Mod for CoC1.5R6. The main goal is to fix some of the issues and balance things. I'm also ported some of the new features from 1.5r7.
About:
This mod doesn't add new weapons, nor new textures(by default), nor new levels, nor new items at all.
What this mod do then?
This Mod is my attempt to get more polished and stable 1.5R6, fix some bugs, and balance economy.
Some fixes and new features have been imported from 1.5R7.
This mod doesn't fix all problems, but some of them.
The economy and trading files got some changes, as well: weapons, outfits, items, creatures, and other config files, some scripts.
Short time tests give good stability results, but not all things have been tested.
Please report any mistakes you encounter.
This mod may conflict with some of the other mods, sorry for that.
Most of the graphical and texture mods still must work.
Weapons mods will probably work, but compatibility patch will be needed.
Content:
1.Main gamedata with mod files.
2."Engine R6 (30.09.2017) + 39 fix" -these is an engine for CoC1.5R6 with deliberate fixes, that can fixes some of R6 engine issues. Created by 13zl.
3.Optional files and compatibility patches(see "options_readme" for more details)
Installation:
Copy the content of gamedata folder to your gamedata folder, overwrite if asked.
To install "Engine R6 (30.09.2017) + 39 fix" create a "Backup" folder and move 'Stalker-CoC.exe' and 'bin' folder to it,
than copy the content of "Engine R6 (30.09.2017) + 39 fix" folder to CoC root folder(you should do it after applying the main mod gamedata).
For Options see "options_readme".
To restore default minimap you need to delete zone_map.xml in gamedata/configs/ui
Credits:
Thanks to TeamEPIC for their great Mod that we all play and enjoy.
Thanks to SashaRed for its "Ukrainian Voices" Mod, I used some files from it.
Thanks to Asynchron for his "Event tweaks" Mod, I used some changes from it.
Thanks to Tronex and other Anomaly developers for quests that I imported from "Anomaly" mod.
Thanks to Spikensbror for his "Immersive fast travel" Mod. I included it in my mod as an option.
Thanks to Smurth and other creators of "Smurth's Dynamic Hud" Mod. I included it in my mod as an option.
Thanks to 13zl for his "Engine R6 (30.09.2017) + 39 fix". I included it in my mod as an option.
Changelog:
Back_to_the_Zone_v1.32(new game needed):
Fixed some typos and mistakes.
Rolling back some of the changes.
Small balance changes.
Small changes to spawns.
Small changes to loadouts.
Back_to_the_Zone_v1.31:
Restored use of random phrases by zombied stalkers when they idling.
Small balance changes.
Small changes to spawns.
Back_to_the_Zone_v1.30:
Changes to outfits anomaly protection values and outfits upgrades.
Controller psy aura range and power slightly changed.
Add small psy aura to telekinetic poltergeist.
Slightly reduced the effectiveness of protection drugs.
Slightly reduced the effectiveness of chemburn and burn protection artifacts, but increased for shock protection artifacts.
Imported Encyclopedia feature from 1.5r7!
Imported fix for Old Arena from 1.5r7(If Arnie don't give you reward after the fight just exit and re-initiate the dialog with him)
Imported changes to "xr_eat_medkit.script" from 1.5r7. It's now an actual scheme. Stalker will eat medkits/bandages if they have them and need health. If they are in combat, they will use medkits if they are on cover point and not reloading. This feature has animation.
A lot of small changes and fixes to included, optional 'OWR'.
Minor changes to spawns.
Back_to_the_Zone_v1.28:
New version of Engine R6 fixes from 13zl.
Kind of OWR, no additional weapons, new configs.
Changes to ammo,damage and armor parameters, ammo now hove higher objects penetration.
Changes to stalker vision, should not see you from as far as before, but will react faster when actually see you.
Minor changes to spawns.
Some fixes to previous edits.
Back_to_the_Zone_v1.27:
Fixed some nasty typo that prevents PDA and patches from dropping.
Added TradersBuyDamagedWeapons option.
Added compatibility patch for "PDA Squads Displaying" mod.
Added compatibility patch for "TRX - Dynamic Relations (1.1)" mod.
Back_to_the_Zone_v1.26:
Added "Engine R6 (30.09.2017) + 33 fix", 1.5R6 engine fixes by 13zl, is now an option.
Added "Smurth's Dynamic Hud" Mod, by Smurth, is now an option.
Some ammo, medkit and bandage drop just slightly increased(compared to previous version).
Fixes to some errors and typos from my previous edits.
Back_to_the_Zone_v1.25:
"Immersive fast travel" Mod by Spikensbror, is now an option.
Back_to_the_Zone_v1.24(new game required):
Imported "Agent rescue" quest from "Anomaly" mod!!! Available for taken from Voronin, Kuznetsov and Lukash.
Quests that can target far location now tells you name of the map on what target located.
Exiled bandits from "Dead city", in exchange added additional bandits squads to "Jupiter" map.
Jupiter, Zaton and Pripyat maps now always use standard spawn parameters, no longer restricted by "Brain Scorcher" status.
AP ammo should now be more effective against armored targets.
Armor changes(make them more close to 1.5r7).
Stalker loadouts adjusted a bit.
Adjusted mutant parameters for a bit.
Back_to_the_Zone_v1.22:
Binoculars is now upgradeable!
Possibly fixed sleep deprivation status not saved by game properly.
Slightly lowered maximum ammo drop but increase minimum.
Lowered medkit and bandage drop for a bit.
Slightly increase ammo and grenades cost.
Back_to_the_Zone_v1.20:
Blowout and Psistorm now correctly affects all unhidden NPCs, regardless if actor in cover or not.
Slightly reduced ammo drops.
Minor balance changes.
Back_to_the_Zone_v1.19
Blacklisted smoke grenade from stashes.
Slightly reduced ammo drops.
Changed parameters of ammo more close to what they are in 1.5r7.
Some other minor balance changes.
Back_to_the_Zone_v1.1 - v1.18:
Boar, pseudodog, chimera and bloodsucker toughness slightly reduced.
Controller slightly buffed.
Slightly reduced ammo drops.
Changed mutant parts and meat drop chances more close to what they are in 1.5r7.
Quests reward fixes.
Minor fixes to trader lists.
Back_to_the_Zone_v1.0:
Weapon, outfit and item parameters was changed, some of them taken from 1.5r7 with some changes from me.
Some of the Creature and Stalker parameters was taken from 1.5r7, mostly making them less durable but buffing their damage.
Items and ammo drops was changed.
Trade parameters, discounts and trade list was taken from 1.5r7, with some changes.
Quests was changed, some of changes was taken from 1.5r7 with my modifications, I'm as well imported additional quests that was added in 1.5r7(3 quests to Barmen and 1 to Sidor).
Squad loadouts was taken from 1.5r7 with some changes.
Default mutant/stalker respawn time was changed from 1 to 3 in game days, and some other minor changes and fixes to smart territories(there is a option for other respawn times).
A lot of other small changes and fixes to some other config files.
Improvements and fixes to Scripts taken from 1.5r7 and from commits on "TeamEPIC" bitbucket(everything that can be imported without changes to engine).
Average
8.68 votes submitted.
How dare you assume my gender in the description
Oh sorry, my bad, I will change "hes" to "its".
I suggest changing the word to "their" as "its" is not used on people.
That was the point.
Thank you
I like the idea
If someone wants to restore minimap you need to delete "zone_map.xml" file in gamedata/configs/ui
Maybe I should do "absence of minimap" as non default option, but, well... to late for that, maybe in the next update.
Is this compatable with Legend Returns (for 1.5) and Arsenal Overhaul ?
Legend Returns - Probably no. Do you have link for 1.5 version of this mod?
Arsenal Overhaul - Yes. There is compatibility path included with the mod for it.
Hey. What does this mod change exactly? Because while I'm interesting in having the changes features in 1.5r7, I have alot of 1.5r6 mods enabled and I want to know if it's worth disabling them to use this. I have stuff like Lost to the zone + living legend, W.A.R.F.I.G.H.T.E.R., A.R.M., STALKER Tweaks and TRX Dynamic relations, TRX A-life revamp and a bunch more (all of them are located here on the moddb page) that are probably super incompatible with your mod. Of course I'd like to see compatibility with the mods listed above but I won't ask or demand that from you because it is a tall order, I just want a full changelog of your Back to the zone mod so I can decide if removing the incompatible mods would be worth it.
Thanks.
Well, I cannot list every change to every parameter in files, because there was a lot of them, and it will take to much time to enumerate all of them.
But I can give you general info to what was changed in specific part of the game.
Obviously not all changes from 1.5r7 was ported, I don't port Encyclopedia future, tactical flashlight, etc...
Most of the changes is quite technical, so on the first look there will not be that much of a difference from default 1.5r6.
Changes:
1. Weapon, outfit and item parameters was changed, by the most part taken from 1.5r7 with some changes.
2. Some parameters of Creatures and Stalkers was taken from 1.5r7, mostly making them less durable but buffing their damage.
3. Items and ammo drops was changed.
4. Trade parameters, discounts and trade list was taken from 1.5r7, with some slight changes.
5. Quests was changed, most of changes as well was taken from 1.5r7 with some modifications, I'm as well imported additional quests that was added in 1.5r7(3 quests to Barmen and 1 to Sidor).
6. Squad loadouts was taken from 1.5r7 with some slight changes.
7. Default smart respawn time was changed from 1 to 3 in game days, and some other minor changes and fixes to smart territories(there is a option for other respawn times).
8. A lot of other small changes and fixes to some other config files.
9. Improvements and fixes to Scripts taken from 1.5r7 and from commits on "TeamEPIC" bitbucket(everything that can be imported without changes to engine).
I you want to try or test the mod you can just backup your current gamedata folder and saves folder, and then start new game with my mod.
If you have any feedback, about anything, feel free to leave it here, it will help to balance the mod.
Should I install the weapon patch before or after the weapon mod is installed? It's been giving me fatal errors :(
After, first the main mod aka "Back to the Zone", then files from "Arsenal Overhaul 3.1 for CoC 1.5 R6/R7" and then "AO3.1_compatibility_patch" on top of it.
So, these mods don't want to play nice. I tried a fresh reinstall of the game and it worked but not with AO :( its saying that some variable is missing, what should I do?
Redownload the mod, I fixed it, it was probably broken for some time, but I personally don't use AO, and no one say anything, so I was not aware of it.
It would be great if people gives at least some feedback.
I fixed Russian text for "Immersive fast travel".
Please report any mistakes you encounter.
Imgur.com What is this lol
Ohh, there's a conflict with mods that change game_relations files, and this happens, why?
Because: "This mod may conflict with some of the other mods, sorry for that."
This mod is pretty massive in terms of amount of changed files(1209), because of this, it's really hard to say with what mods it can conflict . I added changes to game_relations.ltx from 1.5R7, this is why this file is changed.
What other mod(s) are you trying to use? Maybe I will create compatibility patch for it, if it's not too difficult.
I am using JSGME so its easy to detect conflicts. So the conflicting mods are: TRX Dynamic Relations, Moddb.com, Moddb.com, and thats pretty much all of them. Also maybe this if not hard: Moddb.com
Well, adding compatibility with "TRX: A-Life Revamp" will be quite hard, but my mod is already have some of the same changes.
As for "TRX Dynamic Relations", "Traders buy damaged weapons" and "PDA Squads Displaying", I think it's possible, I will look into it.
Really liked the PDA Encyclopedia. Going around and collecting the data is part of the fun.
Any chance on adding that in on an update?
Adding all of the Encyclopedia stuff is technically possible, but will take quite a bunch of time. But I will look into this matter when I have more time.
help Imgur.com
Ah... I'm ,by mistake, put system.ltx for "Engine R6 (30.09.2017) + 33 fix" to main gamedata, instead of the proper one.
To fix this, you can apply "Engine R6 (30.09.2017) + 33 fix", or open system.ltx with some text editor(do not use basic notepad) and in empty line(18 or 21), past this line:
#include "external.ltx"
I will upload new update quite soon anyway.
Crash when i try to talk to sidorovich, using engine r6 + 33 fix and this mod
The problem seems to be with the traders buy damaged weapons option.
Imgur.com
No, its from "Immersive fast travel", as with earlier error it's because I forget to cleanup stuff after testing these options. The only easy way to fix it, is to use that option now, or to wait for new version in which I will fix it, should be ready before the end of this week.
Sorry for all that staff, I always forget to cleanup some edits from testing.
And thanks really for your feedback and testing, this mod really needs them. I would really appreciate if you provide your thoughts about balance, economy, drop rates or any other staff, when you have some.
P.S.:"[error][ 87]:Параметр задан неверно." Did you use Russian as system language?
I am not really playing the clean CoC, mainly because of this mod errors, but i am trying to help with the mod so it will be playable and good. I will try to play when the errors will be fixed and will share some thoughts about the mod.
P.S. Russian is my main language
Ок, спасибо, можно и на русском, если тебе будет так удобней, хотя это и не такая уж плохая тренировка английского. Постараюсь скоро аплоаднуть версию без этих ошибок.
Так же хотелось бы увидеть фикс быстрого спавна бандитов и военных, которые сразу вытесняют сталкеров с кордона
Спавн сейчас и так кругом выставлен на 4 игровых дня, но НПСи не ограничение локациями, и часто могут бистро подходить с ближайших локаций когда где то освободилось место которое представляет интерес для этой группировки. Но могу попробовать немного уменьшить интерес бандитов и военных к некоторым позициям на кордоне.
И нпс стреляют слишком далеко, там где у меня уже туман и еле видно, оттуда нпс стреляют идеально по мне и попадают каждым выстрелом, убивая меня с двух выстрелов на сложности "новичок".
Is there any chance to add smart covers from r7?
Most likely no, you need maps from r7 for smart covers to work, and I'm, personally, don't really like smart covers that much.
Latest version 1.30 works great. Using TRX Dynamic news and TRX Ambient sounds.
Love the encyclopedia working! Thanks.
Glad to hear it! Balance is still need to be tweaked a bit. If you would have any feedback, feel free leave it here.
I can't use owr with this
What exactly are you trying to do? Standard OWR is not compatible, there is a dedicated OWR version included with it, in the option folder. Included OWR is not a compatibility patch, but a standalone version, just copy it on top of the main mod.
Oh. Didn't realize, thanks!
Not sure if it's the mod or not, yet.
An irritating problem has cropped up. At times playing all of my equipment keys stop working. 1 does not pull up the knife. 2 does not pull up secondary. 3 does not pull up primary. 4 does not pull up grenades. 5 does not pull up binos. 6 does not pull up bolts. (sorry for all that. Wanted to show that the keys work)
But the keys work everywhere else.
I can play for 10 minutes and it happens or I can play across a few real time days. Save, reload several times no problem. Load a game and nothing from them.
When I get a chance I'm going to try a vanilla run to see what happens.
Thinking this problem might be unique to me but I threw it out there just to see.
The mod is great by the way, Thanks.
Never happened to me. I rarely got random crashes, but that can be because I play it on Linux.
My mod directly didn't change anything that can affect controls. But you never know with Stalker.
If yoг use "Engine R6 (30.09.2017) + 39 fix", there is a slight chance, that it have a flaw, but I doubt it. If you don't use it, maybe you should try, maybe it fix the issue.
I have a very strong feeling it's my keyboard.I have always had some problems with it being recognized by my OS, no matter what OS it might be. And that causes a little problem with customizing the keys. I don't use that feature but it still might be connected to my problem.
Yes, I have been using the Engine+fixes.
Thank you for that.
Monolith and Zombie Stalkers, very nice.
Not a keyboard problem. It's happening to my saves after some playthrough. No matter how much you quit and restart the game, reload the saves, you may start holding a weapon, but if you swap or holster it, it's gone for good. It's a game breaker for me.
Did you use any other mods except this one? And can you give me your save in which this is happening?
! VERIFY_FAILED: Weapon.cpp[305] {CWeapon::Load} !fis_zero(zoom_cam_recoil.RelaxSpeed)
collectgarbage before=26677836Kb
collectgarbage after=19932740Kb
m_block_sprint_counter=-1
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
! VERIFY_FAILED: Inventory.cpp[1371] {CInventory::UnblockSlot} m_blocked_slots[slot_id] > 0 blocked slot [148618352] underflow
intro_start game_loaded
* MEMORY USAGE: 2775033 K
* End of synchronization A[1] R[1]
Could you fix a problem with forced sleep (happens with vodka overdose) ? It crashes all the time:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...r. - call of chernobyl\gamedata\scripts\sleep_dep.script:195: attempt to perform arithmetic on global 'coeff' (a nil value)
stack trace:
0023:00BC244C xrCore.dll, xrDebug::fatal()
0023:6EB0266D lua51.dll
0023:6EB2319A lua51.dll, lua_sethook()
0023:6EB22A9C lua51.dll, lua_sethook()
0023:6EB230C3 lua51.dll, lua_sethook()
0023:6EB2A71D lua51.dll, lua_loadx()
0023:05F14104 xrGame.dll, CDialogHolder::operator=()
0023:6EB02C37 lua51.dll
0023:6EB07246 lua51.dll, lua_pcall()
0023:0625F586 xrGame.dll, CDialogHolder::operator=()
0023:05FEAA53 xrGame.dll, CDialogHolder::operator=()
0023:0627353C xrGame.dll, CDialogHolder::operator=()
0023:062736FC xrGame.dll, CDialogHolder::operator=()
Also, could you bring a compatibility patch for TRX Fresh Start ?
Thanks
"Could you fix a problem with forced sleep (happens with vodka overdose)?"
Fixed
"Also, could you bring a compatibility patch for TRX Fresh Start ?"
It causing some problems I didn't manage to resolve yet.