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

A small mod that brings upgrades to binoculars and backpacks (for Call of Chernobyl 1.5 R6 only)

Preview
TRX: Upgradable Binoculars + Backpacks [CoC 1.5]
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Servalion
Servalion - - 223 comments

Wow. It's been ages since I've seen upgradable Binoculars, maybe not since SGM. But upgradable backpacks......woot! These have been needed for years. Kudos!

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jankalv
jankalv - - 61 comments

Hello Its support only latest version of game or it can run on 1.4.22 COC ?wold by nice if work.

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Tronex Author
Tronex - - 894 comments

This is only works for CoC 1.5 R6, since 1.4.22 version doesn't include backpacks to begin with.
However, i will see what i can do for binoculars in a 1.4.22 version.

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D.M.E
D.M.E - - 4,446 comments

Hi, There was an addon for 1.4 that allowed fast travel between rucksack but it doesn't work with 1.5 is there any chance you can adapt it to work with this?

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Tronex Author
Tronex - - 894 comments

Send me the link, i will check it out.

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Hegel
Hegel - - 351 comments

Hi, I second the above question. And is a new game required?

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Tronex Author
Tronex - - 894 comments

You should be fine without any new game, but i always recommend to keep a copy of your saves before trying it.

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Gkirmathal
Gkirmathal - - 24 comments

Tronex, nice addon for the backpack!

Btw sort of a related question.
Do you have an idea how to get binocs to have a fixed zoom instead of a scrolling zoom? Been looking into this myself but been unable to find a solution. So I think it is controlled viaa script somewhere.

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Tronex Author
Tronex - - 894 comments

Not as far as i know unfortunately, i looked into this before but haven't found any related parameters or scripts so far.

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WujekSamoZło
WujekSamoZło - - 273 comments

Will it be compatibile with stcop later ?

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Tronex Author
Tronex - - 894 comments

Of course ^^
But right now STCoP is only available for CoC 1.5 R4, not R6.
Once it got updated i will release a patch for it.

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MoN0L!ght
MoN0L!ght - - 136 comments

Is there a patch already?

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Sp@wnkiller
Sp@wnkiller - - 26 comments

Hello Tronex

Very nice idea, I like the mod very much so fare.
I have some suggestions on how to maybe improve the concept.

1st I think I found a bug:
I’m using your mod with OWR patch on a 2kg Backpack with tier level 2: +2g +5% energy regeneration

- When I use the "build an instant stash key binding" the Bag loses all its upgrades when I pick it up again. I guess the upgrade values are not or not correctly saved.

-I'm not sure if this is a general bug (making stashes and pick them up again) or only related to the quick stash key binding function.

Different upgrade options for the qualities of the Backpacks:
- Low quality Bags can only upgrade very small amount of kg and influence positively / negatively the player’s energy consumption.

- As it progresses higher maybe the best can also add-on an extra artefact container, Or can influence a small amount of ammunition (max 100 bullets per type) to stash it lighter or for 0 kg. Something like that…

Binoculars:
I always have a problem on how S.T.A.L.K.E.R. handles night vision upgrades, why do I have to choose one type. I don’t know if it would be possible by scripts, clever key binding or something to change this behaviour like this:

- Instead of choosing one night vision type the player can select the filter type, maybe an extra menu or key can switch between the 3 options.

Also it really annoys me the sound the binocular (also the red scopes of OWR) makes when it activates or identifies:

- It would be nice to make the sound identification an upgrade option to be able to silence it with an option menu or key stroke.

with best regards
Sp@wnkiller

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ParanoidCommie
ParanoidCommie - - 135 comments

Compatible with the outfit addon?

How about an option to combine 2 backpacks into one bigger and better one?

Perhaps also limit to only 1 backpack?

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Sp@wnkiller
Sp@wnkiller - - 26 comments

Cool idea, sounds great :)
- Like take 2 or 3 of the same lower tier backpacks to get the next better one.

To add more Complexity:

-Like armours and weapons make the bags deteriorate / decay if they get shot or damaged by the elements (fire, lighting, chemical, radiation). These damages can then be fixed by the sewing kits and by repair shop. To counter this effect, make them more upgrade options to add more resistant to various forms of damage. Basically like Armor upgrades…

- Also to stash stocks of extra backpacks in a Backpack is kind of wired and not very realistic. But I confess, I like to have always two bags in the game on my Character, one for carrying and one for making instant stashes. :)

- To spin the concept much further: a recipe like formula to get small permanent effects from artefacts because they are woollen in to the fabric. But I guess this would go beyond the basic idea and out of hands :)

WBR
Sp@wnkiller

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✪Sparrow
✪Sparrow - - 308 comments

Fantastic, Great.

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Tronex Author
Tronex - - 894 comments

Sp@wnkiller i would like to explain few things i've faced while creating this.
When i started this i wanted to create a mod that allows all kind of upgrades for binoculars, backpacks, knife and most importantly: detectors.
After alot of tests i found out that detectors can't be upgraded at all because the engine doesn't allow adding new values over the old ones.
Same thing goes for alot of parameters for other stuff (like detection speed for binoculars, hit power for knife, sounds and textures etc...)

Editing the engine is something out of my reach, if TeamEpic could make those possible then i will absolutely go for it.
I will look around to see if its possible to fix that bug.
That being said, i will try to improve everything as long as i can.

Thanks for the feedback guys.

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キレックス
キレックス - - 445 comments

>the substrate however has a nigative effect on wearer's muscle tone.
>nigative
Dind du nuffings, da whitey artefacts always trynna keep a brotha down.
Some minor typos aside, this is a nice fresh idea that I haven't seen yet.

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Emmet.Otter
Emmet.Otter - - 1,715 comments

WIll give this a try. This looks very amazing!! Thanks a ton.

Now.......if we can only do away with artifact slots on suits and armours and have an artifact belt system that was upgradable =)

Edit* "The mod relies on assets from Better Nightvisions and OWR mods" we need these addons to have this working?

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Tronex Author
Tronex - - 894 comments

No, you don't need them.
I'm just adding credits to the creators of the said mods.

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Tigerlover4
Tigerlover4 - - 154 comments

Do you have in plan make this even for previous version of CoC?

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Tronex Author
Tronex - - 894 comments

Probably not for two reasons:
- Backpacks don't even exist in older builds.
- Binoculars upgrades are either crashing the game or not working at all on 1.4 :/ so i can't really promise anything.

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Emmet.Otter
Emmet.Otter - - 1,715 comments

This is an awesome addon. Great job!

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Guest
Guest - - 689,038 comments

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Ivanovich_s
Ivanovich_s - - 328 comments

Wish I could un-mod my binocs. Theyre wayyyy too bright for daytime. shouldve known better.LOL.
Guess I'll buy another pair when they become avail.

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Tronex Author
Tronex - - 894 comments

I believe binocs are purchasable from main traders, you just need some luck to find any.

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CaptainSquid
CaptainSquid - - 95 comments

I get a bug where a lot of items' icons are bugged.

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Thirsty_Hirsty
Thirsty_Hirsty - - 203 comments

This needs to be added to 1.5!

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MotherFvcker
MotherFvcker - - 58 comments

Dead Air version?

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Servalion
Servalion - - 223 comments

Tronex, I just read your post about not being able to upgrade detectors. I seem to recall that there was an early CoP mod that did this. I can't recall which mod, but it might have been SGM 2.2. All I can remember is that the "upgrades" were done by Novikov at the Yanov Scientist bunker. A new dialog option would appear when speaking to him to upgrade equipped detectors.

He would then give a couple or a few options for improving it. This usually meant improving their detection range (detecting, tracking, and revealing artifacts from further away) and in the case of the Veles and upwards, improving display radius and maybe artifact icons.

I said SGM 2.2 because I recall an altered storyline where doing it to completion rewarded you with a special stash from the USS that included a new custom "Omega" detector that put even Svarog to shame. I distinctly recalled that Novikov found it so advanced that he could only improve its range by a small amount compared to the others.

Now I know that they weren't actual upgrades, which is why I said "upgrades". There was no standard upgrade menu - He was just swapping out your detector for a similar detector with improved functionality that could only be gained from him. This is how certain big SoC mods did it - like having the backroom 100 Rads Bar "technician" who could perform simple one time upgrades to certain weapons, but stated artificial limits ("I don't do pistols, no one wastes time with those!"). This was because it wasn't actually upgrading the same item, but replacing them with an improved variant of the same item.

So "upgrading" an AK-74 for faster rate of fire simply swapped out a plain one for a different pre-set AK-74 modified for such. Meaning multiple gun variants prepared for this purpose. Naturally they had to limit it greatly. But there's only so few detector types in game that it's much more feasible. Might be more difficult to pull off than I'm thinking though - I haven't seen another mod do this since. But it has been done. Thoughts?

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Aryan-Loli
Aryan-Loli - - 10 comments

Wouldn't mind seeing this added to Anomaly. Of course backpack slot to go along with it too.

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Guest
Guest - - 689,038 comments

Any chance you can make upgradable backpacks for Dead Air? Thanks

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vivace143v
vivace143v - - 24 comments

There's a bug with the mod that makes Nimble's goods disappear from the game.

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BurmecianFox
BurmecianFox - - 12 comments

For some reason trying to pick up an upgraded backpack crashes the game immediately. I think that's what's causing it anyway

Made sure to properly install it after AO3 with the right files

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BurmecianFox
BurmecianFox - - 12 comments

Never mind, fixed it. Think it was an issue with another backpack addon

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triple_agent
triple_agent - - 158 comments

I like the notion of binocs being upgradeable and with the nightvision mode eventually available to them, I also like the notion of backpack being upgradeable the way you have implemented it, but the thing with a backpack loosing all upgrades in case of player using a hotkey-bound hardcoded function, is pretty terrible. I mean, does it support "1.5 R6" or not?

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