmet protects much worse than good
- Fixed a bug in smart
- Removed fighting people against monsters in the sweepstakes in the arena, they can not balance them anyway, especially because of the peculiarities of weapons packs
- The probability of opening routes to the location is reduced from 20 to 10 percent
- Removed giant in an acid bog (TD), replaced by flesh and pigs, as it should
be. Bandits are played not by radio, but by a shout. Can be silenced, the bandits were replaced with music on the standard from the CHN
- Fixed a bug with smart esc_2_12
- Fixed errors with smarts in the glade location
- Removed non-existent, but resting in configs pol_smart_terrain_1
- The default dump from the ChN was replaced with a dump from the builds with some modifications (yobakun)
- Sleeping in the sleeping bag is possible only in places that are protected from ejection
- Robbery in sleep (optional, Nik71rus 'Light assembly')
- Fixed patch 6.9 patch "Description: invalid parameter "(thanks stason174)
- Text edits for fake news
- Balance corrections of artifacts
- Fixed hang if a chance to open the transition when lulking corpse with all transitions on the map
added - Added factory from builds to the cordon, populated by bandits
- Fixed problems with probability from Pawn in scripts
What does this do exactly? I can't quite tell from the desc. A storyline of a sort?
New tasks , new characters, new smart terrains, new level , new garbage level , and many other gameplay features
Nice! I loved the changes OGSE 0693 did to Garbage, hopefully it's something similar. Will check this out!
Hopefully this will be made available to final CoC 1.5 when it's done.
Maybe when the time is right xD
Will give a shot and see if somthing changes.And yes shold we start new save for this ?
Yep :D cuz of the new reworked Garbage level ( smart and scripts )
Is that compataible with weapon packs ?
Yes , there are a compatibility patch for SCoP and AO
Maybe a dumb question, but does this work in story mode?
Yes of course xD ,
Is it compatible with DoctorX's Addons(Questlines,Dynamic Faction Relations,Dynamic Anomalies) and other mods(Outfit Addon,W.A.R.F.I.G.H.T.E.R,Dan's Monster Mods,Expensive Consumables and Faction Patches,Expensive Detectors,Rare Item Drops,Corpses Drop Money)? I know that's a long list but these addons are great.
Some are compatible but the rest isn't! In the next few days i may upload a modpack for MLR 7.1 with the ENG translation
Can you say the mods that are compatible and incompatible? (Dumb question...Sorry)
Dynamic relations ( it should work ), dynamic anomalies, loot money , weapon packs ( AO or SCoP ) , outfits addon , item drop ,expensive detectors , 33 new artifacts or artifacts expansion, ... ( there are more but im not sure about the comparability )
Questline is not compatible
Thank you so much.
This is exactly the kind of mod we need for CoC, thanks!
Yr wlcm ;)
It has english traslation? because mine is still in russian and I can't understand anything.
Yes it is xD
Cant wait for it to be in the merge :D
Hi! I have a little problem..How can I complete the quest for Fat at the factory in Glade? (another dumb question...)
Edit: I found out how to complete the quest...
Can someone help me? I can't find the 3rd Document for Fat at the factory in Glade.
Hmmm! I dont remember the place ( maybe in the underground?)
Can I spawn it somehow?
Im not sure about that :') i will check it as soonest as i can
Ok.Thanks Colonel!
Please send me a message if it works.
What underground?
The basement of the building in the middle of the factory?
Yep xD
I searched the entire basement and it's not there xD
Greetings , i'm just giving this a try after dropping out from a questlines/living legend build, that never felt right...like a kindergarden of hell..lol. However, this MRL mod is really tempting,especially with this new level 'Glade(?)', do you think there could be problems with the Absolute Nature/dTexture Redux packs ? Beginners tutorial was a little bit funny ,when fanatic screwed several attempts to wipe out the mutants, but instead of, decided to start war with military patrols, even firing at the hind overhead, with his AK...really fanatic,lol. I turned off helipatrols and now it really get's going, just a minor oddity so far ,i got a quest where :" Stalker asked to find [%s]". I suppose, this could be hard to achieve...Thanks a lot for your work and apologies for my bad english. Best regards
You can use the texture packs but make sure that you remove from the pack all garbage "dump" ( folder/files ) cuz this mod have a new garbage that wont feat the old textures
(Im not really sure of this but you can test it after making a backup of course )
...i think, i ran into an gameplay issue. First, MLR mod put on top of the Absolute Nature Redux and Absolute Structure packs seems to be no problem, regarding garbage level. BUT at the end of that areal, when approaching the checkpoint to rostok, the duty guy you have to pay at the car, was dead , so when reaching rostok ,the whole duty faction had become enemies ,leading to a fierce shootout even within the '100 rads bar'...feels like something from an early Tarantino movie...Is there any way to get em back to neutral behavior ? Feels a little bit too lonely being a loner at the moment....
What addons are you using??
same happened to me, I don't care since duty is useless for me but it is a little annoying to enter rostok and have 5 guys from duty shooting you because of that, BTW I use only this mod with some of the addons included on on the zip file and the STCoP gun mod so I think is problem of this mod or other addon included.
You should find a duty solider ( marked in the map as an important character ) you will receive a message from him once you are close to the outpost , asking you to pay him 5000ru to pass , if you dont do that you will be unwelcome in the duty territory ( if you killed him = the same thing )
Make sure that you apply the fix in the description cuz that mission was bugged and keep crashing the game
AbsNatuRedx
AbsStructRedx
AO3.1 for Call of Chernobyl (v5)
Outfit_Addon
Default_Grass+
SWTC CoC Advanced
Dan's Monster Mods
MLR7.1
Active Simulation on all levels
Adaptation to Weapon addons(AO3 & STCoP)
Ambient sounds from SoC-ClearSky
BetterWeapCond
Install Files - Copy ALL the content into CoC dir
AO_+_OA_Compatibility_Patch
Hud - full (light)
Minimap - On
NPC-Spots - Friends, Hostiles & Deadbodies
2.weapon damage - light
...all enabled with JSGME.
Hmmm
Please where can i find a flashlight ? I can't do anything at night, found a cheap headset ,but it's not working.
looks like flashlights are a little bugged but in Yantar outside the bunker you can find a guy sitting in some boxes where you can buy a good one for like 17000RU
Ill check it out
I have a problem with PDA map. The blue arrows in the map dont appears,no exists so is very difficult to change to other zones without the arrow references.
The curious thing is in a small zones of map still appears the blue arrow.I tried other factiones and the same error.
Imgur.com
Sorry for my english.
I dont know :3, but ill check it out :D
I tried a clean install only COC and this mod and the same result.
I dont know what causes this bug,its very weird because show the blue arrows partially in some zones like in the picture i posted
it have no connection with My translation , it may be from the base addon , anyway , is it just not appearing in the PDA map or you Cant pass trough this point?
No,i cant pass to other zones and a message in russian appears.
Imgur.com
Edit: Okey,I need to activate Open all transitions in game options and finally i can change to other zones and all the blue arrows appears after i move to other zone(no at start game)
Other question,i dont know what exactly means this options and which are the effects in game.
1.Weapon status depend on rank
2.Reputation information(in messages)
3.Portrait by outfit
4.Robbery in a dream.
5.Removed Dropped item
Thanks again for you work
Ahh , its not a bug , as i know you sould earn or buy some infos to unlock those paths ( Snitch or someone else in the bar should sell those informations )
O.k, i think i found a gamebreaking bug. Finally able to reach the guy at garbage/rostok checkpoint, when trying to talk to him i get this: FATAL ERROR
[error]Expression : no_assert
[error]Function : CXML_IdToIndex<class CPhraseDialog>::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 : pay_or_go_away_gar_oupost_talk
...what a pity, i really liked most of the rest.
Hmmm. Its one of the dialog lines
I think i can fixe it , can you send me your savegame??
When applying the fix to gamedata i got crash on Coc launch :
Starting engine...
FATAL ERROR
[error]Expression : false
[error]Function : CXml::Load
[error]File : xrXMLParser.cpp
[error]Line : 87
[error]Description : XML file:gameplay\dialogs_mlr.xml value: errDescr:Error reading end tag.
stack trace:
0023:006937E1 xrCore.dll, xrDebug::fail()
0023:05E65540 xrXMLParser.dll, CXml::Load()
Mega.nz here is The New Fix ,Tested and everything should work fine XD i even added a small story you will figure it out later ahah
Note: The Fix Link In the description is Updated