A small mod that brings upgrades to binoculars and backpacks (for Call of Chernobyl 1.5 R6 only)
- Binoculars now can have Nightvision technology and increased magnification.
- Backpacks can boost your energy and get bigger weight capacity.
Compatible with (OWR) and (Arsenal Overhaul 3) and (Backpack Expansion mod) mods, read the installation file.
Known Bug: building an instant stash from an upgraded backpack will cause the installed upgrades on the said backpack to disappear.
Changelog:
- (1.0.1):
- Fixed some typos in upgrades desc.
- (1.2):
- Added compatibility files for Backpack Expansion mod.
- Reduced the binoucluars detection speed a bit to make it less glitchy.
The mod relies on assets from Better Nightvisions and OWR mods, special thx to the creators.
Let me know if you faced any bugs or issues.
Enjoy
Wow. It's been ages since I've seen upgradable Binoculars, maybe not since SGM. But upgradable backpacks......woot! These have been needed for years. Kudos!
Hello Its support only latest version of game or it can run on 1.4.22 COC ?wold by nice if work.
This is only works for CoC 1.5 R6, since 1.4.22 version doesn't include backpacks to begin with.
However, i will see what i can do for binoculars in a 1.4.22 version.
Hi, There was an addon for 1.4 that allowed fast travel between rucksack but it doesn't work with 1.5 is there any chance you can adapt it to work with this?
Send me the link, i will check it out.
Hi, I second the above question. And is a new game required?
You should be fine without any new game, but i always recommend to keep a copy of your saves before trying it.
Tronex, nice addon for the backpack!
Btw sort of a related question.
Do you have an idea how to get binocs to have a fixed zoom instead of a scrolling zoom? Been looking into this myself but been unable to find a solution. So I think it is controlled viaa script somewhere.
Not as far as i know unfortunately, i looked into this before but haven't found any related parameters or scripts so far.
Will it be compatibile with stcop later ?
Of course ^^
But right now STCoP is only available for CoC 1.5 R4, not R6.
Once it got updated i will release a patch for it.
Is there a patch already?
Hello Tronex
Very nice idea, I like the mod very much so fare.
I have some suggestions on how to maybe improve the concept.
1st I think I found a bug:
I’m using your mod with OWR patch on a 2kg Backpack with tier level 2: +2g +5% energy regeneration
- When I use the "build an instant stash key binding" the Bag loses all its upgrades when I pick it up again. I guess the upgrade values are not or not correctly saved.
-I'm not sure if this is a general bug (making stashes and pick them up again) or only related to the quick stash key binding function.
Different upgrade options for the qualities of the Backpacks:
- Low quality Bags can only upgrade very small amount of kg and influence positively / negatively the player’s energy consumption.
- As it progresses higher maybe the best can also add-on an extra artefact container, Or can influence a small amount of ammunition (max 100 bullets per type) to stash it lighter or for 0 kg. Something like that…
Binoculars:
I always have a problem on how S.T.A.L.K.E.R. handles night vision upgrades, why do I have to choose one type. I don’t know if it would be possible by scripts, clever key binding or something to change this behaviour like this:
- Instead of choosing one night vision type the player can select the filter type, maybe an extra menu or key can switch between the 3 options.
Also it really annoys me the sound the binocular (also the red scopes of OWR) makes when it activates or identifies:
- It would be nice to make the sound identification an upgrade option to be able to silence it with an option menu or key stroke.
with best regards
Sp@wnkiller
Compatible with the outfit addon?
How about an option to combine 2 backpacks into one bigger and better one?
Perhaps also limit to only 1 backpack?
Cool idea, sounds great :)
- Like take 2 or 3 of the same lower tier backpacks to get the next better one.
To add more Complexity:
-Like armours and weapons make the bags deteriorate / decay if they get shot or damaged by the elements (fire, lighting, chemical, radiation). These damages can then be fixed by the sewing kits and by repair shop. To counter this effect, make them more upgrade options to add more resistant to various forms of damage. Basically like Armor upgrades…
- Also to stash stocks of extra backpacks in a Backpack is kind of wired and not very realistic. But I confess, I like to have always two bags in the game on my Character, one for carrying and one for making instant stashes. :)
- To spin the concept much further: a recipe like formula to get small permanent effects from artefacts because they are woollen in to the fabric. But I guess this would go beyond the basic idea and out of hands :)
WBR
Sp@wnkiller
Fantastic, Great.
Sp@wnkiller i would like to explain few things i've faced while creating this.
When i started this i wanted to create a mod that allows all kind of upgrades for binoculars, backpacks, knife and most importantly: detectors.
After alot of tests i found out that detectors can't be upgraded at all because the engine doesn't allow adding new values over the old ones.
Same thing goes for alot of parameters for other stuff (like detection speed for binoculars, hit power for knife, sounds and textures etc...)
Editing the engine is something out of my reach, if TeamEpic could make those possible then i will absolutely go for it.
I will look around to see if its possible to fix that bug.
That being said, i will try to improve everything as long as i can.
Thanks for the feedback guys.
>the substrate however has a nigative effect on wearer's muscle tone.
>nigative
Dind du nuffings, da whitey artefacts always trynna keep a brotha down.
Some minor typos aside, this is a nice fresh idea that I haven't seen yet.
WIll give this a try. This looks very amazing!! Thanks a ton.
Now.......if we can only do away with artifact slots on suits and armours and have an artifact belt system that was upgradable =)
Edit* "The mod relies on assets from Better Nightvisions and OWR mods" we need these addons to have this working?
No, you don't need them.
I'm just adding credits to the creators of the said mods.
Do you have in plan make this even for previous version of CoC?
Probably not for two reasons:
- Backpacks don't even exist in older builds.
- Binoculars upgrades are either crashing the game or not working at all on 1.4 :/ so i can't really promise anything.
This is an awesome addon. Great job!
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Wish I could un-mod my binocs. Theyre wayyyy too bright for daytime. shouldve known better.LOL.
Guess I'll buy another pair when they become avail.
I believe binocs are purchasable from main traders, you just need some luck to find any.
I get a bug where a lot of items' icons are bugged.
This needs to be added to 1.5!
Dead Air version?
Tronex, I just read your post about not being able to upgrade detectors. I seem to recall that there was an early CoP mod that did this. I can't recall which mod, but it might have been SGM 2.2. All I can remember is that the "upgrades" were done by Novikov at the Yanov Scientist bunker. A new dialog option would appear when speaking to him to upgrade equipped detectors.
He would then give a couple or a few options for improving it. This usually meant improving their detection range (detecting, tracking, and revealing artifacts from further away) and in the case of the Veles and upwards, improving display radius and maybe artifact icons.
I said SGM 2.2 because I recall an altered storyline where doing it to completion rewarded you with a special stash from the USS that included a new custom "Omega" detector that put even Svarog to shame. I distinctly recalled that Novikov found it so advanced that he could only improve its range by a small amount compared to the others.
Now I know that they weren't actual upgrades, which is why I said "upgrades". There was no standard upgrade menu - He was just swapping out your detector for a similar detector with improved functionality that could only be gained from him. This is how certain big SoC mods did it - like having the backroom 100 Rads Bar "technician" who could perform simple one time upgrades to certain weapons, but stated artificial limits ("I don't do pistols, no one wastes time with those!"). This was because it wasn't actually upgrading the same item, but replacing them with an improved variant of the same item.
So "upgrading" an AK-74 for faster rate of fire simply swapped out a plain one for a different pre-set AK-74 modified for such. Meaning multiple gun variants prepared for this purpose. Naturally they had to limit it greatly. But there's only so few detector types in game that it's much more feasible. Might be more difficult to pull off than I'm thinking though - I haven't seen another mod do this since. But it has been done. Thoughts?
Wouldn't mind seeing this added to Anomaly. Of course backpack slot to go along with it too.
Any chance you can make upgradable backpacks for Dead Air? Thanks
There's a bug with the mod that makes Nimble's goods disappear from the game.
For some reason trying to pick up an upgraded backpack crashes the game immediately. I think that's what's causing it anyway
Made sure to properly install it after AO3 with the right files
Never mind, fixed it. Think it was an issue with another backpack addon
I like the notion of binocs being upgradeable and with the nightvision mode eventually available to them, I also like the notion of backpack being upgradeable the way you have implemented it, but the thing with a backpack loosing all upgrades in case of player using a hotkey-bound hardcoded function, is pretty terrible. I mean, does it support "1.5 R6" or not?