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COC 1.4.22 only. An extensive working compilation of various mods and some simple personal tweaks. Intended to make Stalker COC slightly better looking, more balanced in terms of gunplay, and less stringent in terms of looting and equipment. You will need to still scrap by in the early stages, but quickly find your limited only by your desire to push on into the zone and brave the dangers of human and mutant alike. This addon also provides slight boosts to your actor's ability to jump, climb over obstacles and their walking speed. All credit goes to the modding community in general and TeamEPIC, TRX and DrX in particular.
*Because of the file size the previous listed version does not seem to connect to the servers. This is the same addon seperated in two parts. This first part contains everything except textures. Both zip files are required for the compilation to work. Installation procedures below.
Part 2 is found here: Moddb.com
*AN UPDATED VERSION OF THIS COMPILATION CAN BE FOUND HERE: Moddb.com
*COMMON CRASHES AND SOLUTIONS*
1. Highly reccommended that this addon is played with 'directx9 enhanced' and with 'consumable animations' set to 'simple' or 'none' in game settings! Both of these changes will dramatically lower crashes relatd to the dynamic HUD addon. This should stop crashes related to the SEVA suit and masks.
2. I have noticed several crashes related to increasing the population settings beyond 0.25 for either stalkers or mutants.
3. And turn off the weapon heating options in game settings. They cause crashes due to the lack of animations of exploding guns in OWR.
4. Crashes occur far more frequently if you do not have STALKER Call of Pypriyat (preferably the GOG version) installed on the same computer as STALKER COC (these account for most .dll extension crashes).
*FEATURES*
*EDIT 13:40 04/06/2019: All changes should be compatiable and most will not require a new game. For those who genuinely prefer the previous version I could upload an alternative Part 1 if there is actually any demand for it. There is no need to download and apply Part 2 again.
Edit 1. Reworked the rank system a tiny bit. This is due to two factors, firstly, lower repuation means fewer enemies in this compilation (due to both the addons 'DrX Questlines' and 'A-Life Revamp'), leaving the early stages a bit too devoid of anything to shoot and loot. As such this was changed to ensure the player ranks up to Trainee as quickly as possiable (it will take a bit more time to reach Experienced and Professional). And secondly, given how much more action packed the game gets in higher repuation levels, I have made it more challenging to attain the higher levels (for example, Expert level is now on par with vanilla's Legend level).
*A new game may be required for this particular feature. It will however make starting a new game more dynamic (as Rank and Reputation level affects the type of missions you get from what I can tell).
Edit 2. I have tweaked the zombies. I found that they both spotted enemies with too much ease, and were dissapointing to put down, in that they gave little to no resistance. They are now substantailly less aware of their surroundings and can now take much more of a beating. Although headshots will still dispatch them quickly.
Edit 3. Human NPCs have been marginally tweaked. Their view is slightly curbed and their sound awareness is lower by 25%, allowing for some margin of stealth. They also may ignore mutants if they no closer than 25 meters away (which I find helps with that pesky problem where companions storm off by themselves to battle an army of mutants in some far away corner of the map). Zombies have a similar adjusted mechanic if the mutant is no closer than 10 meters away. Additionally, some human NPCs now have more RU on their person (between 5000-12500 RU) to better allow for trading.
The idea behind this mod is to provide a range of improvements that remove or mitigate some of the more unpolished aspects of COC (1.4.22). And to provide a stable compilation of compatiable mods in a single download.
A new dynamic hud, repolished original weapons and the basis of 'Autumnal Winds' are the only graphical upgrades. Both Structures and Environment REDUX addons should be compatiable with it, they are simply not included to ensure the game runs smoothly.
Most of the changes are there to provide better gunplay (by adjusting damage given and taken by the player and NPCs, see below for more details), better starting equipment choices, looting and trading dyanmics.
And most importantly; better atmosphere and immersion, in the form of changing alliances, a dynamic newsfeed, dynamic mutant spawning (based on your experience), NPC's that actually travel the zone, mutants that hunt each other, a useful torch, upgradable binoculars (life detection is a final stage upgrade), and the ability to ignite and extinguish some camp fires.
*Intended to be played with 0.25 populations for both humans and mutants (in options under 'game' tab).
*Outfit HUD will need to be disabled in 'game' options in order to Avoid a conflict with the Dynamic HUD that leads to a crash. Many thanks to user feedback from 'lanius98' in regards to that particular issue.
*Selecting the option to have weapons overheat in the 'game' tab in the options menu can cause the game to crash when your guns do indeed overheat.
This compilation is still in ALPHA so any feedback (preferably constructive) is appreciated. And if you do enjoy the setup a better rating wouldnt hurt.
Will require a new game for first time users. Happy Stalking.
-The above image demonstrates the use of Smurth's Dynamic HUD (standard gas mask variant, the different mask have different overlays), the OWR Makarov model and the pre-set HUD settings.
-The above image demonstrates what the game looks like without the gasmask, it shows off the extended range of the torch-lighting and the OWR AN94 model plus scope. And you can better make out the ammo type, firing mode and magzine count in the bottom left corner.
*How to install:
!Only to be used with a fully patched version of Stalker COC 1.4.22!
-Simply overwrite the folders within your 'gamedata' folder in the main directory, with the files provided.
-As the download now comes in two parts, do not forget to download the second part and repeat the process (there is no overlap in files, so the overwrite order doesnt matter).
-If you have a pre modded version, make a copy of that (in case you want to keep your settings for later), delete the gamedata folder, start a new game and exit, and then overwrite the new gamedata folder that has been generated.
*Custom changes include:
1. Damage to NPCs and the Actor has been reworked.
1a. Headshots are lethal 50% of the time (that chance is 75% with weaker humans and 25% with zombies).
1b. Hitting certain parts of the body causes 50% more damage (head, spine, thigh), this applies to mutants as well.
1c. Damage output is the same across all difficulties. It should take far less bullets to take down humans and mutants than in vanilla, but on the flipside, your player will quickly go down if hit in a critical location. Physical mutant attacks in particular are far more lethal.
1d. Actor damage resistance changes over difficulties (last stand time is reduced by half).
1e. Actor has a slight increase in resistance to radiation, (but it will still kill you if your not careful).
1f. Your knife can now do real damage (destroys lockboxes, wooden crates with one hit!)
*For those interested; The 'Quick knife mod' will likely not be compatiable.
1g. More than doubled the shotgun buck shot damage, After realising it was nerfed by the OWR mod.
2. Relations between fractions and mutants have been reworked.
2a. Only Bandits and Monolith are at war with everyone. Many other fractions tolerate or are neutral with each other (Freedom and Duty being the exception). However some relations change overtime (thanks to DrX's dynamic fractions mod). I have tried to ensure that all locations do not have rampant gunfights between stationary parties (eg. In Rostock between Mercs and Duty, or in Cordon between Army and Stalkers).
2b. Mutants now attack and hunt each other. Zombies for instance will try to kill flesh, boar and dogs. Snorks and Bloodsuckers do not get along. And Fractures and Burers are less prone to getting swarmed by dogs. However the more badass mutants, like the controller and psuedogiant, are generally left alone by their less dangerous mutant cousins.
2c. It should also be noted that Monolith are no longer on good terms with zombies. Although because they still have better relations than everyone else, the zombies will usually attack non-monolith enemies before they eventually turn on monolith (in a single level map).
*This is subject to change in future updates if the alterations cause balance problems, feedback on this particular question highly appreciated.
2d. See (gamedata, configs, creatures, game_relations.itx) for more details.
2e. The relations between the player and their fraction have been altered to better represent the appropiate level of mistrust between stalkers. Specifically within the Loner, Bandit and Ecologist fractions, this translates into players who pick either of those 3 fractions at a slight goodwill (eg. trade and followers) disadvantage as compared to selecting the other, more unified fractions. As your repuation improves, these disadvantages disapear.
3. Trading and Loot has partially been reworked.
3a. You can pick up outfits from the dead 25% of the time (however their condition is often terriable).
3b. The price of rifles, and ammo to a lesser degree, have been reduced (as the zone is flooded with guns). Pistols now fetch more money, but by and large are still cheap. Consumables and patches are much more expensive (and now worth something) and outfits are the most expensive items by far (they do keep you alive and allow for exploration afterall).
*Warning, all traders and barmen will still brutally rip you off when it comes to selling consumables (maintained from vanilla), my advice, sell consumables to stalkers out in the field until your reputation improves.
3c. All selling costs have been bumped by 50%, it's needed given the higher price of consumables.
3d. Stashes function on DrX's questline setup, it is not overly generous, but it is a huge upgrade over vanilla's loot system. Critically it does reward checking every box and container for little extras and it does provide those elusive upgrade toolkits in reasonable volume.
4. And lastly there are is a slight boost to the player's ability to jump, climb over obstacles and their walking speed. These changes are all found in th file: gamedata/configs/creatures/actor.itx.
***This compilation contains the following mods and addons;
1. Autumnal Winds
1a. Not all features were utilised, download the addon and use the optional files to overwrite and reconfigure to your preferences; Moddb.com
2. Original Weapons renewal v.6
3. Smurth's Dynamic HUD (AA variant, ammo and magzine displayed, hunger, radiation, and bleeding notifications)
3a. Download the addon and use the optional files to overwrite and reconfigure to your preferences; Moddb.com
*With the exception of the file gamedata/configs/creatures/actor.itx if you want to keep the customised movement parameters.
4. TRX Fresh start (partially edited starting equipment options and marginally increased starting money)
4a. Only a single weapon will be loaded so dont waste points on two guns!
5. TRX Global weather
6. TRX Dynamic News
7. TRX A-life Revamp 3.1
7a. Did not include new mutants option, download the addon; Moddb.com and use the installer to customise to your preferences, should be fully compatiable. If there are crashes, overwrite with files from DrX questlines, *EXCEPT gamedata/configs/creatures/game_relations.itx: Moddb.com
8. A-life on all levels (must be selected in game tab under options, requies game restart)
9. DrX Questlines
10. DrX Dynamic Fraction Relations
11. Corpses drop money addon
12. Outfit loot addon
12.a This compilation should also work with 'Outfit Addon' Moddb.com, however 'Smurth's Dyanmic hud' and 'Outfit loot' Moddb.com will need to be downloaded and their files used to overwrite existing files in 'gamedata' (look for the outfit addon compatability files). Keep in mind outfit_marauder.script will need to be edited back to 25% or to suit your personal outfit looting preferences.
13. Better Torch addon
14. Upgradable Binoculars addon
15. Ignite Me addon
16. Inaacurate Zombies addon
17.MK2 Artifact detector addon
18. Traders buy broken weapons addon (0% condition guns still sell for a fraction of their worth)
19. Better weapon conditions addon
20. Gore mod 1.2
21. PDA Lag fix addon
Average
7.25 votes submitted.
When it comes up when adding other files, should gamedata/configs/creatures/damages.itx not be overwritten as well?
It affects the damage bonus to certain parts of the body that this compilation offers.
It should not cause crashes however. Never caused a problem on my end.
My suggestion is make a copy or rename 'damages.itx' before overwriting in case you want to compare versions and possibly tinker around with the values yourself.
Yeah, I'm just going to use the compilation as-is. I'm not good keeping track of overwriting lots of files.
Moddb.com
Use this if you're worried about that.
Thanks!
I'm trying to use the full files of Dynamic HUD, Outfit addon, Outfit loot, and A-life revamp, but I keep messing up the overwrite order. Maybe add a numbered list of steps for overwriting if people want the full features of these mods.
Fair suggestion,
Pretty certain the order would be; 1.A life revamp 2.Outfit addon 3.Dynamic HUD (with OA compatibility) 4.Outfit loot
And for those interested in other features from Autumnal Winds and REDUX graphics packs, those should definitely be applied first (in that order).
Will test that when I can. I assume the tool posted above by Vardayn did not help?
Also, the version of OWR that comes with the pack has broken accuracy upgrades. This file will fix it. Moddb.com
Tried to upgrade binoculars and this happened:
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
! ERROR: CInventory::Drop item not found in ruck...
! CInventory::Drop item not found in inventory!!!
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'up_sect_binoc_upg_10x'. Please attach [*.ini_log] file to your bug report
stack trace:
0023:00B3399C xrCore.dll, xrDebug::fatal()
0023:04B674B9 xrGame.dll, CDialogHolder::IgnorePause()
It could be because of my overwriting, but I'm not sure.
Yeah, needed to re-add upgradeable binoculars. Also, seeing if Outfit Full Upgrade and Maximum Weapon Upgrade will work.
EDIT: Nope, lol! It was worth a try...
Maybe add this in the next update? TRX Zone FM: Moddb.com
It would be cool to listen to the music I have while curb stomping Monolith forces.
Artifact Expansion would also be nice.
Ok, this would be awesome integrated into the addon:
Moddb.com
Nvm, no compat patches for OWR.
I always get an error if I try to equip the seva suit:
Puu.sh
This pack is the tipping point for me, I'm finally working on my own compilation, using your listed order as a general guide. You'll be top billing for inspiring me. Thanks so much for this wonderful compilation, I will keep coming back to the one that helped make up my mind.
Peace!
SargentDiggs,
glad this inspired you to create your own addon. Ultimately, contributing to the modding community and players behind Stalker Call of Chernobyl was the point of this complilation.
Thanks for posting your crashes, even though you ultimately fixed the problem yourself.
To those who have downloaded this addon,
I haven't had acess to my computer for most of summer, hence the lack of updates, but will attempt to have a more stable version out in the next few weeks. As I suspect most if not all crashes are related to the 'dynamic hud' addon.
Anyfeed back on crashes to that end would help narrow down the problem (you can always paste a crash report into notepad, after a crash to desktop).
Whatever mod changes the screen when you put on a helmet is causing instant crashes with an error, not sure why. If it is a gas mask, seva suit, exoskeleton are the ones I have tried atm that instant ctd my game. going to try removing the mod files to see if that fixes it.
I have tested my own version (with the Dynamic HUD addon) and it doesn't crash if the 'consumable animations' in game settings is set to simple or none regardless of what mask or suit is equiped. It should help stablize the compliation.
I will reinstall and test it out. I will post if it works, it may be a while tho, but otherwise this was great fun.
I will likely post a revised compilation in the next week, the complilation should be more stable from what I see in my test runs.