Call of Pripyat takes you once again into the vicinity of the Chernobyl nuclear reactor that exploded in 1986. This so-called "Zone" is a highly contaminated area cordoned off by the military and now is combed through by the so-called stalkers, modern fortune hunters, in search of unique artifacts. In the role of Agent Alexander Degtyarev, who is dressed up as stalker, you have to investigate the mysterious disappearance of five military helicopters and thereby stand one’s ground against the various stalker groups.

Add file Report STCoP Weapon Pack 2.9.0.9 Patch
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STCoP_Weapon_pack_2_9_0_9.zip
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Patch
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The-Blog
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20a72eb4ddfd79153e352787f70d7e81
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Contains all files for the ST CoP Weapon Pack Version 2.9.0.9 Patch, the updated AtmosFear 3 compatability patch, aswell as my english translation. You will still need the main mod, this is just a patch!

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STCoP Weapon Pack 2.9.0.9 Patch
Comments
IDAV0LL
IDAV0LL

I'm still waiting changes on the gauss rifle ;_;

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The-Blog Author
The-Blog

Atleast you got a cool Steyr AUG3. :3
But yeah. A new gauss rifle would be nice.

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IDAV0LL
IDAV0LL

I just had one minor issue, is related with the weapons icons

Imgur.com

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The-Blog Author
The-Blog

I noticed this aswell, however it goes away once you did your first kill. Then it displays only a single weapon and that one is displayed properly. Atleast with the few weapons I tried it with.

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ralphonzo
ralphonzo

Thanks for your work bringing this to the English-speaking world. I have a concern, though. This one replaces the renderer DLLs, as you note. That means you can't customize grass draw distance with the AN4 DLLs. Is STCoP 2.9 really worth using over 2.8? The short grass draw distance is quite jarring for me...

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ralphonzo
ralphonzo

Here's the fix, taken from one of your comments from an earlier version:

"All files in the bin folder can not be changed at all! They include important edits on the operation of sights, ill-fated mp_ranks, as well as the following settings:
r__detail_density - adjusts the density of the grass. It is recommended to put 0.4;
r_detail_radius - adjustment of the range of drawing grass - from 49 to 250;
fov - angle of view, put any;
hud_fov - the angle of the weapon itself, you can experiment."

Note the new variables start with r__, not r_, so the console command needed is actually r__detail_radius. It's unfortunate it doesn't go up to 500 like AN4's DLLs, but 250 is still 5x higher than default. Looks great! Thanks again.

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The-Blog Author
The-Blog

Glad you got it figured out! :)

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Guest
Guest

I think there is a bug on the animation where you equip with both of the grenade launchers and when sprint it and stop it almost like a sudden stop of the animation

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The-Blog Author
The-Blog

Sadly not much I can do about it since I don't activly develope the mod, but rather reupload the original files and make a translation for english speaking people.
Your best bet would probably to contact the original mod authors if possible. It's definitly possible that there is an animation bug somewhere. While I don't find many bugs, there are a few here and there.

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Guest
Guest

Oh okay my apologies I'll try btw thank you for the info and keep it up my respect to you sir

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The-Blog Author
The-Blog

Thank you. Sorry I wasn't able to help you more :/

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Guest
Guest

I just cant get it open with 2.9.0.9 .Every time i try ,it just crash

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The-Blog Author
The-Blog

Did you install the main mod? This is just a patch.
Did you also follow the mod installation order provided in the description? I tried this myself and it worked fine for me.

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Guest
Guest

Do we require a new game with this version?

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The-Blog Author
The-Blog

I think you can just update your game, but tbh. I am not 100% sure. The only thing they really added was the new gun and I am not sure how the game handles the gun spawns when you add a new one during the plathrough. If I had to make an educated guess though, I would say you will be fine updating.

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Guest
Guest

I wonder why all reload sounds were replaced with empty reloads. They were working fine in 2.8. Now you hear the slide snap even if the gun wasn't empty.

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The-Blog Author
The-Blog

I don't remember that happening last time I tried this mod (which was with this version), but I also didn't specifically check for it. Next time I install the game I will try to keep that in mind and look out for it.

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Crlsdmc
Crlsdmc

Does this work with Misery 2.2?

Thanks in advance.

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The-Blog Author
The-Blog

No, Misery is a complete overhaul of the game and that includes weapons. It conflicts with this mod.

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elEscobars
elEscobars

Thank you for your continued dedication towards this amazing modpack! :)

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The-Blog Author
The-Blog

Thanks ^^
I mean it's not really a high maintanence project, so I'll try and maintain the translation and new versions as long as I can. Kinda fun having this small side project you can occasionally maintain.
Thanks again for the help with the previous update btw. ;)

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Guest
Guest

SVD, RPK, RPK-74 and SVT-40 walking and sprint animations are broken. Also RPK reload animation is wierd (look at left hand).

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The-Blog Author
The-Blog

I don't have the game installed at the moment. So I sadly can't check right now. Since I didn't make the mod itself (only the translation) your best bet would probably to try and contact the original devs (link to their site is in the description) or wait for a patch. I hope you get it resolved though :)

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Guest
Guest

Hi!

What About AtmosFear 3 Patch in Archive?
In original AtmosFear 3 "xr_conditions.script" Surge_Manager looks like that:

function surge_started()
--return surge_manager.is_started()
return surge_manager.is_started() or psi_storm_manager.is_started() or fallout_manager.is_started()
end

But patched files contains:

function surge_started()
return surge_manager.is_started()
end

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The-Blog Author
The-Blog

I am not familiar with the inner workings of the patch. I only know that it worked for me and it is from their official page. It's possible that they maybe deactivated some functionality of the mod with the compatability patch? I can't really say though, sry.

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Dendrodaro
Dendrodaro

Very late to the party, I know, but I want to thank the author of this discovery. So, that's why NPCs in my game didn't react to Psy-Storms and Fallouts! They run and hid from Blowouts just fine but just stood there idle during AF extra killer weather. Silly me, never got around to check the ONE conflicting script. After patching the aforementioned line they now behave properly.

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