This singleplayer map has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest singleplayer map.
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!
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 modest download.
Smurth's dynamic HUD (now fully working!), repolished original weapons (OWR) and the basis of 'Autumnal Winds' are the only graphical upgrades. Addons such as 'Structures and Environment REDUX' should be compatiable, as should any files that only add Textures. They are simply not included to ensure the game runs smoothly, and to keep the download from being too large.
Most of the custom changes are there to provide better gunplay, (increasing both damage levels and NPC health and immunities), allow for a more liberal stealth system, provide better starting equipment choices (using a variation of TRX's new start addon), and finally improving on looting and trading dyanmics to reduce in game grinding (trading is more profitable, but higher costs across the board, mean you will have to spend your hard earned loot).
Better atmosphere, better immersion, better than reality. The compilation offers changing alliances, a dynamic newsfeed, dynamic mutant spawning (based on DrX's work, it scales with your experience), NPC's that actually travel the zone, mutants that hunt and attack each other (a custom edit), a useful torch, upgradable binoculars (life detection is a final stage upgrade), the need to eat, benefits provided by sleep, and even the ability to ignite and extinguish camp fires in friendly locations.
That all said, even though the complilation leans towards trying to 'realisticficate' certain elements of the game, the core principle of COC being fun and statisfying are king, here, reality does take a back seat to entertainment. Some Mods, brillant as they are, have you wandering the zone controlling a painfully slow chronically obesse man, who couldn't make a dollar selling solid bars of gold because of the trade rate, this mod gives you a deadly starting gun (they all get the job done) and a swift pair of legs, its your choice to use either, or some combination of both.
This is no tourist pinic. The two biggest changes between this version and the previous compliation, is the higher difficulty, and the lower count of NPC's in the game world. Using DrX's desolation mod as a basis, the zone is reforged, not as a radiated tourist arena of never ending gunfights, but rather a no man's land stalked by mutated terrors and hardened killers. NPC's travel around on their own terms, mutants will even occasionally change position, and they rely more on ambush rather than charging halfway across the map to attack you.
There are less mutants and stalkers in the zone now (particulary in the very early stages), but you still have to keep your guard up constantly. The bodies of those you have already slain may still be there a few days after you passed through the same location last time, but those corpses are no guarantee that something even more dangerous isn't hiding in the nearby shadows.
*If your interested in reading over / downloading the previous version, the first part can be found here; Moddb.com
-The image above, shows the SEVA suit HUD and a G36 rifle with supressor (notice the breath effects that fogs up the lower half of the image).
-The image above, shows the SEVA suit HUD again, this time after it has been badly damaged (hence the cracks).
-The above image demonstrates Autumnal winds cloud graphics and the OWR mossberg shotgun model.
-The above image demonstrates the AW emmison graphics and the AK-74U wtih silencer attached.
1a. Not all features were utilised, download the addon and use the optional files to overwrite and reconfigure to your preferences; Moddb.com
2a. Ammo type damages have been altered and balanced to encourage upgrading and replacing weapons. Accuracy upgrades now make sense, given that most guns have a standard accurracy rate of 70% to 85%, although I understand some may not like this feature, it does add something when you misfire at a mutant charging right at you and have to adapt accordingly.
2b. Some weapon descriptions have been rewritten to better integrate special weapons into the compilation.
3a. This compilation uses the AA variant: Ammo and magzine displayed, hunger, radiation, and bleeding notifications, health only displayed in inventory, no visible energy bar.
3b. It does come with risk, but if the files are applied correctly, it is possiable to download the addon and use the optional files to overwrite and reconfigure the HUD features to your preferences; Moddb.com.
If you want to alter the HUD layout, overwrite with the appropiate Smurth's HUD files and OWR compatiablity files, *With the exception of the file: "gamedata/configs/creatures/actor.itx" if you want to keep the compilations modifications (besides the modifications required for the HUD to work are already in the actor file).
4a. Partially edited TRX's starting equipment options and marginally increased starting money.
4b. Only a single weapon will be loaded so dont waste points on two guns!
6a. There is a higher news frequency, edited in axr_options.itx (configs).
7a. Did not include new mutants option, download the addon; Moddb.com and use the installer to customise to your preferences, should be compatiable but may be tricky to apply correctly.
7b. *Do not overwrite this file if you want to keep the new fraction and mutant relations: "gamedata/configs/creatures/game_relations.itx"
7c. *Do not overwrite the scripts and misc folders (in gamedata/configs folder) if you want to keep Desolation settings.
8a. Allows human NPC patrols to cross into different maps (where you often see them arriving at entrances), some mutant will also migrate around the map, although to a lesser degree .
8a. *Must be selected in game options, requies game restart!
9a. There are still a few lingering minor errors during some PDA descriptions when you sell them as information. Other than that, quests work more smoothly now.
10a. A complex series of changes to human patrols and mutant pack parameters (with some custom changes) and all map scripts in terms of spawning. It makes the game far more tense due to less 'hard scripted' encounters and simultainously less choatic due to a lower number of NPCs being spawned.
10b. *If however you prefer not to use this feature, there are two folders in the gamedata/configs folder, marked with the term 'No Desolation': 'misc - No Desolation' and 'scripts - No Desolation'.
Simply delete / copy out the respective 'scripts' folder and replace it with the folder by removing the added description with the 'rename' option. The relevant 'misc' folder has a single file which overwrites the squad_descr.itx.
**However because of the way Desolation files were accidentally intertwined into the general early builds (from which the 'No desolation' file is derived), you will still get a crash to desktop by selecting population settings above 0.25 when starting a new game.
**Once in game you can change settings, but starting any new game with settings other than 0.25 will cause a crash to desktop (CTD).
11a. Game relations have been edited in this compilation, however DrX's excellent fluid fraction relations mechanics still work. Your actions in particular can cause major shifts in the relations between fractions, particulary when you gain reputation with two neutral fractions.
12a. Makes exploration and dealing with anomalies that much more interesing and that much more dangerous. Can be simply removed by deleting / copying out the files:
14a. A great enhancement over vanilla's artifacts, the compilation has also altered artifact prices to be far more vauable (although the two most expensive artifacts are now cheaper as they would provide an hug5, un-needed cash injection were you to sell one).
15a. This has been edited to allow for more RU to be looted off the dead (it provides about a 10% fraction of what the Stalker had on them prior to death).
17a. Partial usage: Soley used edited versions of the outfit.itx files from the addon, does not include the new outfits. I may attempt to integrate the entire addon in later versions.
18a. The repair options for the binoculars should now display and fuction correctly.
19a. Holster your weapon to ignite fires.
21a. 0% condition guns still sell for a fraction of their worth, although they are barely worth the carry weight.
22a. Edited so that weapons in poor condition are now the most common.
23a. Partially modified.
1a. Headshots are the quickest way to put down most hostiles. They are outright lethal 50% of the time, the only exceptions being the bigger mutants, zombies, and high ranked stalkers sporting battle helms (who can still go down with one well placed bullet, it is just a lot less likely).
1b. Hitting certain parts of the body causes 50% more damage (head, spine, thigh), this applies to mutants as well.
*Update 2.06: 1c. Generic damage has been balanced since version 2.05. It will still take far less bullets to take down humans and mutants than in vanilla, but enemies will prove a greater challenge than all previous versions (further highlighting the importance of headshots). All NPC's can take quite a beating, which makes deliberately injuring Stalkers easier and makes mutants more of a threat. For those who prefer the previous scheme, there is backup file in: gamedata/configs/creatures/, '2.05 Version-damages.itx', simply replace the damages.itx file, to restore values to 2.05.
1d. All humans are now a bit tougher (increased HP by 50), and Zombies can take a serious beating, thanks to immunity alterations. Your actor is also a bit tougher (due to the increase to generic human health) but will quickly go down if your enemies get off a lucky shot,
1e. Physical mutant attacks are a lot more lethal than in vanilla, however, you can usually take a hit and survive from even the most dangerous of them.
1f. The Actor's damage resistance (immunities) are now tied to three difficulty settings (Novice and Stalker are now the same difficulty level), you have 10% resistance in Master, 30% in Veteran, and 50% in Stalker. Additionally, last stand time is reduced by half.
1g. Radiation factors have been reworked to make sure there is a logic to using masks and environmental suits.
1h. Your knife can now do real damage (destroys lockboxes, wooden crates and some bad guys in a single hit!)
*For those interested; The 'Quick knife mod' will not be compatiable.
1i. The damage output for each type of ammo has been edited. All NATO ammo does partially more damage (simply to incentivize their use amoung those of us who never use anything other than a Russian made gun and to justify paying that much more for the ammo).
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 relations change overtime (thanks to DrX's dynamic fractions mod). I have tried to ensure that chosing to play as any fraction gives you a grace period at the start (unless you choose Monolith), for instance even as a Bandit, Stalkers are not automatically your enemy. Shoot and loot a few of them however, and you'll quickly find yourself unwelcome at most bases.
2b. Mutants now attack and hunt each other. Zombies for instance will try to kill flesh, boar and dogs. Cats, dogs and flesh do not get along. And even Fractures, Burers, Snorks, and Bloodsuckers may fight each other if their territory overlaps. However, mutants generally give the Controller, Chimera and Psuedogiant a wide berth, as you probably should...
2c. 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, but may turn on monolith (in a single level map). The zombies in the tunnels in and around Pripyat, and those in radar will still not react to Monolith stalkers (unless provoked that is...).
2e. The relations between the player and their fractions (and within fractions) have been altered to better represent the appropiate level of mistrust between stalkers. Specifically within Duty, Freedom and Monolith there is a much higer level of trust. This translates into players who pick either of those 3 fractions at a slight goodwill (eg. trade and followers) advantage as compared to selecting the other, less unified fractions. As your repuation and rank improves, these disadvantages disapear.
3a. The price of everything is higher than in vanilla. Particulary, ammo and consumables. This addon has also reworked trade so that effectively you almost always pay 3x for goods you want to buy, and barely get the full price for anything you sell. Some traders do offer slightly better deals regardless of reputation, but in the early game, everyone, except your companions, will rip you off, well, they will rip you off a bit a less anyway...
3b. Because all items, including guns sell for more than in vanilla, it is easier to make money from loot (you can easily make 7500 rubbles from looting a patrol now), however because of the higher cost of ammo, medikets, anti-rads and food, you'll find that earning repuation to reduce costs via quests and hunting mutants, can actually be more profitable in the long run.
3c. The money to be made from selling guns can be good, but the two most expensive groups of items are outfits and artifacts (although artifacts found in stashes will not fetch much). The zone is flooded with guns, they just arent all that rare in the zone. NATO weapons, and the heavier beasts like the Gauss cannon still fetch a high price, due to their rarity and higher damage output, but outfits generally cost a whole lot more. After all they allow for exploration, and keep you alive in case you bump into an anomaly, they're not simply cosmetic. Artifacts are worth hunting, not only for their cash value but thanks in part to just how useful the rebalance addon makes them.
3d. You can pick up outfits from the dead 25% of the time (however their condition is seriously damaged, after all you just shot that guy to pieces in all likelihood).
3e. 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.
3f. Some traders (located in key locations) will occasionally sell the various toolkits in case you just can't find one, and happen the have the money on hand to buy it instead.
Update 2.04: 3g. Special guns are now more widely distributed throughout the traders and key NPCs in the zone, adding over 15+ guns that were previously only accesiable through Nimble and in world pickups. You can still buy special guns from Nimble (now with correct pricing), he simply does not have the monopoly on high end weaponary any longer.
Update 2.04: 3h. Fraction trader loadouts are more diverse and balanced, to better match the level of firepower each fraction has, and to better reflect weapon preferences between fractions. For example; life detection scopes can only be bought from the scientist bunkers, and Duty, the Army, Mercenaries and Monolith have the best access to heavier firepower.
*Update 2.06: 3i. The weight limit has been changed to 50kg (not including outfits and upgrades), limiting how much loot you can pick up, and forcing the player to be partially more strategic about what to take with them. For those interestd, just like in vanilla, NPC's and followers do not have a carry limit.
4a. Reworked the rank system slightly. 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'), making the early stages mostly a dog and flesh hunting simulator. As such this was changed to ensure the player ranks up to Trainee relatively quickly (it will take a lot 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). This feature, at least personally, actually provides enjoyable scaling of hostiles and in game difficultly progression (feedback on this feature is highly appreciated).
4b. NPC detection parameters have been marginally tweaked. Their view is slightly curbed and their sound awareness is lower by 25% generally, allowing for a greater margin of stealth. NPCs, human and mutant alike may ignore (or not see each other), even when as close as 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).
4c. Most human NPCs now have more RU on their person (between 5000-20000 RU) to better allow for trading in maps and levels far from traders. The higher ranked Stalkers, in particualr, have much more money on their person (which can be partially looted, if you manage to gun em down).
4d. There is a real need to eat at least one item a day (you need to eat more, the more energy, eg, sprinting, you use). Being well fed gives you a health regen bonus, so as long as your injury isn't serious and your well fed, you will heal automatically. First aid kits keep you from dying, they should not be used to top up your health.
4e. Sleeping also provides a bonus to your actor's psychic resistance, morale, and coupled with eating, will boost health regen (even with sleep deprivation turned off). It is also a great way to repopulate a map after having hunted down the mutants, as the map spawns only reset every 24 hours.
4f. There is a slight boost to the player's ability to jump, climb over obstacles, and an increased 'jogging' / fast walk speed. These changes are all found in th file: gamedata/configs/creatures/actor.itx.
Update 4g. Inspired by Low Crouch & Prone for COC addon, for those who would prefer the actor to be able to crouch lower, open up the actor.itx file, and use control F to find these lines;
ph_box1_center = 0.0, 0.75, 0.0
ph_box1_size = 0.30, 0.75, 0.30
ph_box2_center = 0.0, 0.6, 0.0
ph_box2_size = 0.30, 0.6, 0.30
Change those lines into this,
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.30, 0.6, 0.30
ph_box2_center = 0.0, 0.35, 0.0
ph_box2_size = 0.30, 0.35, 0.30
Your crouch will now be apparent, and using the walk button while crouching, will simulate a low crouch. This will be included in a future update.
*Update 2.06: 4h. Partially sped up walking and running speeds for NPC Stalkers.
*Update 2.06: 4i. Partially reworked HUD sway while walking and crouching.
This compilation is still being developed, so any feedback (preferably constructive) is appreciated. And if you do enjoy the setup, a solid rating never hurts.
*Will require a new game!
-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 is taken without a 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.
-The above image demonstrates the dyanmic HUD's 'Tactical Helmet' mask overlay, notice that apart from the edges, the image is clearer than the standard gasmask. The weapon being held is the AK-74 with scope attached.
-The above image shows off the Autumnal Winds emmision graphics, notice the slight distortion from the emmision and the miniscule hunger notification (green circle) in the bottom left of the image. The weapon being held is the USP45, although the lighting does not do the new model justice.
Only to be used with a version of Stalker COC 1.4.12 (Moddb.com) patched to 1.4.22 (Moddb.com)!
1.Once you download the file, you will have a .zip file with a COC gamedata folder inside it.
2a. *If you have a pre-modded version, make a copy of your COC gamedata folder (in case you want to keep those settings for later), then delete the gamedata folder, start a new game and then exit the game, a new clean gamedata folder should have been generated.
2b. Simply overwrite the folders within your 'gamedata' folder in the main COC directory, with the files provided.
3. Backup then delete any previous savefiles as they can cause major conflicts. Do this before you start a new game with this compilation.
4. The downloand also includes a fsgame.itx file, that overwrites the same file in the main / COC Root directory, it presets conditions that better allows for the Dynamic HUD addon (such as disabling HUD by default). If you have not overwritten the standard fsgame.itx file with its counterpart in the download, manually set the FOV at 75, as that is the FOV that the Dynamic HUD was built on. You can adjust the HUD FOV settings to your liking.
5a. *Under the 'game' tab in 'options': Set Animations to 'simple' or 'none', set population to 0.25 for both Humans and Mutants, turn off all features that include the term HUD, turn off both Weapon Heating features. Then exit the game.
5b. Start the game again. Go back to the 'game' tab in options and check that A-life on all levels is no longer a option (this means it is working), and that Dynamic Mask HUD is now an option (which you should turn on if you want Smurth's dynamic HUD).
6. Start a new game with the compilation! If it starts up, you should be good to go.
7. Once in game, turn on A-life for all levels, once you restart the game, the option no longer shows, this means it is working (a word of consideration, it does consume considerable game memory, not recommended for low end computers).
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 completely stop crashes related to the SEVA suit and masks.
2. If Desolation is left unchanged in the compilation, increasing the population settings beyond 0.25 for either stalkers or mutants will cause a crash when starting a new game. However once a new game is loaded up, you can use the in game menu you to change the population settings safely, it is recommended that you play around with the options, (once you have loaded up a new game with settings at 0.25!) to generate your prefered level of NPC patrols and mutants.
Because of the way I have added the desolation addon the effects of population settings are less apparent than in Vanilla, but still adds considerably more Stalkers and Mutants. Simply remember to reset both population settings to 0.25 before starting a new game or you will get definitely get a CTD.
3. Turn off the weapon heating options in game settings! Once you get the compilation working, weapon overheating can be turned on (weapons merely degrade faster), but do not turn on the HUD bar. The overheating bar in particular can cause crashes.
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 1.4.22 (these account for most .dll extension crashes).
5. A non crash related problem; you have more than one character in your quicksaves, there is a tendency for reputation (and sometimes even equipment) from one game to bleed over into the other. Also when starting a new game, it is recommended you exit the game, restart it, and then start a new character. Lastly, never load autosaves, as it will cause a 'stack trace crash' every time.
6. Another non crash issue: Changing the A-life exclusion from 100 to the pre defined options, will cause the game to lag more (due to higher numbers of NPCs). Also, you'll suffer from having "patroling" enemies dropped in game right behind you. Although it is a sure-fire way of upping the difficulty that much more, if your into that sort of thing (you can edit the exclusion zone range in the file: gamdata/configs/axr_options.itx)
*7. If you want to add more mods to this compilation, 'textures' files (such as the grass upgrades in Autumnal winds) will always be compatiable, 'levels' files should also be compatiable.
keep in mind, Mods and addons which add files to any other folder could cause problems, meshes for instance, will likely upset the images you see in iventory screens, config, script and even sound changes could cause CTDs.
My advice, simply make a copy of the folders inside gamedata (minus textures, its the largest by far...) before you start adding other features, that way, you have a backup version that works.
-One of the special guns now made more readily available (since update 2.04). The AK-74U Kobra with integrated silencer.
Average
6.36 votes submitted.
wow.must be tried.
Can you tell me what maximum settings i can do?Thanks.
Sorry I didn't read everything. DX9 enhanced.OK.
You can always try to up the settings to max, but both directx 10 and 11 are notoriously buggy with this version of COC.
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).
This update has been incorporated into the file download since 00:15 13/09/2019.
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?
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?
ah, it's ok.
I forgot to adjust FOV to 75
Good to know that the FOV does matter. Will add that to the description.
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
Are your population settings both at 0.25?
nope.
is that the problem?
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.
will do.
thanks for your quick help man, appreciate it.
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.
This comment is currently awaiting admin approval, join now to view.
hi, can you please release a version with accurate guns?
I literally hate inaccurate guns more than anything in stalker.
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.
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?
Dunno why the second series of lines broke like that. you know what I mean.
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.
Can I release my finished edits?
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.
! 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()
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).
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.]
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.
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.
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.
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!
Thanks again, will have to check out your RCOM mod.
So Cardan won't wake up. Is this something I can fix at some point?
"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?
So you have got the mod working?
Will look into the Cardan issue.
The other crash occurs when your triyng to upgrade the SVD?
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]
Clearly will have to fix some files pertaining to the SVD.
The error logs do help, much appreciated.
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').
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)
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.
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.
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.
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).
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!
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.
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
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!
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.
is there anyway i can install stcop instead of owr? also great work!
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.
Hi, When do you think the compilation with stcop/AO3 will be finished? and will it be the same just diffirent weapon pack? Thanks.
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.
Alright thanks for the reply