Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!
Adjusts zoom levels to fit fields of view 75, 83, and 90 for all the weapon packs, as the default values are set for an FOV of 55.
This addon will likely be deprecated for newer versions due to the implementation of a new zoom system in Call of Chernobyl as of version 1.5b r5. It will continue to remain for Call of Misery.
Это дополнение, вероятно, будет устаревшим для более новых версий из-за добавления новой системы увеличения в «Call of Chernobyl» по состоянию на версию 1.5b r5. Оно будет продолжать оставаться для «Call of Misery».
In the mod archive are two folders for each weapon pack: more realistic zoom levels and scaled to FOV.
More realistic zoom levels, which is currently only available for Arsenal Overhaul and its Call of Misery port, aims for the following:
Scaled to FOV simply scales the default values to higher FOV values. The zoom levels are lower but keep the same ratio as the old zoom levels.
Instead of more realistic zoom levels, STCoP has an option for no zoom on iron sights at all. It is unlikely to recieve an update due to the oncoming release of Chernobyl Weapon Pack.
The hud_fov console command can be used to change the distance of the viewmodel, thus avoiding gaps in the weapon model.