Description

Rhons' complete modular repack for a vanilla installation of Call of the Zone v1.2, optimized for convenience and fun rather than for difficulty. Comes with core repack and optional add-ons.

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Rhons' Modular CotZ Mod Repack v1.3 (Abandoned)
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SpecShadow
SpecShadow - - 685 comments

Sounds like good pick for the first time with the project...

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Rhons Author
Rhons - - 196 comments

I’m currently aware of a few bugs as I was careless and didn’t use up-to-date downloads of a few add-ons. They will be fixed and re-uploaded in around twelve hours of this comment.

Current Issues I’ve heard of:
Item Overhaul missing UI icons (FIXED)
Some Tiered Artefacts not being detected
Missing Stalker Names (777 and 356(?)) (FIXED)
Some Item Overhaul Items are not spawning on bodies

EDIT: Two issues resolved. Re-download and overwrite files when prompted.

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BeeTLe_BeTHLeHeM
BeeTLe_BeTHLeHeM - - 35 comments

I don't know if someone else had the same issue, but using:

- Immersive Fast Travel
- Rhons' CotZ Mod Repack (latest) + IFT compatibility files

caused a CTD when talking to the barman.

I've solved the issue editing the character_desc_bar.xml file, replacing

<actor_dialog>ka_travel_dialog_barman</actor_dialog>

with

<actor_dialog>ka_travel_dialog</actor_dialog>

as in the original mod.

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Rhons Author
Rhons - - 196 comments

This repack already has Immersive Fast Travel, so both fast travel scripts probably conflicted and one overwrote the other.

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SteamMod
SteamMod - - 156 comments

Maybe you added this already, but I did not check
ManGun fix
Moddb.com

It is not needed if you are a Stalker, but without it, other factions such as Military cannot get their stuff fixed by ManGun

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Rhons Author
Rhons - - 196 comments

I have already added the fix as it was part of my New Variants Mod.

Moddb.com

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Rhons Author
Rhons - - 196 comments

Should your game have any issues upon installation, next update will include one of my own saves so you can compare whether your own saves have any issues or not. Additionally I will include the next version of my Quest Expansion Add-on.

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Rhons Author
Rhons - - 196 comments

Mod Repack is now v1.2. Read the release notes in the add-on’s description or within the ReadMe.

For information on the saved game, it is in a well-developed state of progress. You will have a maxed-out Mercenary Exoskeleton, 270-360kg Carry Weight (three Flawless Dragon Eyes), lots of filled stashes around the Zone, around 3 million ru, and 13 Monolithian Companions armed with M134 Miniguns and Gauss Rifles.

A word of note is that there is a squad comprising of 15 elite Bandits roaming the map somewhere — Be careful! Additionally, the area around Cleric and Krolik may be laggy due to a large amount of items in the base within player-made Stashes.

Remember that the included save file only works if you have the BETA Tiered Artifacts!

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Rhons Author
Rhons - - 196 comments

Mod Repack at this date does not feature the new Armor Expansion that is offered in the New Variants Mod. When that optional add-on is completed, it will be added into this repack. The work-in-progress add-on is compatible with this Mod Repack.

Moddb.com

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Guest
Guest - - 694,024 comments

I didn't installed the optionals with that in mind I encountered two bugs with this pack.
1) Near a fire anomaly there was an invisible artefact that couldn't get even with swarog detector.
2)NWG for swarog doesn't work. I had a 1st night vision helmet.

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Rhons Author
Rhons - - 196 comments

I noted that with the NWG with Veles/Svarog does not work on higher graphics due to increased light glare compared to DirectX 8’s settings. It’s a small inconvenience but it is the limitation of that add-on.

As for the invisible artifact, which artifact was is? Did you get a Companion to loot it for you?

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Guest
Guest - - 694,024 comments

Oof, it was in garbage that fire anomaly next to the bus and the heckcopter. The thing i don't know which artefat was it as even with veles out it didn't show normaly on the ground and also didn't show on the veles. Hope it helped.

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Doomex
Doomex - - 2 comments

In case guest text doesn't show up in time:
Oof, it was in garbage in that fire anomaly next to the bus and the heckcopter. The thing is don't know which artefat was it as even with veles out it didn't show normaly on the ground and also didn't show on the veles. Hope it helped.

Oki finally made an account. I wanted to edit that nwg for swarog doesn't work i think because it wasn't in your mod pack. I went to the official mod and download it and pase it into your modpack but it didn't showed any overwrite process.
I also remember i plaid with nvg swarog on cotz with dx9 and worked.

Also your mod pack is awesome i really like how you made it and i have a hella great time in it.

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Rhons Author
Rhons - - 196 comments

Some artifacts from the Artifact Expansion Add-on are only detectable with a Svarog, not a Veles. I’ve double-checked the vanilla artifacts for that.

I will properly add the NVG Detector visibility mod soon, along with updating the mod repack to v1.3.

Version 1.3 will include the latest patch of Repeatable Quests, latest patch of New Stalker Variants, the aforementioned bug fixes you’ve pointed out, and general quality of life improvements.

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Rhons Author
Rhons - - 196 comments

At the moment, although it is technically Version 1.3, I am making a lot of stealth edits as I constantly find content that I've missed to re-include in the modular version of the repack. Apologies in advance for any crashes or constant re-downloading to keep on track with the latest version of Version 1.3.

One current issue is that there is an issue relating to "pri_b35_merc_grenade_launcher_1", who is supposed to be Gaiduk of Freedom in Jupiter, but I am unable to figure out what is the issue. It causes a complete crash.

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Rhons Author
Rhons - - 196 comments

Bug fixed — Immersive Fast Travel replaced a newer, integral file with an older one. It should now be compatible and thus this specific issue is resolved.

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Rhons Author
Rhons - - 196 comments

As of May 16, if you get any crashes related to Artifact Expansion, please go to gamedata > configs > drx and delete drx_ql_items.ltx. It will resolve the crash as it is an unnecessary file.

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gamemasterme
gamemasterme - - 14 comments

Can you reveal how you managed to get AO3, items overhaul, and Artefact expansion to all work together correctly? I've installed the mods and patches in a lot of different orders and I keep getting the UI icon problems you mention.

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Rhons Author
Rhons - - 196 comments

Which items exactly are missing their UI icons? Is it artifact expansion?

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gamemasterme
gamemasterme - - 14 comments

When I install with Item overhaul's patch last, artefact icons are missing, and when I install with Artefact expansion's patch last, the item overhaul icons are missing or incorrect. To be clear, this is with just the three vanilla mods, not your mod pack. The mod pack works fine, I'm just more looking for an experience with a more toned down vanilla-ish death-generic.ltx

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Rhons Author
Rhons - - 196 comments

Okay, so you’re saying that installing the add-ons separately is causing issues?

Artifact Expansion is installed last and it only works if both AO3 and Item Expansion are installed together. That being said, if the UI is still wrong, I can look into it on its page.

If you say that the modpack works correctly, then this page is the wrong page to post.

Anyway, to answer your question, I used paint.net to edit the equipmrnt.dds file to keep the artifacts and the recent Item Overhaul additions together. It is located in gamedata > textures > ui .

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nothatmotivated
nothatmotivated - - 18 comments

I probably put the mods in a bad order, but here is an error I got

FATAL ERROR

[error]Expression : no_assert
[error]Function : CXML_IdToIndex<class CPhraseDialog>::GetById
[error]File : E:\STALKER\X-Ray Source\X-Ray_CallOfChernobyl\src\xrServerEntities\xml_str_id_loader.h
[error]Line : 112
[error]Description : item not found, id
[error]Arguments : ka_travel_dialog_yantar

stack trace:

0023:00BA46A3 xrCore.dll, xrDebug::fail()
0023:0A226701 xrGame.dll, CDialogHolder::operator=()
0023:0A2257C1 xrGame.dll, CDialogHolder::operator=()
0023:0A3EAA0D xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:09E443E7 xrGame.dll
0023:0A3EADCE xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:0A3EA95A xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:0A3EB55D xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:09F277DD xrGame.dll, CDialogHolder::operator=()
0023:0A1C609E xrGame.dll, CDialogHolder::operator=()
0023:004596C2 xrEngine.exe, CInput::KeyUpdate()
0023:0045A01E xrEngine.exe, CInput::OnFrame()
0023:00410C39 xrEngine.exe, CRenderDevice::FrameMove()
0023:0041095A xrEngine.exe, CRenderDevice::message_loop()
0023:00410A71 xrEngine.exe, CRenderDevice::Run()
0023:00465B3D xrEngine.exe, InitSound2()
0023:004662C3 xrEngine.exe, InitSound2()
0023:004663C6 xrEngine.exe, InitSound2()
0023:00471FEB xrEngine.exe, CApplication::load_draw_internal()
0023:7765FA29 KERNEL32.DLL, BaseThreadInitThunk()
0023:777A7A7E ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:777A7A4E ntdll.dll, RtlGetAppContainerNamedObjectPath()

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Rhons Author
Rhons - - 196 comments

Gosh darn it, it’s Immersive Fast Travel again.

I will update the repack soon. In the meantime, go to the repack folder and go to ### Rhons’ Repack Core Files > gamedata > configs > gameplay. Copy and paste character_descr_yantar to the same file path as your main game’s gamedata path to the same file.

If you did not install Immersive Fast Travel, then you will either manually have to remove one string from each of the important Faction NPCs that offer Fast Travel or wait for the next patch later today.

EDIT: Problem will be resolved in the update that includes the newest release of Repeatable Quest Expansion.

EDIT II: Done.

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NoiceGuy
NoiceGuy - - 10 comments

I've just downloaded this modpack but I noticed that some icons are missing for certain items (like money or repair stuff).

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Rhons Author
Rhons - - 196 comments

Please list which parts of the add-on that you have downloaded and if they are in order or not. The issue with modular modpacks is that there are multiple combinations of add-ons that they have used or omitted, making it more difficult to get things right the first time compared to a non-customizable modpack.

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NoiceGuy
NoiceGuy - - 10 comments

Alright I knew what I did wrong, since I installed Artifact Expansion, I just had to install the compatibility patch for it.

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Rhons Author
Rhons - - 196 comments

Please let me know if you encounter any other problems with the repack!

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Rhons Author
Rhons - - 196 comments

I'm planning to abandon this modular modpack as I keep receiving conflicting reports of it either being successful and a failure due to crashes. It's too much work to try and take account for every combination of mods. I will upload my own modded Call of the Zone and leave this Modpack as outdated/abandoned. It was a good attempt, but it can be left as a testament on how difficult it is to make a fully-functional modular modpack.

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SteamMod
SteamMod - - 156 comments

Bummer its getting abandoned, I played a bit of this, but did not notice any problems.

The only thing I have a couple of questions about There is a disassembly tool, and it has a number of uses but continues to work anyway with no uses left.

Also that disassembly tool either:
1- disassembles weapon and gives a part and weapon disappears from inventory(expected)
2- get nothing from the weapon and it disappears from inventory (expected)
3- gets nothing from the weapon and the weapon stays present in the inventory as never touched (not expected).

Is #3 normal or is that weapon not added to the disassembly disappear list in a script somewhere?

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Rhons Author
Rhons - - 196 comments

A couple of weapons have that issue. Specifically SK1/SK2/SK3 variants of the AK-74 and the AK-74u. It's basically just Item Overhaul not encompassing that. The publisher of the Item Overhaul Mod here is since inactive, so we gotta deal with it.

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SteamMod
SteamMod - - 156 comments

Thanks that explains it,
I thought it might be something like that. If I get some time, I might look at those scripts or whatever (finding them is a big part of the battle) and see if they can be added.
-------------------------
Nevermind, I found the weapon lists in the gamedata\configs\items\repair.ltx

Reviewing information for that mod it mentioned something about scopes "Just be warned: don't use the Swiss blade with any gun that uses the new scopes included in Arsenal Overhaul."

This may include those rifles Im guessing/ Instead of doing bad things, the army knife just does nothing when dragged and dropped on those weapons so that is fine.

Not clear why the army knife still works when its uses are complete...

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