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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 second part only contains textures. Both zip files are required for the compilation to work. Installation procedures below.
Part 1 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*
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).
*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. 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 first 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 TRX'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
83 votes submitted.
I have found a bug where if you wear an helmet or a suit with an incorporated elmet the game crashes,aside from that great job
If you know the specific name of the suit that causes the crash, Ill see if I can fix that (perhaps I made a mistake appyling Smurth's HUD).
Thank you for the heads up. And glad to hear that the compilation does work.
It was all the suits and helmets,i disabled the suit hud option and now it's pretty stable.
Have considered uploading a new version with a different arsenal mod?
Still,awesome job chap!
Well, thanks for the feedback once more.
As to different arsenals, I originally was using Arsenal Overhaul, however because all the new guns unbalance the game in looting, shooting and trading (I also hate how low level NPCs also suddenly have high end scoped battle rifles). The higher selection of guns just causes more problems than its worth.
The beauty of OWR is that it provides better models and sounds, plus a few little tweaks without upsetting the delicate balance of weapons the original SOC designers painstakingly created. I feel the original weapon selection was probably one of the best in Video game history (With Far Cry 2 being the only better example that comes to mind).
I am personally just starting to use STCop, and might upload an alternative compilation pack sometime in the future.
Thanks mate,keep up the good work and I can't wait for your next compilation,cheers!
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i love it...but when i wear helm or armour (i think its Smurth's Dynamic HUD) game is crushing.Using only the zone revisited mod pack (2 parts)
maybye some1 can help me with this
Expression : P != pathes.end()
Function : CLocatorAPI::get_path
File : LocatorAPI.cpp
Line : 1577
Description : $textures_ui$
stack trace:
0023:0084E090 xrCore.dll, CLocatorAPI::get_path()
Maybye some textures gone ?
I fixed it :) just dl dynamic hud and istalled it after modpack everything works well :)
Thank you very much. I had the same error.
Getting an unfortanate number of crashes. any way to optimize it? (still had alot of fun when it was working)
I run it on directx9 (enhanced), weapon overheating turned off, and with 0.25 for all population settings.
If that doesn't help, any description of the type of crash your experiencing would be appreciated.
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).
Expression : P != pathes.end()
Function : CLocatorAPI::get_path
File : LocatorAPI.cpp
Line : 1577
Description : $textures_ui$
stack trace:
0023:0054E090 xrCore.dll, CLocatorAPI::get_path()
0023:0566F156 xrGame.dll, CDialogHolder::IgnorePause()
0023:6D6FED79 MSVCR120.dll, _crtFlsGetValue()
0023:6D6FED79 MSVCR120.dll, _crtFlsGetValue()
0023:6D6FF8C7 MSVCR120.dll, wcsnlen()
Same goes for me mates... it can be fixed by switching off Dynamic HUD but it will lose its effect of wearing a gas mask in first person view.