Add addon Report CoC Zone Overhaul v1.4 [Addon pack for CoC 1.4.22]
Location
Addons
Filename
CoC_Zone_Overhaul_v1.4.zip
Category
Singleplayer Map
Licence
Public Domain
Uploader
renard162
Added
Updated
Size
1.01gb (1,083,494,375 bytes)
Downloads
462 (1 today)
MD5 Hash
8f9fb6a95d2be49089941a4411a5fc23
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Description

This addon-pack was designed to people that don’t have enough time to play a “farm-focused game” (like Misery, where you need to play many hours to make a little advance in game) but want a hard game in combat, both versus other humans (AI) or versus mutants. A little slip-up and you’ll be dead and reloading last save.

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CoC Zone Overhaul v1.4 [Addon pack for CoC 1.4.22]
Comments
SLV550
SLV550

epic

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SonofX51
SonofX51

Ill probably be using this on a new playthrough, curious though, is the damage enemies take about the same as the player (same HP and same defense system)? It's the one thing that irks me with some mods when i need to unload into an unarmored bandit but they can 2 shot me with a MP5. I don't mind dying fast but i want it to be fair :P

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renard162 Author
renard162

I tried to do this (and I do my best to) but it's impossible to achieve a game 100% accurate in terms of damage of player and NPC.

Players use armor, has bleed and are affected for environmental damage, NPC not. NPC has parameters analogue to player armor but its different. The appearance of NPC don't mean that NPC was using that armor or has that defense but it's indicate the rank of this NPC.

For example, if you see a exoskeleton it's not mean that NPC was using exo but its mean that NPC has a high rank and probably his defense attributes has high values.

For this reason is impossible to make NPC 100% equal player unless someone remake NPC system to make his resistances equal (in terms of values) player armor but it's possible in actual game to pass the impression of NPC having that armor, and that was what I tried to do.

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SonofX51
SonofX51

Oh I see, gotcha.

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sawko
sawko Reply Good karma Bad karma+2 votes
renard162 Author
renard162

I see this bug occur with Dodge these Gnomus scopes if I use texture detail in 50% or below. Try increase texture detail bar above 50%. (put the texture detail in max config and reduce texture quality until the bug occur again to know the "sweet spot" for this configuration).

If it's not work, try to reinstall the pack without Gnomus scopes. (you can continue your saved game normally)

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Skywing2966
Skywing2966

Does it work with Warfare?

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renard162 Author
renard162

I tested warfare here and there no conflicts. At least in my tests I didn't saw any bug occur.

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Skywing2966
Skywing2966

thank you

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mnemonick
mnemonick

Hey, Marked One -- interesting compendium of tweaks you got there! (/Sidorovich) ;D

I've noticed what appears to be a typo in the hardcore_AI_aim script on line 17:
you have " hardaim_initvalinitval = false " when (I believe) it should just be " hardaim_initval = false "

Note: I haven't loaded your tweaks yet, I was looking at various hardcore AI aim fixes since I just discovered that hardcore AI aim doesn't actually work in 1.4.22, lol! :D

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renard162 Author
renard162

Thanks for the warning, I revised the file and uploaded it again.

Unfortunately my vacation is over and I'm back to work and for this reason the development of this pack will be slowed.

About the hardcore AI Aim, initially I mounted a script that set the values every load (function on_game_load()), the problem is, eventually these values are changed to default (and I don't know why). The solution that "ssregibility" found (and the reason that I use his script and not my own), he set the variables to adjust hardcore AI on first key press after game load, and remember, you need to press a button when load finishes.

With this workaround solution, even if the bug that sets the values to default on load occur, these values will be changed immediately.

I tried to read "enable_hardcore_ai_aim" variable in axr_options.ltx to enable/disable this script with config options using axr_main.config:r_bool_ex (like what I done with "enable_restrict_travel" on fast travel script line 206) but mysteriously the game crashes during load if I use it in hardcore AI Aim script.

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mnemonick
mnemonick

Thanks for the info!
I've always had Hardcore AI Aim "on" in CoC's menu but I didn't know it wasn't working. Checking out your Zone Overhaul addon is actually how I learned about that, lol :D
Which led me to ssregibility's scripts. His AI_aim script is what I'm using now, with a few tweaks of course!

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bravocorp
bravocorp

Can you make a grenade hotkey?

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renard162 Author
renard162

Great idea.

I don't know if it's possible in this game version but I'll search for it and, if it's possible, I'll try to implement in next version.

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Guest
Guest

Does this work with Outfit Addon and Lost to the Zone?

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renard162 Author
renard162

Both addons will conflict with this pack and probably will broke everything.

OA will conflict with all armor balance that I made because all armors were tweaked (even with simplified armors because I used the armor base of CoC vanilla).

Lost to the Zone will conflic with many other aspects like many combat stats (m_stalker.ltx for example) and many items (artifacts, quest items and consumables).

In other words, install any of these addons on this pack will break your game. Sorry.

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CoveredCamp
CoveredCamp

excuse me but, would you mind to show me how to change pistol/SMG bullet wight????.

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renard162 Author
renard162

Sure, you need to edit one ltx file in "gamedata\configs\weapons" but witch file I can't tell because depends of mod that you're editing.

In vanilla game the file is "weapons.ltx" and in AO the file is "weapon_ammo.ltx".

Basically, to discover witch file to edit, enter in "weapons.ltx" and search for the files with "#include" and search witch file is the correct (sorry but there no easy way to do this).

When you discover the file that store the ammo information, search for the ammo type that you want to edit (for example the russian 9mm called "ammo_9x18_fmj" for normal version or "ammo_9x18_pmm" for hollow point version). On the section of your ammo, search for the variable "inv_weight". This variable say to game the weight of full ammo box of this ammo type in kG, just change this value to change the weight of your ammo.

The box size can be found in "box_size" variable of the same ammo and editing this value changes the ammo weight too because each bullet weight is calculated dividing "inv_weight" for "box_size", but, changing "box_size" will change the ammo price too because the cost is calculated over the box size like the bullet weight.

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CoveredCamp
CoveredCamp

Thank you very much.

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SonofX51
SonofX51

So I've been playing a bit, and the Search and Rescue missions from npc's causes a crash everytime you tell the hostage to come with you, it dings the mission updated then crashes (unhandled exception). I'm not sure why this is happening, but the only way out of these missions seems to be to fail them. Any idea for a fix? I don't have any other modifications installed or modification to files, just straight from your overhaul zip.

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renard162 Author
renard162

Sorry for the long time, this bug is really hard to replicate.

On this addonpack I don't modify any quest related aspect of the game, for this reason this bug certainly exists in vanilla.

In my tests the bug occur when you get a rescue mission, the quest receiver die and the game fails to register the mission failure due his death. When this occur, when the mission updates (usually when you get the hostage) the game crashes.

I think, the cause of register failure is Alife simulation enabled to entire map (this is the only possible modification that can cause the problem).

Unfortunately i don't know how to solve this problem in a save, but, to prevent the bug, I think the way is to disable the full Alife simulation by deleting the "_g.script" in "gamedata\scripts". It will cause the game to load the default "_g.script" that will limit the Alife simulation to your map and linked maps (other positive side effect disabling this is, it will increase the game performance).

Obs.: I,ll put the "full Alife simulation" as install option on next update (like the gnomus scopes) because it's causing more problems than advantages.

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Mmmmmmmmmmmmmmmhm
Mmmmmmmmmmmmmmmhm

What Master mode wished it was on Clear Sky

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rudy9
rudy9

what artefact do i need for fast travel , it says artefact missing

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renard162 Author
renard162

Very strange, this script only check (with these option enabled) if the player is overload, if the player still in combat (with an enemy seeking for him), if there a psy storm/emission or if the player still in a restricted area. There no check for equipped/acquired artifact.

Can you inform more details about the message ? Like possible other installed addons, location that it's occur and exact message displayed when you try to fast travel ?

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Guest
Guest

Its compatible with arsenal overhaul or it it conflict with this mods?

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renard162 Author
renard162

Arsenal Overhaul is a main addon on this pack. You don't need to install it, it's alredy included in pack.

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-_AlexV_-
-_AlexV_-

Is Smurth's Dynamic HUD compatible with this modpack? Also,this modpack needs some of Tronex's addons.For example,TRX Sounds Revamp,TRX Fresh Start,etc.But I don't know if you can implement them

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renard162 Author
renard162

Initialy I'll write here how to solve the compatibility issues with Dynamic HUD, but I prefer to update the addon pack.

Now, answering your questions:
1 - The updated pack include a file that solve the compatibility issues with dynamic HUD addon. I create this solution because Dynamic HUD represents part of the play style that this addon pack represents and some people maybe want to include in their game.

2 - Unfortunately TRX addons are much more complex and I cant grant compatibility with. I do not include this in original pack because it's changes the game drastically and the objective of this pack is to preserve the feel of the vanilla CoC (except for the addition of AO and the re-balance of combat and economics).

Try to test possible compatibility with your favorite TRX addons and feel free to ask for help here. If I can solve any problem I'll help. Unfortunately I'm too busy these days to check the compatibility with these addons (this process involve much tests and I'm out of time due my work).

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Gleb_AA-Gun
Gleb_AA-Gun

ARM is a really cool factions better than CORE. Also nice pack, may use it once I play CoC again!

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renard162 Author
renard162

I hope you like this pack. Any problem/question, I'm here to help.

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Mr.Greenway
Mr.Greenway

Are any of the DoctorX mods compatible with this?

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renard162 Author
renard162

- DoctorX Dynamic Anomalies 2.1 [CoC 1.5 / 1.4.22] will work with no conflicts.

- DoctorX Dynamic Faction Relations 1.8 [1.4.22] will work normally but the modified PDA relations table will be overwritten by DoctorX version.

- DoctorX Questlines 1.25 [CoC 1.4.22] will work normally but the quest items change will be undone (the item's weight will be restored).

To use any of these mods, DO NOT INSTALL "Full alife simulation" and install DoctorX's addon after this pack (because DoctorX addons replace some files).

P.S.: I'm really considering completely remove "Full alife simulation". It's cause too many bugs with quests and other addons.

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Mr.Greenway
Mr.Greenway

OK thanks.

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SergeantDiggs
SergeantDiggs

That PDA goodwill display is very useful. I think it would be cool to get permission to post your version as an addon so that others can use it.

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renard162 Author
renard162

By my side there's no problem taking this script, but that's not all my work.

I used the pda_relations_tab:Reset() function from "[1.3+patch]pda goodwill display" for Last Day as base to this script and tweaked to compatibilize with CoC 1.4.22 and show exactly discount level.

If you publish this addon, please, refer to original addon page:
Moddb.com

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SergeantDiggs
SergeantDiggs

I worded my comment wrong. What I meant to say was for you to get permission from the OG Addon maker to post your ported version in the addon section. I wouldn’t want to take credit for your modifications.

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