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!

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Bamah's Call of Chernobyl 1.5r7 x64 (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : S.T.A.L.K.E.R.: Call of Chernobyl : Forum : General Discussion : Bamah's Call of Chernobyl 1.5r7 x64) Locked
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Jul 2 2019 Anchor

This is the place to talk about and fix Bamah's version of CoC 1.5r7 x64 and Gun Mod for CoC1.5r7 x64

Anyone is welcome to fix or improve these two version of CoC 1.5r7. My time will be limited for the summer.

I will try to do any fixes required. I'm no Alundaio or TeamEpic so it might not get fixed correctly.

=================================================================================================================

Vanilla 1.5r7 x64 repo fixes (unofficial) July 22 2019 7:43PM

"Just Vanilla fixes" Sorry for the multiple fixes. I pulled the material from my playable gamedata and missed a few that were not vanilla.

This has fix for included.

for moddb\gamedata\scripts\xr_wounded.script:79: attempt to index global 'monolith_suicide' (a nil value)

Drive.google.com

=================================================================================================================


Spawns in both versions are increased in squad_desc.ltx for testing

simulation_objects_props.ltx is random for testing

I'll post vanilla versions here so ppl don't have to go along on my ride.

Vanilla spawns for gun mod and vanilla 1.5r7 x64

Needs updating

==================================================================================================================

Be aware the ui_debug_main.script has been modified in both test versions.

The manually spawned NPCs and mutants spawn right on ACTOR. I did this to test models and eliminate a graph error CTD.

When an NPC is heavily wounded, and takes a knee, it will log an error in console wrong wounded animation. It will not CTD.

When he dies, or is helped the error will cease.

==================================================================================================================

Gun Mod ver.4

Based on Balathruin's 1.5r7 x64 CoC

1.4.22 spawn, with files to support

1.4.2.2 NPC and Monster Models, with files to support

Weapons from Stason's Mod as base, Weapon Gulash, AO3.0, STCop 2.85 + other additions.

Scopes by BoyOK, Paranoid, Morka, Gnomes, Bamah

Sound for Monster and NPCs from Dead Air some re-commented by Bamah

Weapon sound all re-commented by Bamah

AI tweaked by Bamah

Stability fixes by Bamah.

Much help bug hunting by bmblbx176 and Vorador.

Melighos help with CTD fixes and stat fix for PDA.script

Weapon balance and improvement by bmblbx176

Loot balance by bmblbx176

Sounds for character voices and monsters are from originally from Dead Air. I'm playing with Maximum AI distance values to see it it helps AI combat.

Weapon sound shoot files. I'm playing with Maximum AI distance values to see it it helps AI combat.


Demosfen 1.2, world textures.


actor_backpack.script fron 1.5r6


Shaders are vanilla 1.5r7


squad_descr.ltx increased spawn sizes.


Items/outfits and weapons default to ruck.

Addons Included:
Night vision goggles. Good Bad elite and tactical. Place in helmet slot

PDA off (Bamah modified for off during emissions and psy storms also) by S.T.A.L.K.E.R. Another Side

Outfit Marauder from Anomaly Mod? (developers Shoker, ziken, Dimeyne, SashaRed, RenanMsV)
Might need to be tweaked by adding outfits due to merge. CTD will tell you what if it happens.

Disguise Mod from Anomaly Mod
Immersive fast travel (KA Travel) by SpikensbroR
Loot Money from Anomaly Mod by tsesari
Dinamic Hud by BAK aka Rulix
Illusion Hoodie hud textures by Illusion Mod
OGSE weapon explode mod by OGSE from Demosfen Mod b4 1.0 version
DrX Dynamic Anomalies from Demosfen 1.0 Mod
DrX Dynamic Relations 1.1 by TronEX (DRx 2.0 coming)
Door tweaks by Asynchron
Most addons can be removed with just deleting its script in scripts folder. Travel no!
ka_travel_dialog must be removed from character_desc_XXX.xml etc.

CzekDeath weathers more ShoC far plane and fog distance. Delete environment folder if you want vanilla.

=====================================================================================

How to disable the addons in my versions of CoC 1.5r7 x64

Drive.google.com

=======================================================================================================================

Link to latest Bamah's Gun Mod Ver.4

Drive.google.com

Remove any previous gamedata. No old configs and scripts!

Required for Gun Mod. Repo of 1.5r7 x64. Install above gamedata over it. That's it.

Drive.google.com

Fix -none

========================================================================================================================

Link to Bamah's CoC 1.5r7 (Vanilla weapons) V4

Drive.google.com

Remove any previous gamedata. No old configs and scripts!

Changes; More stability fixes, scopes are "open scopes" both for wide and regular ratio monitors.

Required for Bamah's version of 1.5r7 x64. Repo of 1.5r7 x64. Install above gamedata over it. That's it.

Drive.google.com

Fix 2 for Bamah's CoC1.5r7 (Vanilla weapons)

None


Edited by: Bamah

Jul 3 2019 Anchor

Screenshot 1

Got a ctd when i accepted a kidnap mission from an ecologist

Edit: I'm trying with the modified quests now

Edited by: Fluffx

Jul 3 2019 Anchor

Got a ctd when i accepted a kidnap mission from an ecologist

Was you playing as Freedom when you try to accept that quest by any chance?

One more thing, in squad_descr_special.ltx under "[hostage_companion_task_1_ecolog]:online_offline_group" string "faction = stalker", should be changed to "faction = ecolog"
I changed this in my version some time ago, and then totally forget about this. I will add file with this change to archive with other changes to quests that I posted earlier.

Jul 4 2019 Anchor

Gummod ver 2 installed over R7 19-02-24 crash at New Game at every faction to me.

xrEngine.exe caused BREAKPOINT in module "E:\Bamah weapon mod version 04072019\bins\xrCore.dll" at 0033:00000000D7957019, xrDebug::Fail()+729 byte(s)

[15:13:25.418] FATAL ERROR
[15:13:25.418]
[15:13:25.418] [error] Expression : xml_doc.NavigateToNode(path, index)
[15:13:25.418] [error] Function : CUIXmlInit::InitWindow
[15:13:25.418] [error] File : g:\oxr_coc\src\xrgame\ui\uixmlinit.cpp
[15:13:25.418] [error] Line : 71
[15:13:25.418] [error] Description : XML node not found
[15:13:25.418] [error] Argument 0 : wpn_crosshair_g36upper_01
[15:13:25.418] [error] Argument 1 : ui\scopes.xml
[15:13:25.418]
[15:13:25.418]
[15:13:25.418] stack trace:
[15:13:25.418]
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrGame.DLL at 000007FED61778D7
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrGame.DLL at 000007FED6187DEC
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrGame.DLL at 000007FED619D4EC
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrGame.DLL at 000007FED61A6493
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C5E809 IGame_ObjectPool::prefetch() + 489 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C5F71C IGame_Persistent::Prefetch() + 76 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrGame.DLL at 000007FED5E2D03F
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C5F569 IGame_Persistent::Start() + 121 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C90F67 CApplication::OnEvent() + 727 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C516B8 CEvent::Signal() + 72 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C520D6 CEventAPI::OnFrame() + 198 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C91630 CApplication::OnFrame() + 16 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C2CAA5 CRenderDevice::CSecondVPParams::IsSVPFrame() + 365 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C2C32D CRenderDevice::FrameMove() + 317 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C2BADB CRenderDevice::on_idle() + 283 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C2BEEF CRenderDevice::message_loop() + 127 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C2C128 CRenderDevice::Run() + 552 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C9334B Startup() + 523 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.dll at 000007FED7C93A89 RunApplication() + 1337 byte(s)
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.exe at 000000013FFA12EC
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.exe at 000000013FFA13A4
[15:13:25.544] E:\Bamah weapon mod version 04072019\bins\xrEngine.exe at 000000013FFA164E
[15:13:25.544] C:\Windows\system32\kernel32.dll at 000000007738652D BaseThreadInitThunk() + 13 byte(s)
[15:13:25.544] C:\Windows\SYSTEM32\ntdll.dll at 00000000774BC541 RtlUserThreadStart() + 33 byte(s)
[15:13:25.998]
[15:13:25.998] Lua Stack

Jul 4 2019 Anchor

Vorador, Sorry I did the scopes in wide format only. Didn't think about it.

BMB is correct you would need to rename the scopes_16.xml file in the configs\ui folder to scopes.xml for the node to be read.

This is a dowlnload of scopes that would work, but you would need to integrate them.

If you want to do so. search scope_texture in weapon and addon files and substitue one of the open sight scopes.

I am away for a bit and can't do any changes...sorry

Open sights

Drive.google.com

Jul 4 2019 Anchor

Dear Sirs, thank you kindly for your concern. In ui folder I found a scopes.xml of 6KB and scopes_16.xml of 55KB. Removing the first and renaming the second one to "scopes.xml" worked and the game starts as usual. Well, to clarify ... better than usual. First test at random (Loner) came with AS Val, Sunrise suit and yellow NV googles. My, oh my! I`ll test it a bit more.

Jul 5 2019 Anchor

Bamah gunmod 2 Zombie test run:
Great speed, outrun 2 hymeras and one bloodsucker unencumbered. It could jump right over a truck`s bodywork from ground too (this one saves a lot of climbing attempts). Zombies NPSs marked with bigger star at the minimap as NPSs who could give quests does not interract at all. Is it just me, or the graphic in enhanced too? I do believe that all suits models also looks better.
Regular Monolith soldiers however does not offer any missions. Only Krolik in Pripyat gave it. Also there, when I tried to upgrade some thing I touched the binocular and the game CTD, disablick one quicksave and one permanent save into the same building. The previous quicksave just otside the building was untouched and works well.

Error Reason:
----------------------------------------
xrEngine.exe caused ACCESS_VIOLATION in module "E:\Bamah weapon mod version 04072019\bins\xrGame.DLL" at 0033:00000000D9C6B8B4

"C:\Windows\system32\MSVCP140.dll" at 0033:00000000E6BAA3E8, std::_Syserror_map()+504 byte(s)

Jul 5 2019 Anchor

Vorador, I'll check the upgrade tree for binocs. I'ts probably missing or wrong.

Edit-Binocs now Fixed!

Sometimes NPCs are marked as squad leaders and do not speak to you if another is around. Other times the just don't interact even though they try. Other times they will punch you in the head. They are kinda stuck between states. I thought I fixed that. Save and reload it will rest the state.

BMB, is the first post up to date with your new stuff???

Edited by: Bamah

Jul 7 2019 Anchor

Repeated crashes in Outskirts roughly at the same area, just walking around.

xrEngine.exe caused ACCESS_VIOLATION at 0033:0000000094670E00
"C:\Windows\system32\MSVCP140.dll" at 0033:00000000EB1AA3E8, std::_Syserror_map()+504 byte(s)

xrEngine.exe caused ACCESS_VIOLATION at 0033:000000001B8C4580
"C:\Windows\system32\MSVCP140.dll" at 0033:00000000EB1AA3E8, std::_Syserror_map()+504 byte(s)

xrEngine.exe caused ACCESS_VIOLATION at 0033:00000000AC309080
"C:\Windows\system32\MSVCP140.dll" at 0033:00000000EB1AA3E8, std::_Syserror_map()+504 byte(s)

The fix about the binocular works fine, everything is as it should be. The new sound pack pasted right over the gamedata folder is on run, for the first map in Outskirts no problems at all, further testing will continue in other maps too.

Zombie test run: A merc, hiding in a closet "donated" Merc Exo at 40% condition and Scar Crysis 6,8x43 mm at 80% durability. The ammunitions beyond the standard 5.,45x38 and 5,56x45 are still rare, but it is more like preliminary data. Zombie squad leaders does not interact at all and the Monolith ones offer no missions even after 40 reloads. The test continue ...

Jul 7 2019 Anchor

Vorador, can you send me a save of the CTD. It is the quickest way for me to fix things.

Jul 7 2019 Anchor
Jul 7 2019 Anchor

Hey Vorador! Thanks for the save! I have not had a CTD at all, in Outskirts. Your crash appears to be a system error. I thought maybe the engine had caused an error. I cannot replicate the CTD you had. Of course because I'm looking for it.

The zombied have no language per say so I would think they would not interact with player even as a zombied actor. The squad leaders are just that, leaders no interaction. They are assigned gameplay dialogs in profiles though. I honestly never looked at that as I never play other than a STALKER or sometimes Freedom. I will look at it. when time permits. Did they interact with player in earlier CoC versions?

Edit; xr_meet.script disables talk for the zombies. So, thats ok!

if (npc:character_community() == "zombied") then 
   npc:disable_talk()
   return 
  end

See any difference with the sound addon with NPCs reacting to voice? I think I saw one instance with your save. I posted in the summary thread. I heard a dutier shout in combat language at some zombied, and one turned and fired an RPG right at his position. They then went in a building in pursuit. That is different. I was trying to see if it was due to his weapon and not his voice but the rain was making it hard for me to hear.

To Fix;

Edit; I tried as a monolith and still no random "get" tasks from monolith. I even checked dialogs for the faction desc\profiles.

NPCs are not using rg-6 correctly, grenades are floating in the air. They should be removed from loadouts. Or at least diminished. Anybody see them use the rg-6 correctly?

Edited by: Bamah

Jul 7 2019 Anchor

Dear Sir, you are most welcome. These logs Drive.google.com are from another place, but I keep no save there. I`ll try to find it again.

I was wondering if the Zombies are valuable faction to play, they seem a little tougher than the regular stalker. But the lack of quests, merchants and mechanics made the gameplay with them truly impossible. Perhaps using a disguise with R7 the things will go better for them. I checked R6 Zombies and they had no interaction with another Zombies, nor any Monolith squad leader gave them any quests too. I no longer keep R5 copy and I`ve never even tried anything before it.

Four hours Zombie play with the new sounds and I can`t honestly say that I find some difference. I`ll keep trying.

Monolith soldiers other than Krolik does not offer any tasks for my Zombie stalker in Pripyat and Outskirts still.

A Zombie had one rg-6 in Zaton but one Loner shoot in front of me before he was able to use it. I never tried to use it myself, but I kept it in a stash for later and I can try if it works a bit later.

Here the save from the place when my game crashes a few time in a row Drive.google.com. Just found it again, this time no crashes. For now, at least. My toon even wore the looted merc exo and this time one Monolith did not shoot him at sight, which is strange.

Jul 7 2019 Anchor

Edit; I tried as a monolith and still no random "get" tasks from monolith. I even checked dialogs for the faction desc\profiles.

They just don't have any dynamic tasks available for their random squad leaders right now. So no matter how hard you try, and available dialogs it doesn't help.

The only tasks they have right now is tasks from their trader. I can change that, but their trader quests cover almost every aspect: assault territory, assassination, find weapon, find supplies, find meat and find artifact, so I'm no sure what to do.

Jul 7 2019 Anchor

Melighos, whatever you wish to do works for me. I truely haven't looked at the monolith at all. Thanks for helping. I really appreciate it.

What prevents them from having the "get" or bounty generic tasks? They are assigned character dialogs.

Edited by: Bamah

Jul 7 2019 Anchor

Just a note if anyone puts a task in to collect badges\patches. I removed them from the game drops and loadouts. They just need to be uncommented is all.

Jul 7 2019 Anchor

Minor problem with the text, it does not shows well if the item is situated from the left side of the screen Imgur.com.

Test with rg-6 from the playable character - all seems well Imgur.com. Direct shot towards the nearest Monolith NPC killed him. I saw a few Zombified stalkers wearing rg-6 and RPG, but not seeing them to use it yet, since there was no enemy around. Three new games as zombie and at least one

After perhaps 10+ wear and remove the looted merc exo now when my toon wears it, it no longer writes: the player is disguised as a member of the merc, but instead: they all see him as a Zombified. Does it mean that there is a limit how many times I may use it as a disguise and if I want to move around Dead City and do quests for the mercs I need to do so without much changing?

Edit: Three new games as zombie and at least one zombie NPC is armed with rg-6 and RPG (spawn point: abandoned sawmill in Zaton).

Jul 7 2019 Anchor

I'll look at the menu.

Edit; delete this file in configs\ui\ actor_menu_item.xml

Rg-6 is NPC issue only.

If you are too close to NPCs disguise will not work. If outfit is too damaged disguise will not work

Edited by: Bamah

Jul 8 2019 Anchor

What prevents them from having the "get" or bounty generic tasks? They are assigned character dialogs.

Not dialogs trigger quests, quests trigger dialogs. Assigning dialogs in character profiles is only make the dialog that asks NPC for quest to appear. The actual quest proposition dialog from NPC will only appear if existing conditions for that quest will be met.

All quest should be assigned to specific character or be a dynamic quest, quest that have a random chance to be taken from squad leader of specified faction(s), e.g.: "sim_communities = freedom, killer"

And non of the current dynamic quests have monolith in their list of factions that can give that quest.

Look in "configs/misc/tm_dynamic.ltx" for list of current dynamic quests.

-------------------------------------------------------

In the small chance that you are not familiar with it,I put this here as a potential source for ideas, it's supposed to "adds new dialogues, quests...":

Moddb.com -- ( uploader - SarisKhan )

If you know about it, or is not useful/relevant in this case, feel free to ignore this whole comment.

It can be useful, I will look in to it. Thanks.

Edited by: melighos

Jul 8 2019 Anchor

Melighos, That worked! Thank you! I have never looked at tasks before other than to fix the model errors.

How would you feel porting DrX questlines to 1.5r7 x64? You can decline, no worries. I do appreciate your help thus far.


Minor fix to gun mod if someone tries to manually spawn a VSK94 with a detector scope. The scope texture is wrong. It will CTD. Below is correct.

[wpn vsk94_9x39scope_detector]:wpn_vsk94

scope_texture = wpn_crosshair

I'll post an update\fix later above.

Vorador, I cannot make it CTD. I tested all zombied and monolith models again. Do you know what was around you? Monsters, NPCs or anomalies...anything will help me. Adding some random get tasks for Monolith for you. Thanks to Melighos for pointing me in the right direction. Zombies have no speech so prolly not for them.

Edit; Finally crashed at stalker spawn point in Outskirt Apartment.

Found 3 profiles missing!

Varoder, thank you I fixed 3 CTDs in outskirts\Pripyat. Here is a fix.

Drive.google.com

Edited by: Bamah

Jul 8 2019 Anchor

I hope someone helps! I hate tasks!!!!

Hows your game and CTDs doing?

Jul 8 2019 Anchor

Hello,

Let we see if there is some useful info.

Am short last days with time, but playing few times i noticed:

- There is something wrong with flashlight in hand [link]. I saw it is related to items_devices.ltx line 199-218 some of values.

- Fort gun, i was thinking that was a bug, but found 4 gunfire sound files.

- I had this in Outskirts apartment on same start [link link]. Not sure what is happened. And yes, had in same one CTD just in few mins of gameplay(i saw your post about it). I accidentally deleted .log srry


I have a suggestion about zombies. In idk "most of situations in sf" zombies are hard to kill right? So, what you think about to make them more stronger more resistant to bullets? They are dumb, slow, shooting everywhere BUT resistance to bullets to be great in body zone, so head must be the lowest point(as it is already).

Sorry, am trying to learn about config files and scripts to be of some use here.


UP: Can someone share me please user.ltx file created by CoC? In PM is fine.

Edited by: zon3r

Jul 8 2019 Anchor

Zombie test run: at the return from Outskirts and taking the task reward from Krolik, I experienced a crash when I tried to open his trading screen. It happens at every second reload, tested six times in a row. Drive.google.com. Just a minor thing.

I decide to abandon the Zombie play and to return to my primary choice of faction - Military. First start in Agroprom with the new config / sounds and in Agroprom, the area before the southern exit to Garbage, I`ve met a group of three Bandits who shoot at my toon on sight and four Military, standing all around my toon, who did ... nothing. Drive.google.com. After my toon shoot the bandits and loot the area another three bandits appears out of nowhere and shot him down without any assistant from the Military, who just looted the bodies around. The military men did not react at the Bandit presence with status of "enemy" at the relations page of the PDA.

I put back the original Gunmod2 config / sounds folders and began a new game, and the things seems normal (preliminary data). Just AEK-971 can not use PSO-1 scope. 1P29 works fine, as the others for close combat.

Commendation: The upgrade three of AK-74 is the best one I`ve ever seen in Stalker game and all mods I`ve tried so far. No matter that it is the same for AK-15, AK-103 and AEK-971 it allows all the good options to be upgraded and I`m happy that I don`t need to sacrifice even a single percent of accuracy, recoil, flatness and durability. I can only hope for more of the same upgrade arrangement about weapons and armors alike. Great work!

At the first sight AN-94 surpass all other assault rifles of AK series in accuracy by a lot (8-12% unupgraded) and AK-15 is its only equal in damage. Including the ones using the more powerful 7,62x39 caliber. It just seems a little strange to me for the damage equality, even with SG 552 with 5.56x45. Nothing more.

The helicopters did not shoot at anybody from any faction in my gameplay of Gunmod2, nor the previous release.

I`ll continue with a test of Agroprom underground.

Jul 8 2019 Anchor

How would you feel porting DrX questlines to 1.5r7 x64? You can decline, no worries. I do appreciate your help thus far.

I probably can port DrX questlines 1.25 to 1.5r7, though I hoped he will release his version 2.0 before, so I would not need to do this. Or if a new version would be not for 1.5r7 then I would not be need to do this twice.

Last days I don't really have much free time, but after a few weeks or so, I will probably have more. If nothing changed and DrX questlines 2.0 would not be released, I will probably try to port DrX questlines 1.25 to 1.5r7.

Edited by: melighos

Jul 8 2019 Anchor

P.S. It would be quite comfortable if Military bartender and doctor could return in their base in Agroprom. If and when it become convenient.

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