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!
All in one HD model pack collection for CoC version 1.4.22 with some improvements. Includes all previously release faction packs.
why did the AO 3 gun icons disappear when i tried the mod
Because the mode is made for vanilla version of the game and requires adaptation to use with another mods. In this case both mods using the same ui_icon_equipment.dds file.
Hello I have editted the ui_icon_equipment.dds file with the AO 3 guns. Basically combine them, how do I send it to everyone who wanted to try out or just make a fix for AO 3?
Hi, basicaly click on '+' sign at this page Moddb.com while you are loged with your account. And thanks for the fix.
And also if you want to fully integrate model pack with AO3 you need to edit or replase character_desc_*.xml files to make NPC to use the guns from AO3. The easiest way is to delete my character_desc_*.xml from the pack and use files from AO3, but some models will be missing in this way. The most important character_desc_general.xml and character_desc_simulation as those two files keeps info for all regular PNC on any locations. And files with location name like character_desc_escape.xml responsible mostly for unic NPC on certain location.
I'd be interested in that.
Where's your plugin, bro? Can you send an address, I need him, and thank you, otherwise I'll have to spend a long time going
the models are very good but the way you linked the portraits to the characters left the game a mess, leaving the loadouts very limited and making it difficult to create dds to solve the problem because your portraits configuration is completely random compared to the original. but great mod, but needs improvement.
I was checking ui_actor_portrets, to make compatibility paths for portraits for ao3 and stcop weapons pack and you changed the characters' names, sorry I loved the mod but it made my correction impossible, could you send me a file with the characters' names from the base game and its counterparts in your mod ?for example the stalkerx in your mod is called stalkery, something that can tell me who is who
The main problem that initially I was making a model pack for version 1.5R7 and version 1.4 has has much more variables. So I tryed to replace all of them with the same number of models I used for 1.5R7. I sent you a massage on you account about with the info you are asking.
sorry for asking but in the future will there be a version for coc 1.5
he literally already did
i made this before he made it lol
Well there is a mod for version 1.5R7. 1.5R6 has some differnce that require some adoptations. As an option for 1.5R6 you can download separete pack for each faction.
I'm wondering if this would be compatible with Dead Air 0.98b? I'd really like to use this modpack.
The .ogf files will work with no problem. The issue will likely be with ui textures, so if you have modding experience you can add new icons manually or keep default Dead Air icons. And do not copy files from "config" folder, or integrate it manually. You can contact me on my profile, by sending a mesage and we can discuss steps you need to do for adaptation and how I can halp you with this.
Yes, I transferred only the meshes and textures and saw the beautiful HD models in my game immediately. Those Ecologists suits are to die for... or at least purchase! You and everyone else brought Dead Air to 2022 and I'm forever grateful.
As for the UI files, I'm not worried about that right now. The models themselves are the main content of the pack and it works.
Since this is a modified version of the hd models for Anomaly is this compatible with Anomaly 1.5.2? cause i really like this models more than Raito-x-Ray's hd models for Anomaly.
It might partially work if you just copy .ofg files, but it will not change all the models in the game as Anomaly has much bigger model variety and the models I modified won't replace all of them. If you want partially replace Anomaly models than do not copy 'UI' folder from 'textures' and 'configs' folder, as it will breack the game!! Also note that there will be an NPC portrait mismatch with NPC models after that. And make a backup of existing game before trying.
still waiting for AO compatible :skull:
Spotted the discord user hahaha. If you don't care much for the UI changes (the stalker images, etc) you can just delete the gamedata/textures/ui/ of this pack beforehand.
is compatible with Outfit_Addon?
No, vanilla only
Fantastic work eulampius, this is the best HD models pack I've seen to-date. I've made a private adaption of your pack for original Call Of Pripyat, and couldn't find Tremor (stalker_neutral_1_face_3) nor pretty much anything from stalker_hero.
Would it be possible for you to release a version for the original Call of Pripyat? I would really love it!
Thank you for admitting the pack. You can get it from pack adaptation I made for New Engine R7 here the link. Moddb.com
Tremor model should be there. Look for the model stalker_neutral_medic_vampir.ogf inside stalker_unique folder.
Expression : false
Function : ParseFile
File : xrXMLParser.cpp
Line : 48
Description : XML file[$game_config$] parsing failed. Can't find include file:[gameplay\loadouts\army_base.ltx]
stack trace:
0023:023470A1 xrCore.dll, xrDebug::fail()
0023:77D11C40 ntdll.dll, RtlAllocateHeap()
Files from 'loadout' folder used to setup what weapons npc can have. The pack do not make any changes to those files.