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 Realistic Movement Speed v1.1 [for v1.4.22]
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Realistic_Movement_Speed_v1.0_CoC_v1.4.22.23.zip
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Shovelled
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Updated
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24.11kb (24,684 bytes)
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431 (4 today)
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e378ca03a84683caea93d04ea9ce3514
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You really think you can run faster than a hungry dog? Balanced movement speed for player and some 4 legged mutants. Read full changes -->

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Realistic Movement Speed v1.1 [for v1.4.22]
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Guest
Guest

Does the player now walk and run at the same speed as human-NPCs?

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Shovelled Author
Shovelled

I only changed Sprint, Crouch, and Back-run values on the player. Walk and Run speed were not modified, and I didn't modify human NPCs speeds because they get very far in the companion mode as it is. But I will make that change on 1.55 due to the fact that NPCs sprint to catch up with you.

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Corwin_Kori
Corwin_Kori

Well humans can run faster than dogs especially if adrenaline kicks in...

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Shovelled Author
Shovelled

That's true for house dogs, most field or hunting dogs reach from 40 to 50 km/h. If your lastname is Bolt you maybe be arround 45 km/h.

If you ever tried running with 20kg you'll notice the sprint speed in stalker is ridiculous, but I don't blame them because the original idea was to have cars in the game. So I think they increased the speed of movement due to the lack of transport means.

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vorador1980
vorador1980

You`ve got him, Sir. Unlike Mr. Bolt, most stalkers are supposed to be criminals and other riffraffs. It really is ridiculous.
Walking or running with more reasonable speed actually gives more time to enjoy the latest graphic add-ons and often prevents running into ... a Vortex, for example. So I thank you for your mod.
But I gave you only 9 from 10 just because the cats have the same right to wear kevlar as the dogs.

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Shovelled Author
Shovelled

I'm glad you liked it, what you mention was the first thing I noticed when I made this change. It's like travelling by plane or by car, it can take longer but you are able to see and experiment things otherwise you won't.

*You can delete m_cat.ltx and return to default cat config.

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vorador1980
vorador1980

Thank you kindly, Sir. I will do that.

CoC isn`t a Formula 1 game. Even with all available maps the game offers much more pleasure with exploration and faction wars instead of some "speed run".

I`m curious what do you have in mind for your next project?

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Shovelled Author
Shovelled

Download again please, my mistake.

Updated to v1.1:

Fixed actor.ltx movement (it was not modified in v1.0)
Cats are no longer affected.
---------------------------------------------------------------

For Coc 1.5 I'm gonna modify NPCs speeds to be just like the player, so you can run along them. It's annoying to see companions stutter following you because they move a bit faster than you do.

I'm also trying to modify zombies to be more like vanilla ShoC:
limited view range, awful accuracy and tough body damage resistance (head vulnerability).

There are very nice worked weapons addons out there, but there's still people that want to play with vanilla weapons so maybe I'll upload some of my weapon tweaks. It consist on a compilation of skins, sounds, and config changes that I did for my favourite weapons.
The Ak-74 for example, now it has a black polymer skin to make it look like an AK-100 series, a real reload sound recorded from a WASR-10 and some config changes to allow the use of supressors and change the reliability of the AK pattern weapons to make it more close to real counterparts (fiability and less jam probability). With this changes I was able to complete story mode with a modified Ak-74 5.56mm.

If you have any ideas or suggestions please write them to me.

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vorador1980
vorador1980

I do believe, Sir, that the companion speed was increased to reach shelter before emissions. I`ll be glad to see your changes in 1.5 too. My machine isn`t a high-end one, but I suffered no stutter at all with all available for 1.5 graphic add-ons, including an Ultra-High texture pack.

With Hardcore AI aim on, I don`t know if it could make the zombies more or less dangerous. Personally, I`d welcome the more dangerous ones, if it is an option. But how it could affect the "Survival mode" I have not a clue.

The weapon add-ons are still 1.4.22 exclusive only. But I really like instructions like "copy file "x" into game folder "y" lol. As for Chernobyl Weapon Pack project, I`ll wait to see it.
No doubt you used a very modified AK74 and with a lot of gunsmith kits and VOG-25 grenades, I`m sure. From AK100+ series I do like AK103 but the later AEK-973 even more.

My suggestion is ... just more durability for AS-VAL. As an idea - Tide to be available even for a military stalker.

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Shovelled Author
Shovelled

I didn't tought about that, but I've noticed NPCs seeking for cover before you can notice there's an emission incoming, so I don't believe that would be a problem. As for the stutter, I meant the constant run & stop movement the companions have to do because they run a bit faster than you do(even more noticeable with this addon).

I always liked eastern weapons designs. If I'm not wrong, the soviets were the first one to come up with a prototype counterwight system, like the AEK has. We saw some of that in the x100 series with the Ak-107, but I think they discountinued it because too many moving parts was against AK's priciple of reliability.

I like the AS-VAL idea! I'll have to read how to make it part of a military's stalker loadout, like the old ones from SoC.

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vorador1980
vorador1980

My events settings are "Turn to zombies" and I`ve seen a stalker or two zombified after I`ve accepted a quest from them (and an emission, of course). But I just hope to see your movement speed changes into the 1.5 too. As you see it fit.

I too like their designs. Althought as much as I like As-Val and Vintorez, something into the bullpup technology really irritates me and I`ll trade Groza for AEK973 any day. Just because of the design, the subsonic bullets are great for close ... meetings.

I don`t know much for the game overall balance, but seeing most military walking around with only the oldest AK and falling from any bandit every time was annoyance.

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GC_dzbanek
GC_dzbanek

No matter how realistic and immersive wouldn't it be, moving through the Zone in CoC is already irritating enough D:

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Shovelled Author
Shovelled

haha I got you. But it shouldn't be irritating man, you should be afraid of it, afraid enough not to run everywhere. I play with Dynamic Anomalies from DoctorX and WARFIGHTER enhanced damage by guns, so I have to be really careful when I'm travelling.

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