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!
*Updated to v1.1 on 5/27/2018* When Call of Misery is too much, but Call of Chernobyl is too little. Full simulation A-Life enabled. (1.4.22 only)
Due to life events, this mod was discontinued shortly after it released. I want to say thanks to everyone who downloaded this! I wish that I had been able to continue work on this back when it was still relevant, but I wasn't able to do that. To my knowledge, this package is pretty stable with the version of CoC that it was built for, but some bugs do exist within it. I don't believe that there is anything game breaking, but I could be wrong.
Comrade Chernobyl - Communist Package
Glorious CCCP make brave comrade cower shame like!
by spam_hustler
!DISCLAIMER!
I do not claim ownership of any mods that were used as part of this one! Any material contained within is not to be redistributed. Below is a list of all the mods, and their known authors, that were used in this one. They can all be downloaded elsewhere at the behest of their original creators.
IF UPGRADING FROM v1.0:
Upgrading from v1.0 is save game compatible on its own. However, should you decide to use it, the Extra Lives For Ironman Mode optional mod does require a new game to work.
GOOGLE DRIVE DOWNLOAD:
Drive.google.com
INTRODUCTION:
Greetings to all my comrades in the zone! This mod is a project that I've spent a good amount time on, so I thought that I would share it on the off-chance that anybody is looking for the same style of gameplay that I was when I started all this. Simply put, this mod is a merge and tweak of many other mods in order to make CoC more difficult and expansive. I have played both CoM and CoM Last Day, and while they are both amazing, I ended up preferring the simplicity of CoC's gameplay. Eventually I would go back and play CoC, but then I would inevitably find myself missing the difficulty of CoM. What I have here for you is a compilation of difficulty and immersion mods that I have customized to fit what my idea of a middle ground would be. Ok, on to the important details. First, this mod is for Call of Chernobyl 1.4.22 only. I have no plans to support 1.5 at least until it moves out of beta, or any other variant of CoC for that matter. Also, it is built around STCOP 2.8.0.7, Outfit Addon 1.4.7, and DocX Questlines 1.25.
INSTALL:
This mod cannot be used with a pre-existing gamedata folder, and is not save game compatible. If you have one already, make a backup of your original gamedata folder before installing this mod! After a backup is made, delete gamedata from your CoC directory and replace it with the one included in this mod. To uninstall, simply delete the CCCP gamedata folder and replace it with your backup if you like. If you do not follow these directions, you're gonna have a bad time!
-OPTIONAL FILES-
All of the optional mods are compatible with each other. If you are asked to overwrite anything when dropping them in, say yes to all for each mod that you decide to use. However, some mods have multiple options within them to choose from. You must use one or the other, but not both!
Almost Default Faction Relations - These are the original relations that were used in the file that the mod was built around. I have no plans to further edit this set of relationships, but I will upgrade it if I make any additions to the original mod file. Thanks again for your awesome work DoctorX!
Dynamic Faction Relations - There are two options to choose from. You can use the default DoctorX faction relationships, or you can use the relationships changes that I made for CCCP. These relationship settings are only used at the start of a new game. Also, the ability to recruit neutral stalkers based on rank and reputation is not available with the use of this addon. I recommend the usage of Invulnerable and Non-Combative Traders with this.
Extra Lives For Ironman Mode - This gives you a few extra chances to keep your character and saves if you die in Ironman Mode. It also has settings that can be configured in gamedata\configs\ironman.ltx such as the amount of lives you have. Unfortunately it does not work with Azazel Mode enabled. Azazel Mode automatically loads up a new character upon death regardless of the extra lives. Hopefully, I will be able to come up with a workaround for it at some point.
Invulnerable and Non-Combative Traders & Gunsmiths - This does exactly as the title says. Traders and gunsmiths will not attack you even if you are an enemy. As an enemy, you still won't be able to use their services. I recommend that it be used alongside Dynamic Faction Relations, but its a good one to use even without Dynamic Factions.
Invulnerable Companions - I put this in here just in case anybody might want it. That is all.
Restrictive Saving - This will make it so that you can only save when you are not hungry, irradiated, bleeding, in combat, or low on health. I put in another option that does all of the above, except the part about not being able to save when low on health.
MODS USED:
Azazel Mode Bleeding Fix by Roll-and
Bandit and neutral v 1.5 Meloch by Grelka by DizeL_Grelka
Dan's Monster Mods by DeadlyDanDaMan
Dan's Rare and Random Drops by DeadlyDanDaMan
Disable Anomaly Detector Beep by Denmonari
Disable NPC Detector Beep by Denmonari
DoctorX Dynamic Faction Relations 1.8 by DoctorX01
DoctorX Faction Relations 1.6 by DoctorX01
DoctorX Questlines 1.25 by DoctorX01
Dodge these Gnomus scopes 1.04 by MegaTomG
Enhanced Sun Effects 1.12b by brainscorcher
Faction Goodwill Multiplier by sLoPpYdOtBiGhOlE
Fix emission and psy storm by av661194
Fixed buggy guard in the Rookie Village by av661194
Gun Jam Swearing v2 by draug89
Gunsmith Kit - UI & Re-balance by n0ps
High rank and high/low reputation pay off by PaterBrown87
HunGarrey's Custom STCoP weapons sounds by HunGarrey
HunGarrey's Hardcore Consumables V1.06 by HunGarrey
Ignite or Extinguish Campfires by Alundaio, uploaded by Roll-and
Invulnerable Gunsmiths & Traders by Domin6o
Ironman Second Wind 2.0 by zxcv64
Lens Flare Remover by fridgebro
Limited Game Saving 1.0 by xqdcss
lootmoney for CoC by tsěsarĭ
Max Carry Weight by sLoPpYdOtBiGhOlE
Modified Pay for DocX Questlines by TheRealSlimShady1
New Death Sounds (Adjusted for Setting) by eikson, and Merio420
No Megaphones by starfarts
Outfit Addon 1.4.7 by VodkaChicken
Patched Gore Mod 1.2 by Kahvana
S.W.T.C. - Call of Chernobyl Edition by brainscorcher
Smarch config for STCoP by smarch
STCoP Weapon Pack 2.8.0.7 by Gaz1k , ported by Darryl123
TRX: A-Life Revamp (3.0) by Tronex
TRX: Dynamic News Revamp (3.3) by Tronex
TRX: Global Weather (2.2) by Tronex
TRX: Sounds Revamp (8.0) by Tronex
Unload All Weapons by sLoPpYdOtBiGhOlE
W.A.R.F.I.G.H.T.E.R. Realism Addon by WarfighterAddon
PRICES:
A lot of work was spent on changing the value of almost everything in the game. Nothing comes cheap, and you will often need to think strategically with your resources. You get paid a good deal more from jobs than in vanilla Questlines, but you still need to be thrifty if you want to replace/upgrade your equipment. To give you an idea of the new economy, the cost of bread is now at a base price of 1900. Mid tier equipment sells for about 35,000 apiece, again, at base. Ammo is affordable, but not so much that you can buy a warehouse of ammunition for the price of a heartfelt cheeki breeki.
All traders, at all times, carry two of every weapon and helmet in STCOP/Outfit Addon. They also carry a good supply of every type of ammo, anomaly detector, technician toolkit, and weapon attachment. Outfits are carried in pairs as well, but the selection is faction dependent. I set up trader inventories to be this way because otherwise, I would constantly reload my saves until the item I wanted showed up. Why not cut out the middle man? Consumable items are still stocked at random. Be prepared to pay with your first born child *or first born bloodsucker if you're with Freedom* if you choose to buy detectors or technician toolkits rather than find them in the world.
JOB PAYOUTS:
On average you will make between 7500 and 10,000 per job, but it depends on who you got the job from. Faction leaders pay more than regular npc's, but will only have new jobs to give once in a while. Stash locations are given upon completion of any job. Taking jobs is not the only good way to earn money though. Killing npc's and selling their patches to your victim's opposing faction will make you a decent amount of money. You won't get rich doing this, but it might be enough to at least feed you.
HUNTING AND FOOD:
Hunting has also been overhauled as both a source of income and food. It is now viable to consume mutant meat in place of clean food. You still take rads and health damage from doing so, but the amount depends on the food source. Keeping a bottle of vodka on hand is recommended, though you will never need to use more than two bottles in a full meal. Bottom-feeder mutants are the easiest to hunt, but also the most hazardous to eat. Health and radiation effects are based on meat quality and the amount that it fills you up.
The value of clean food scales with how filling it is. For example bread is the cheapest in price but costs the most to make a full meal out of. Clean food no longer restores health. Vodka will make you more drunk than it used to and the effects last longer. WUBBA LUBBA DUB DUB!
DRUGS AND HEALING:
Not much to say here. Medkits heal over time. Some drugs last longer while others are less effective than they used to be.
FACTION RELATIONS:
At any time, you can now recruit squad members from any faction that your selected faction is allied with including your own. Your rank and reputation will also allow you to recruit neutral stalkers. This depends on what your rank is compared to theirs, and also if you share similar reputations.
Faction relations have been altered to fit my idea of what makes sense according to the motives of each faction. They aren't based solely on canon. The changes are as follows...
Bandit – Allied: None – Neutral: Freedom, Merc, Loner – Enemy: Duty, Ecologist, Military, Monolith
>Bandits function like a mafia in some ways, so I figured that they would go after high value targets rather than the hobo-like loners. They are neutral with Freedom not only because Freedom fights against those who would hinder their work, but also because the Bandits probably have a hand in occasionally supplying them with drugs. Mercs are also neutral because the Bandits would use them as hired muscle if need be.<
Duty – Allied: None – Neutral: Ecologist, Military, Loner, Clear Sky – Enemy: Bandit, Freedom, Merc, Monolith
>I left Duty relations alone for the most part. Their only goal is to destroy the zone. So long as that isn't hindered they don't care what anyone else does. Mercs remained as an enemy because they use the Zone as a source of steady employment. They don't want Duty to take that away from them. The Military sees Duty as a necessary evil, so they are unofficially allowed to operate within the Zone.<
Ecologist – Allied: Military – Neutral: Duty, Freedom, Merc, Loner, Clear Sky – Enemy: Bandit, Monolith
>Ecologists are sanctioned by the government to study the Zone. This means that the Military would be ordered to protect them if necessary. I can imagine that the Ecologists would have some conflicting viewpoints with Duty, but I also know that Duty would probably rely on them for information regarding the Zone. Also, Duty wouldn't want to ruffle any feathers with the Military by declaring war on the Ecologists. All in all, I decided that the only group they would be enemies with would be Bandits.<
Freedom – Allied: Clear Sky – Neutral: Bandit, Ecologist, Merc, Loner – Enemy: Duty, Military, Monolith
>I couldn't really think of a reason why Freedom wouldn't be allied with Clear Sky. Both Freedom and Clear Sky want a denationalized Zone, and will fight against the Military to see it happen.<
Merc – Allied: None – Neutral: Bandit, Ecologist, Freedom, Loner, Clear Sky – Enemy: Duty, Monolith
>Mercs are guns for hire, so they would be neutral to everyone. Maybe I'm way off the mark on this, but I think that Mercs would have been permitted by the government to work in the zone. The Military would only attack their members if they saw that they were working for an opposing faction.<
Military – Allied: Ecologist – Neutral: Duty, Merc, Loner – Enemy: Bandit, Freedom, Monolith, Clear Sky
>Loners are neutral with the Military for two reasons: bribes and corruption. More often than not in the Military, if you get assigned to the zone it's because you messed up in some way. Military officers would be paid off by Sidrovich to disregard the Loners. However, Bandit, Freedom, Monolith, and Clear Sky are all seen as unsanctioned criminals.<
Monolith – Allied: Zombies – Neutral: None – Enemy: All
>Even Monolith needs a friend!<
Loner – Allied: None – Neutral: Bandit, Duty, Ecologist, Freedom, Merc, Military, Clear Sky – Enemy: Monolith
>Loners are the only truly neutral faction. They are freelancers in every sense of the word.<
Clear Sky – Allied: Freedom – Neutral: Duty, Ecologist, Merc, Loner – Enemy: Bandit, Military, Monolith
>I already talked about their alliance with Freedom, so I'll just mention that the Bandits steal <
Faction relationships are set in stone! I can hear the heavy breathing from all the purists reading this, but I doth care not! It is my opinion that the game is more balanced in this way. The only change I might make would be to have Duty and Clear Sky be enemies.
CORPSE LOOTING AND WEAPON REPAIRING:
Corpses have a very small amount of loot and money on them. Weapons dropped by npc's will not be in better condition than 40%. More often than not, weapons will be found at a condition of 0. If you use a weapon repair kit to fix a gun, it will improve by 25% if used together with a similar weapon. Otherwise, it will only repair by 5%.
WEAPON STATS:
I'm using W.A.R.F.I.G.H.T.E.R in this mod which means that damage modeling is significantly more realistic than in vanilla CoC. If you haven't heard of it, I would advise that you google it. It is very comprehensive.
I'm still working on it, but the reliability, accuracy, and price of every weapon has been or will be overhauled. All weapon prices are done, but reliability and accuracy changes are a WIP. Shotguns are completely finished, but I might fine tune things more later on. I'm nearly done with pistols and smg's. All I need to do is configure their reliability. Assault rifles are next on my list. Prices may still need to be adjusted with some of the more expensive weapons, but this is something else that I will work on as I see fit.
Shotguns have been altered to reflect their role, barrel length, and action type. I am trying to apply that system or at least a similar one with the other weapon types, but keeping things in relative balance is more difficult than I had originally anticipated. Not everything was changed to be 100% realistic, but it's pretty close. The problem with 100% realism is that certain guns become completely obsolete while others become what my brother and I call "spam cannons." My online/gaming handle might make more sense to some of you now :) With that in mind, I want to make each gun have advantages and disadvantages when compared. There should be no right or wrong choice when it comes to choosing a gun.
EXAMPLE OF WEAPON CHANGES:
Let's look at the Mossberg 590 vs Remington 870 vs Saiga vs SPAS 12. The M590 and R870 are pump action with an emphasis on defensive usage. Being pump action means that they are significantly more reliable than an automatic, but in this case they are also slightly more accurate than the Saiga due to having slightly longer barrels. The M590 and R870 are almost identical in stats, but each still has its advantages over the other. The R870 can mount optics, but it is also a little more heavy and unreliable than the M590. Now, lets look at the Saiga and SPAS. Both of these guns are semi-automatic with an emphasis on offensive usage. Being semi-automatic means that they will jam more often, even if the weapon is properly maintained. Having said that, the chance of a jam on a good to perfect condition weapon is low. The Saiga is generally better than the SPAS, with the exception of accuracy. The SPAS is effective up to medium range, but the Saiga is only effective at close range.
MISCELLANEOUS:
Starting loadouts were changed to have more of a hobo feel. You can now select your max carry weight and faction goodwill multiplier in the options menu after loading a save or starting a new game. The NPC detector and anomaly warning beeps have been removed. In-game sounds have been greatly expanded. Campfires can be lit or extinguished with the “use” key. All non-equipped weapons in your inventory can be unloaded with the press of a button. The A-Life system has been reconfigured, and is set to have full a-life simulation mode enabled. The dynamic news system has also received large additions. Weather now carries over between levels. Bloodsuckers are no longer invisible because not being able to defend against them is annoying and stupid. Don't be sad though; that's why they call it schpupel!
NOTES:
-Weapons must be holstered to light campfires.
-To access the dynamic news options menu, press Page Down at the pause screen after starting or loading a game. If that does not work, press numpad1.
-The "unload all" key can be set in the keybinds menu in options.
-You can select your max carry weight and faction goodwill multiplier in the options menu after loading a save or starting a new game.
IN CONCLUSION...
I hope you guys enjoy my mod. If you like it, let me know. If you hate it, write a letter to your political leaders, and BAN THIS FILTH! I would like to point out that my part in this mod was only in merging and tweaking. The real grunt work was done by the authors of all the mods listed above, so I would like to give a big thank you to them.
CHANGELOG:
v1.1
-Fixed a crash that would sometimes occur when opening a new stash.
-Fixed a quest reward that would cause a crash.
-Added mods by av661194 that fix the rookie village guard animation, and also the stat counter for survived emissions.
-Added in the optional mods folder.
-DoctorX Default Relations moved to optional mods.
Average
7.523 votes submitted.
This is one of the best Packages in the addons section.
Thanks for saying so! I'm glad you like it.
I wait for the 1.5 version.
I hope that 1.5 gets finished soon. I'll work on a port when it does.
Really nice mod package! I wonder if it's compatible with Lost to the Zone mod.But I don't think it is.I'm pretty sure some addons on this package are incompatible with Lost to the Zone.Anyways,GREAT job!
I would like to add in LTTZ if I can. I need to look at the files and see if it can be merged. I'll put up a comment or edit the mod description when I have a definite answer.
Both lost to the Zone and Storyline is compatible, im using both at the moment and they are working as intended.
The merging is kinda annoying but possible.
Sorry, forgot to login. :D
Yeah I looked at the files, and it should merge ok. It will have to wait until after I finish the balance update though. After play testing the mod some more, I have noticed that there are some serious issues with the balance of certain things.
When i use Lost to the Zone its crash when i try to start a new game.
Well, thats an impressive list of mods in mod and all compatible with 1.4.22 . I wish there could be some Desolation mod as for me Zone is heavily overcrowded but hey, its still impressive! Will test it soon.
Thank you! I hope you enjoy it. I might be able to put in the desolation mod, but it needs to be compatible with TRX ALife Revamp. I'll let you know what I can do. In the meantime, try lowering your stalker population factor to the lowest setting if you haven't done so already. It can be found in the game section of the option menu.
I looked at whether or not Desolation could be used, but as of yet, there are no versions of TRX ALife that are Desolation-like or compatible. Sorry bud!
maybe you can just create version with increased respawn times?
I might be able to do that. I did see a mod for increased rescan times at one point, but I'm not sure if it is compatible with trx alife. I will get back to you on that.
Moddb.com
:)
I can actually just create a patch for your pack that increase respawn times
Drive.google.com
Try this one, as a base I take files from my mod( Moddb.com ), overwrite them with files from your configs/scripts to get changes from 'trx alife', than set all respawn times to 345600(4 days).
Should work in theory but I don't have CoC installed right now, so you need to test!
Oh cool! Your mod was the one that I was thinking of. I will test your patch, and if it works I'll bundle it in with the optional files. Thanks for making the mod and patch!
Feel free to type if you encounter any problem!
I actually built my own little addon pack not 2 days ago and it was very similar to this one, except it wasn't as expansive. I'll definitely give this a shot! I might like it more than Last Day!
Nice! I will try out your pack if you decide to list it. I don't know if my mod is as good as COM or Last Day, but I hope you enjoy it.
Good mod selection! Downloading righ now. Any chance to get Warfare inside the modpack?
Thanks! As for Warfare, it depends on the file dependencies. I know it's a popular mod, so I will check it out.
I looked at it, and Warfare is theoretically possible to merge with the mod. The problem is that it will take a fair amount of work to do so and one of the bundled mods will likely need to be dropped in favor of it. After I finish with the weapon balance update, I will be attempting to add this and the artifact expansion mod as optional files. No promises on either one though.
You should credit Gaz1k for STCoP Weapon Pack instead of me.
I only ported it over so that it could be used with this mod.
Oh thanks for bringing that up. I will definitely get that updated so you are both credited.
Definetly gonna give this a go. I slightly disagree with your opinion about the mercs and bandits being neutral with the loners though. I can see why the bandits would be neutral, the loners can be more customers to push drugs and cheap equipment on, but I imagine the mercs wouldn't like the loners because it would be cheaper to hire a veteren free stalker who likely knows the zone better than a hired soldier would. The mercs would be worth the price, but the loners could still take up a lot of smaller jobs better suited for veteren survivors (such as artifact hunting or scouting). So the mercs would likely see the loners as potential rivals for jobs and would take pot shots at them to thin the herd.
Hmmm... I can wrap my head around that. I will do some testing on my end. If the lack of enemies make the Loners too bland to play as, then I will probably go with your idea.
Curious questions. 1) can I use jsgme addon manager to use this addon? Yes I have read the instructions on how to install it, I'm just ocd when it comes messing with a game's core files. Second question, can I use drx dynamic faction relations and ironman second wind with this?
I have only ever used jsgame with COM Last Day, so I'm really not sure if it can or can't be used. Dynamic faction relations can be used, though I'm not sure about ironman second wind. The golden rule is that a mod is probably fine so long as it doesn't overwrite anything. I'm going to be putting out an update this weekend that will patch a few bugs, and also include some optional files such as dynamic factions. If you don't want to wait, it is 100% safe to drop in dynamic factions on your own. The reason you might want to wait is if you would like to use my faction relationship changes to start a new game with. Also, I will be making it optional to use my relationships or the default ones in dynamic factions.
After playing it so far, I can confirm that you can use jsgme to use your addon though I did experience a ctd when I attempted to talk to Dushman (the mercenary merchant in dead city) and had a weird lag when interacting with merchants. The game freezes for a few seconds when I either talk or buy something sometimes. My laptop is not the best when it comes to games so maybe it's just struggling a little. Also this pack is fricking awesome ao far!
I've been playing it for some time and I must say it's pretty cool! It's harder than vanilla, but not as hard as CoM. Other thing I really like that it keeps the "vanilla like" graphics wich I love! It keeps that nostlagia. The only thing I found ridiculous are faction relations, but I chagned them so that's not a biggie. I'd love to see MLR addon merged into that addon pack as well! Keep up the good job.
I've been asked about why I didn't put in any graphics mods aside from the sky box, and it's for this reason. Everybody has their own preference for how they want their game to look. Also, I wanted the mod to run well on low spec computers so that nobody would be excluded from being able to try it. Anyway, thanks for trying it out! I'm really happy that most people are enjoying the mod. Also, I did put up an alternative faction relationship file that sets the mod back to an almost default relationship setting. I'm not sure if you had seen/used it. I'm really not familiar with MLR though. In the past i have tried to find information on what it adds or changes, but I didn't find anything terribly useful. I know that it was essentially the precursor to CoM Last Day, but that's about it. If I was able to see a good mod description in english, I would have a better idea of whether or not it should go into the mod.
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Adds tons of new quests, NPCs and changes some maps. Garbage looks more like the one in LA, which is hella awesome if you ask me. I know that Monolith has it's own "story line" in MLR. It's defenitely something worth checking out.
As awesome as it sounds, I won't be able to add it in. It's beyond my capability to do so. Also, it is super incompatible with a lot of the mods that are used in mine. The best I can do is add in Lost To the Zone at some point. Sorry guys!
Hey I sent you a PM on reddit but I'll also just put this here as well.
FATAL ERROR
[error]Expression : I
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 267
[error]Description : Can't find include file:
[error]Arguments : m_dog.ltx
I want to play this really badly and I think I did everything correctly but I'm getting this fatal error when I try to open the game. It appears that im missing the m_dog.ltx file.
nevermind i figured it out
I replied to your message on reddit, but I'm glad that you were able to figure it out :)
thanks for the reply. I'm enjoying this a lot so far!
Could you post how you fixed it? I'm having the issue as well.
Apply the hotfix and you should be set my chum
I did but it didn't work, still says it's missing m_dog.itx.
This occurred for me because I accidentally backed up and moved my database folder instead of the gamedata folder. I still replaces the gamedata with mod version but was obviously missing my database folder. I moved it back into the CoC main folder and it worked. I'm not sure if the missing m_dog.ltx file can be replicates other ways but that's how I fixed it as it was simply an error on my part.
Whoops wrong problem
maxi thanku
maxi welcome :D
So I've got this going on right now... Any ideas?
Expression : I
Function : CInifile::Load
File : Xr_ini.cpp
Line : 267
Description : Can't find include file:
Arguments : outfit_upgrades\o_novice_outfit_up.ltx
stack trace:
0023:006E50BE xrCore.dll, CInifile::Load()
0023:006E50ED xrCore.dll, CInifile::Load()
0023:006E4B32 xrCore.dll, CInifile::CInifile()
0023:00467FF5 xrEngine.exe, CApplication::load_draw_internal()
0023:0046561A xrEngine.exe, InitSettings()
0023:00466043 xrEngine.exe, InitSound2()
0023:00466366 xrEngine.exe, InitSound2()
0023:00471F4B xrEngine.exe, CApplication::load_draw_internal()
0023:76DA336A kernel32.dll, BaseThreadInitThunk()
0023:77829902 ntdll.dll, RtlInitializeExceptionChain()
0023:778298D5 ntdll.dll, RtlInitializeExceptionChain()
I looked at the related files, but I couldn't find any issue. I also loaded up a game, spawned the outfit in question, and took it to a mechanic to upgrade. Didn't have an issue there either. So now I have few questions. Did you follow the install instructions? If so, did you install any graphic mods on top of it? Also, are you using a low spec computer? I'm thinking that the problem may be an OOM issue
I backed up and replaced the game data like specified, I have no other addons on this build of CoC and i'd consider my pc rather high tier.
Last question, are you using CoC 1.4.22? Sorry if these questions come across as patronizing. I just want to make sure that the basics get covered before going further.
I'm using 1.5_R6, and don't worry about it you're not being patronizing.
Found your problem. The mod is for 1.4.22 only. Sorry man! :(
Ah, alright thanks.