Description

COC 1.4.22 only. An updated, extensive, and fully working compilation of 20+ addons and some balance, trade, and damage tweaks. Intended to make STALKER COC slightly better looking, more tense and challenging in terms of gunplay, and less stringent in terms of looting and trade. You will still scrap by in the early stages, but once you can afford the right equipment, guns and ammo, you quickly find your limited only by your desire to push on into the zone and brave the dangers of human and mutant alike. The addon is more difficult than the previous version (and more difficult than Vanilla 1.4.22), but without sacrificing the player's ability to explore, and tries to provide a "survivor's thrill" after each tense gunfight or hunt. The addon carries over the slight boost to your actor's ability to jump, climb over obstacles, fast walk / jogging speed, and makes your knife a functional box opener. All credit goes to the modding community in general and TeamEPIC, TRX and DrX in particular!

Preview
"The Zone Revisited" 2.06  - Compilation Pack - COC 1.4.22
Post comment Comments  (0 - 50 of 74)
cmp100
cmp100 - - 280 comments

wow.must be tried.

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cmp100
cmp100 - - 280 comments

Can you tell me what maximum settings i can do?Thanks.

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cmp100
cmp100 - - 280 comments

Sorry I didn't read everything. DX9 enhanced.OK.

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leonvk Author
leonvk - - 155 comments

You can always try to up the settings to max, but both directx 10 and 11 are notoriously buggy with this version of COC.

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leonvk Author
leonvk - - 155 comments

UPDATE* 14:00 12/09/2019! My bad, I accidently left incorrect parameters concerning AI aiming and reaction times in the file "gamedata/configs/creatures/m_stalker.itx".

Use control F to find this parameter: "FireRandomMin", and change the following lines into these settings (or tweak them as you see fit).

FireRandomMin = 0
FireRandomMax = 3
NoFireTimeMin = 0
NoFireTimeMax = 3
MinMissDistance = 10
MinMissFactor = 0.1
MaxMissDistance = 150
MaxMissFactor = 0.5

PS: You can easily use Notepad to edit any .itx file (but you may have to change the file's security rights in properties in order to save the change).

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leonvk Author
leonvk - - 155 comments

This update has been incorporated into the file download since 00:15 13/09/2019.

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configfigfig
configfigfig - - 4 comments

Thanks
i'm from vietnamese and i love this mod
but Why does my game always crash when Dynamic Hud is turned on?
What did I do wrong?

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leonvk Author
leonvk - - 155 comments

Once the option for dynamic HUD shows up, try applying selecting it and then immediately exit and restart the game.

Also are your animations set to simple or none?

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configfigfig
configfigfig - - 4 comments

ah, it's ok.
I forgot to adjust FOV to 75

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leonvk Author
leonvk - - 155 comments

Good to know that the FOV does matter. Will add that to the description.

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Guest
Guest - - 689,404 comments

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 'ecolog_sim_squad_advanced_1e_2ls'. Please attach [*.ini_log] file to your bug report

getting this error every time i try to start the game

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leonvk Author
leonvk - - 155 comments

Are your population settings both at 0.25?

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Guest
Guest - - 689,404 comments

nope.
is that the problem?

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leonvk Author
leonvk - - 155 comments

When you get errors refering to 'squads' that is the reason.

In the description, under the section about the various addons in the compilation, check 'Desolation' addon, it explains how to modify the download so you can play with increased population settings.

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Guest
Guest - - 689,404 comments

will do.
thanks for your quick help man, appreciate it.

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leonvk Author
leonvk - - 155 comments

I just tested it, and you can alter the population settings once you start a new game (I added a few lines to the Common crashes section), if the settings are at any other option than 0.25 starting up a new game, it will crash.

Wil try to correct this issue in a future update.

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Guest
Guest - - 689,404 comments

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Vardayn
Vardayn - - 269 comments

hi, can you please release a version with accurate guns?

I literally hate inaccurate guns more than anything in stalker.

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leonvk Author
leonvk - - 155 comments

I could release a 100% accuracy version in the future. In the meantime, a possiable short term fix is to alter the hit_probablity to 1.0 in the files related to the weapons you would like to use.

Those files are found here: gamedata/configs/weapons
The files look like this: w_ak74.itx, w_colt1911.itx, w_pkm.itx, etc

I should warn you however that it will also drastically increase the accuracy of your enemies with the same guns.

A quicker alternative, is to alter the hit_probablity in the file actor.itx (gamedata/configs/creatures) from 0.9 to 1.0, although I do think it will not provide 100% accuracy as it is offset by the accuracy of the various guns.

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Vardayn
Vardayn - - 269 comments

I'm seeing several lines of code:

hit_probability_gd_master = 0.75
hit_probability_gd_novice = 0.75
hit_probability_gd_stalker = 0.75
hit_probability_gd_veteran = 0.75

cam_dispersion = 1.0 cam_dispersi
cam dispersi

Which ones do I care about generally?

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Vardayn
Vardayn - - 269 comments

Dunno why the second series of lines broke like that. you know what I mean.

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leonvk Author
leonvk - - 155 comments

Aye I do.

Start by altering those lines in the actor.itx file, if that doesnt work for you, then move on to the weapon files. You might save yourself a lot of busy time that way.

Change the difficulty you play on (only one setting is utilised by the game at a time).

Although you might as well change all four difficulties from 0.75 to 1.0 (if you want 100% accuracy). And your good to go, there's no need to start a new game.

As for 'cam_dispersion', I have left those untouched, they define the visual kickback from recoil I think.

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Vardayn
Vardayn - - 269 comments

Can I release my finished edits?

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leonvk Author
leonvk - - 155 comments

Sure, no problem.

I assume it would be a patch edit of the actor and weapon files rather than reposting the entire compilation.

Ill add a link to it on the description once you have it posted.

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GraalOtonami
GraalOtonami - - 44 comments

! Missing ogg-comment, file: c:\program files (x86)\s.t.a.l.k.e.r. - call of chernobyl\gamedata\sounds\actor\gasmask_on.ogg

FATAL ERROR

[error]Expression : P != pathes.end()
[error]Function : CLocatorAPI::get_path
[error]File : LocatorAPI.cpp
[error]Line : 1577
[error]Description : $textures_ui$

stack trace:

0023:0054E090 xrCore.dll, CLocatorAPI::get_path()
0023:046EF156 xrGame.dll, CDialogHolder::IgnorePause()
0023:6DF9ED29 MSVCR120.dll, _crtFlsGetValue()
0023:6DF9ED29 MSVCR120.dll, _crtFlsGetValue()
0023:6DF9F747 MSVCR120.dll, memcpy_s()

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leonvk Author
leonvk - - 155 comments

Not a problem I've ever come across I'm afraid. However I do often get sound errors (.ogg crashes) when I try to port new guns, it seems the sound file stated in the gasmask parameters file can't be found / linked. Possiably because there are conflicting files for the same item.

Did you add sound files into the pack? I can only suggest deleting the sounds folder (within the gamedata folder) and replacing it with a clean version from the compilation download (do not simply overwrite that will not solve the issue).

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GraalOtonami
GraalOtonami - - 44 comments

I created a fresh install of the game, update and mod in that order.
Upon trying your suggestion, I got the same error.
[Edit: I should really read ahead, updating now, I'll let you know if it works.]

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leonvk Author
leonvk - - 155 comments

With the latest download, it should hopefully now be as simple as overwriting a clean gamedata folder (delete gamedata, start a new game, and then exit COC) and the fsgame.itx file (make a copy before overwriting just in case) in the COC 1.4.22 root directory.

It should also help streamline selecting the various options in the game tab that are compatiable with the compilation. However, setting the animations to simple or none is a must and starting a new game with 0.25 population is still recommended.

I hope that helps you getting it working.

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MacBradley
MacBradley - - 600 comments

This means a reference from the fsgame.ltx file is missing. This file is easy to miss, since it's outside (and parallel to) the gamedata folder.

You'll find it in the CoC root directory.

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leonvk Author
leonvk - - 155 comments

Thanks for the clarification.

The most recent update includes the appropriate fsgame.itx file. I hope that helps anyone who has yet to get the compilation to work.

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MacBradley
MacBradley - - 600 comments

No problem. I've been modding Stalker since Clear Sky came out. I got a lot of practicing breaking things and figuring out crash logs!

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leonvk Author
leonvk - - 155 comments

Thanks again, will have to check out your RCOM mod.

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GraalOtonami
GraalOtonami - - 44 comments

So Cardan won't wake up. Is this something I can fix at some point?

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GraalOtonami
GraalOtonami - - 44 comments

"FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_string
[error]File : Xr_ini.cpp
[error]Line : 531
[error]Description : fatal error
[error]Arguments : Can't find variable scope_y in [up_sect_fourte_svd]"

Still no mods, any suggestions?

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leonvk Author
leonvk - - 155 comments

So you have got the mod working?

Will look into the Cardan issue.

The other crash occurs when your triyng to upgrade the SVD?

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GraalOtonami
GraalOtonami - - 44 comments

Strangely, no. I think it was when I was lending a Silencer to an NPC with an SVD.
On the subject of the SVD from Nimble though, after upgrading to the NV scope, I got this error.

FATAL ERROR

[error]Expression : 0
[error]Function : attachable_hud_item::set_bone_visible
[error]File : player_hud.cpp
[error]Line : 127
[error]Description : model [dynamics\weapons\wpn_svd\wpn_svd_nimble_hud] has no bone [wpn_scope]

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leonvk Author
leonvk - - 155 comments

Clearly will have to fix some files pertaining to the SVD.

The error logs do help, much appreciated.

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leonvk Author
leonvk - - 155 comments

Have a fix as part of a upcoming update, in the meantime here is a addon fix; Moddb.com

It will alter upgrade costs on the SVD back to vanilla, its easy enough to find those values and change them (look for 'costs').

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Marc🦈
Marc🦈 - - 821 comments

It's nice to see people still modding CoC after so long. I sadly have to play CoC as Anomaly just can't run as well as this mod.

I'll try out this all-in-one mod pack and use it for my comeback to CoC. Though it would be nice to also play Warfare here.

Maybe consider adding this feature? It works very well in CoC the last time I played it. Moddb.com (ENEMY GUN JAM V2018.10.08)

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leonvk Author
leonvk - - 155 comments

This mod is designed with more modest rigs in mind. And for those who want a quick / smaller download.

You can add warfare on top of this mod pack, however it does cause... oddities, rather than crashes. I highly recommend keeping the fsgame.itx file from this mod pack though as it is linked to the Dynamic HUD.

And the enemy gun jam addon is interesting, will check it out. That you can definitely just add on top, should be completely compatible.

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Marc🦈
Marc🦈 - - 821 comments

Ah cool. I definitely want to try out Warfare with this pack. Doesn't seem like there's much to do (outside of the basic story) as factions just seem to exist in their place.

I'm sure the gun jam would be a fun addition to this pack to make firefights more interesting.

I'll test both mods over this pack and let you know if I come across issues.

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Marc🦈
Marc🦈 - - 821 comments

Update: Yeah no luck trying to run Warfare. I'm getting CTDs whenever I try to start a new game.

Could you instruct me on how you got Warfare to work for this pack (step by step). I'd appreciate it. If not, I'll play this pack as it is.

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leonvk Author
leonvk - - 155 comments

First off make a copy of the gamedata and fsgame.itx file after you extract the TZR 2.06 zip file.

Then try the no offline combat options, and do not copy out the files ui_mm_main/ui_mm_main_16/ui_main_menu files from either the scripts or ui (found in configs) from the warfare download.

If that still causes crashes, try overwriting the fsgame.itx file from warfare (however it will definitely cause stability issues).


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Marc🦈
Marc🦈 - - 821 comments

I'll go try that out now. Thanks!

Edit: Actually I just managed to get it working before you replied back. Having used (JSGME tool) I first installed Warfare, and then your pack. It appears to work now.

I'll use your steps though if I run into problems.

Edit 2: I've used your steps and the game runs well. Albeit the desolation addon does make warfare pretty quiet. Thanks for your help!

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leonvk Author
leonvk - - 155 comments

You can remove desolation with the relevant folders in configs. the 'No Desolation-misc' folder contains one file that requries an overwrite, the 'No Desolation-scripts' folder has to replace the entire folder labeled just 'scripts'. You can simply swap them round by renaming the folders.

Good to know it the warfare combo works with JSGME.

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Marc🦈
Marc🦈 - - 821 comments

Ah got it. This'll make the zone feel more like a battlefield.

I'm also gonna try adding in these English & death voice mods since I've had a blast using them before. Hopefully, no conflicts since they're just changing character voices and on death cues to something semi-realistic/understandable.

Moddb.com - English Voices Addon (1.5)

Moddb.com - New Death Sounds (Adjusted for Setting) v.0.1

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Marc🦈
Marc🦈 - - 821 comments

Is there a way to disable the disorienting weapon sway when aiming down sights?

Edit: Eh looks like Warfare does get really unstable. I might have to end up using my own compilation of mods after all. Least this one was fun while it lasted!

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leonvk Author
leonvk - - 155 comments

Try out this dead air addon to reduce aiming sway, Moddb.com
Its designed for dead air, but I found it works just fine with this compilation.

As for warfare, the less mods it combines with the better, which is why addon compilations tend not to include it.

And thanks for the links to the English voices and death sounds, they should be fully compatiable.

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NetStack
NetStack - - 4 comments

is there anyway i can install stcop instead of owr? also great work!

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leonvk Author
leonvk - - 155 comments

I'm working on a compilation that does just that. But no, unfortunately, there is no way to change the weapon pack atttached to this addon.

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nartexar
nartexar - - 2 comments

Hi, When do you think the compilation with stcop/AO3 will be finished? and will it be the same just diffirent weapon pack? Thanks.

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leonvk Author
leonvk - - 155 comments

I wont have it completed for several weeks at best, due to time constraints. And the major difference is that the future pack likely wont include desolation.

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nartexar
nartexar - - 2 comments

Alright thanks for the reply

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