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!
Are you searching for a challenging combat but not farming game? This addon pack is for you. This pack makes a complete overhaul in combat, AI, faction and economics system, focusing the game in difficult combat and fixing many issues presents in original CoC.
Story-possible factions:
Enemy factions:
Q - Do you make any of used addon ?
A - Some addons, yes. But many of the addons that compose this overhaul was made by other modders.
Again, for the addons cited above: Neither of addons were made by my person and all credits need to be done to the correct authors.
Q - Addon X is compatible with this pack ?
A - I don’t know. Usually aesthetics addons don’t conflict with anything but any addon that change/add armors, weapons or anything related with will conflict. Some addons, like Warfare, are compatible except for little problems that can be fixed with little work.
Q - I found a bug, how can I report it ?
A - You can put this bug in the comments. I'll try to fix the bug to the next version.
Q - I become friend with loners and Sidorovich don’t change their price or items sold, it’s a bug ?
A - No, Sidorovich is a penny-pincher and will not change their prices, no matter if you are a friend or not.
Tip: Nimble is a smuggler, if you pay the right price he will sell what you want, but you need to proof him that you are trustworthy and if you proof him that you are really rich, he’ll increase his offer even more.
Q - I can’t find any tool, where I find any ?
A - Remember what stalker say when you ask him for a tool in Call of Pripyat and you’ll know one way to get a set of tools.
Q - Too many weapons even in early game ?
A - Initially I make weapons exclusive for each faction, high tier weapons exclusive to high tier stalkers and rare in vendors, the problem here is high tier weapons became useless due lack of ammo. For this reason I decided to put the game advance in armor and not in weapon and you can find about any weapon even in early game, just search for right faction (don’t expect high tier weapons with bandits).
Q - Why 1.4.22 ?
A - Because this is the stable version and has the majority of the addons. But don’t worry, when 1.5 is released I’ll port this pack to new version.
Q - Is this update compatible with old saved game ?
A - Yes, you don't need to start a new game. But it's advised to do. The game was greatly changed and some of this modifications will be active only on new game.
Q - Why did you give up on implementing a button to fast throw bolts/grenades ?
A - Because it's really possible in CoC 1.5 and, in 1.4.22, I need to improvise to implement this, causing many bugs and instabilities.
P - My S.T.A.L.K.E.R. Call of Pripyat isn't installed but I want to play Call of Chernobyl.
S - Create a shortcut to "Stalker-CoC.exe" with "-skip_reg" (without quotes) as argument.
P - Relation table in PDA don’t work with Warfare addon.
S - Delete "ui_pda_relations_tab.script" in "gamedata\scripts".
P - Addon <x> do not work property with this pack.
S - If others addons don't conflict with this pack, usually the problem is the installation order. Try to reinstall game (backup your save folder before the process to maintain your game saves) and remember, it's a addon pack, install this pack BEFORE any other addon.
P - When I execute 64-bit engine my game crash with error "OpenAL:Can't create sound device."
S - Install OpenAL present in "Fix Files" folder or download and install last OpenAL version from project website.
P - My game crashes without any error or showing an OpenAL error.
S - Install "oalinst.exe" inside "Fix Files" folder or download OpenAL installer from Openal.org
P - When I execute 64-bit engine my game crash with missing DLL errors.
S - Install "vcredist" files in "Fix Files" folder in sequence "1-vcredist_x86.exe" then "2-vcredist_x64.exe".
P - My windows is 32 bit and the x64 engine becomes the default engine.
S - Rename or delete "bin" folder and rename "bin.BCK32" folder to "bin". But take care, the 32 bit executable will crash if you have a texture pack installed.
P - Scope/binocular glitch.
S - Problem related to Dodge these Gnomus scopes. In advanced video configuration, set "Texture Details" to maximum.
P - My game is crashing when starting.
S - In advanced video configuration, set "Texture Details" to maximum.
These addons is used as base to this pack but all of them are heavily tweaked and their implementation inside this pack is totally different from the original version.
These addons are not included in this pack but are compatible. Just install this pack, the addon desired and, after this, the compatibility file, if exists (read the installation instructions). Take care, some addons can conflict with others!
V1.19.2
- Sightly increased 12g Frag Rounds and Slug armor pierce.
- Increased 12g frag round upgrade price.
- Fixed ammo damage and armor pierce description (except for shotgun ammo, this is just an UI change, ammo stats stay unchanged).
- Included Portuguese installation instructions.
V1.19.1 (Implemented a player suggestion) Thanks Seu Sidoro
- Only enemies in your line of sight (or in range of upgraded Tactical helmet) still in minimap.
- Removed beep sound when a human approaches player.
- Removed near stalker counter on minimap.
V1.19 (A great bughunt patch)
- Added files to fix missing library crashes.
- Fixed weapon stats UI (weapon stats remain intact, only interface has changed!).
- Added armor pierce capacity and ammo damage in ammo description.
- Fixed technician discount system.
- Balanced technician prices. (part of discount system fix)
- Small general price balance (part of technician price balance).
- Special artifacts are sold by Hermann to players that have Geologist achievement, is friend of scientists and, at least, neutral with loners.
- Updated achievements description to give hints about their bonuses.
- Reduced Chemical/Radioactive fallout duration from 30~50 in game minutes to 30~40 in game minutes (time = <fade in time> + <fall out time> + <fade out time>).
- Chemical/Radioactive fallout now occur each 1~2 days by default (from 6~12 hours).
- Fixed a bug where FiveSeven becomes indestructible.
- Fixed a bug where 7.62x51 AP completely ignores armor.
- Fixed a bug where 7.62x54 not trespass armor.
- Swapped MP7 ammo to increase firepower of some NPCs.
- Fixed "Find TOZ-34" quest.
- Added TOZ-34 Custom (part of quest fix).
- Fixed few maps default weather. (can be changed in weather options menu)
- Nimble discount now counts Patriarch achievement besides Loner relation status.
- Changed binocular upgrade requirements.
- Spring now provides blast resistance in addition to previous bonuses.
- Fixed a interface bug where spring artifact bonus was shown greater than it really is.
- Fixed a bug where 12 gauge slug wont cause any damage in some NPCs.
- Gravi now provides impact resistance in addition to previous bonuses.
- Thorn, Crystal Thorn and Urchin now provides very small health regeneration in addition to previous bonuses.
- Droplets now provides very small bleed control in addition to previous bonuses.
- Removed artifact spawn in one "death trap" anomaly area (mar_smart_terrain_11_3_anomal_zone).
- Small NPC FOV correction.
V1.18
- Fixed graphic glitch in many items and weapons icons.
- Fixed Dog and Cat mutant damage.
- Merchants now buy only weapons with at least 50% of durability.
- Small tweak in 9x18 and 9x19 SMG damage. (Sightly increased low tier bandit's damage)
- Adjusted "Rag and Bone" achievement reward.
- Fixed an AI issue in guard enemies. (fixed "blind guards")
- Updated ammo description.
- Changed Strelok SIG and Family Rifle icon.
- Updated "Smurths_Dynamic_Hud" compatibility module.
- Complete revision in pack documentation.
V1.17.3
- Fixed Quick Save and Fast Travel condition check bug.
- Fixed minor achievement count bug.
- Fixed quest item's debug spawner.
- Fixed Emergency Release Mechanism's keep item list.
- Hermann now sells shotgun ammo to scientist's friends.
- Increased Scientific Medkit duration from 10s to 13s.
- Increased Anti Rad drug power from -10 to -15.
- Increased Bandage effect from -20 to -25.
V1.17.2
- Fixed cat hitbox.
- Fixed Burer hitbox.
- Fixed EOT texture.
- Small 5.7x28 ss192 fix.
- Fixed Gauss Rifle and Item 62 Prototype ammo.
- Fixed Unchained Predator damage.
- Reduced short weapons ammo price.
- Reduced Rag and Bone requirement to 75 stashes (from 100).
- Silver or Lead achievement can be done with 500 kills or 10 surrenders (from 500 kills or 50 surrenders).
- Increased reward stashes from Tourist achievement.
- Tourist achievement now consider only open world maps. (requires new game)
- Increased bonus money of Infopreneur achievement from 20% to 100%.
V1.17.1
- Removed a debug file that can cause issues in future.
V1.17 (Hitbox bugfix) Thanks Floki's Gaming Corner
- Fixed poor mutant hitbox bug, where many bullets are registered as hit less damaging parts of mutants (like paws) and turn mutants in bullet sponge.
- Fixed poor head hitbox bug on enemy stalkers in movement.
- Increased damage of 9x19, 9x18, 7.62x25 caliber to increase initial weapons and low tier enemies fire power.
- Reduced health needed to quick save to 75% of total health. Other requirements like full stamina, not irradiated and out of psy field still the same.
- Player always start the game whit at least one pack of Vinca.
- Fixed Radioprotectant radiation absorb ratio.
V1.16
- Increased Weapon Repair Toolkit uses from 3 to 5 to increase utility of SMGs.
- Revised armors description to inform which armor increases carried weight.
- Fixed a bug in weapon damage bar in menu.
- Reduced cost of 7.62x51 belt ammo.
- Sightly increased duty exoskeleton weight.
- Sightly reduced military exoskeleton weight.
- Balance of sniper weapons:
--> SVD and Lynx: 6.0x scope upgrade grants adjustable range to scope.
--> SVU: Increased fire rate.
--> SV-98: sightly increased damage and bullet speed.
--> VKS: Changed scope reticle.
- Misc. weapon balance:
--> Changed glocks upgrade scheme.
--> Increased H&K G36C rate of fire.
--> Sightly increased Fast-shooting AK-74/2 fire rate.
--> Increased "6.0x optical scope" upgrade price.
--> Increased Desert Eagle .357 fire rate.
--> Increased MP-412 Rex damage.
--> Increased base ammo capacity of Steppe Eagle from 8 to 9.
--> Reduced upgrade ammo capacity of all Desert Eagle variants and MP-412 from 4 to 2.
--> Steppe Eagle, Desert Eagle .357 and MP-412 Rex have their reliability increased (becomes more durable).
--> Sightly reduced Saiga and Stinger damage and reliability.
--> Sightly increased Vepr-12 damage and reliability.
--> Removed Vepr-12 suppressor compatibility.
- Ammo balance:
--> Sightly increased 9x18, 9x19 and 7.62x25 ammo damage.
--> Rebalanced .40, .45 and 10mm auto ammo damage and armor pierce capacity.
--> Increased .50AE FMJ and HP ammo damage.
--> Increased .50AE FMJ and .357 FMJ armor pierce capacity.
--> Increased 6.8x43 AP ammo armor pierce capacity.
--> Reduced 6.8x43 SST ammo price.
--> Sightly increased 6.8x43 SST ammo damage.
--> Sightly increased .50 Beowulf JFP and 12.7x55 armor pierce capacity.
- Swapped ammo:
-> 5.56x45: These weapons now use Armor Pierce Rounds as default ammo:
--> Steyr AUG A1
--> H&K G36
--> H&K G36 Special
--> H&K G36C
--> H&K 416 A5
--> M16 A2
--> L85 A2
--> FN F2000
-> 5.45x39: These weapons now use Armor Pierce Rounds as default ammo:
--> Fast-shooting AK-74/2
--> AEK-971
--> AN-94 "Abakan"
--> AK-12
--> Storm
-> 6.8x43: These weapons now use SST rounds as default ammo:
--> LR-680
--> M68
-> 7.62x39: These weapons now use Armor Pierce Rounds as default ammo:
--> AEK-973
--> AK-12 M43
--> Groza-1
-> 7.62x51: These weapons now use Armor Pierce Rounds as default ammo:
--> Nitro's Lucky Gun
--> H&K 417
--> H&K G3
--> H&K G3SG/1
--> M14 EBR
--> L96A1
--> TRG-22
-> 9x39: Varies with weapon:
--> Tide: 9x39 SP-6 (Armor Pierce Ammo)
--> VSS 'Vintorez': 9x39 SP-6 (Armor Pierce Ammo)
--> 9A-91: 9x39 SP-5 (Standard Ammo)
--> SR-3M: 9x39 SP-5 (Standard Ammo)
-> Shotguns: These weapons now use Slug Rounds as default ammo:
--> Family Rifle
--> TOZ-34
--> Vepr-12
-> Short Weapons: Varies with weapon:
--> Infiltrator: 7.62x25 HP (Hollow Point Ammo)
--> H&K UMP-45: .45 Hydra
--> Wildcat: 10mm Auto JHP (Hollow Point Ammo)
V1.15.1
- Fixed mp153 sound crash.
- Removed Debug Weapon from Nimble's sell list.
- Reduced Nimble's price with neutral reputation players by 25%. Item price to Friends still unchanged.
- Increased 12.7x55 ammo box size from 5 to 10. Price of each ammo still unchanged.
- Fixed an exploit that gives infinite money to faction friend.
V1.15 (The new zone. It's aliveeeee!)
- Revised weapons:
--> Infiltrator: Changed model (from Anomaly) and revised attributes.
--> Fast-shooting AK-74/2: Changed model and revised attributes.
--> Item 62 Prototype: Changed inventory icon, texture and revised attributes.
--> Gauss Rifle: Renamed to Gauss Cannon, changed inventory icon and shoot sound (from Anomaly).
--> RG-6: Reduced weight.
--> Stinger: Changed update tree.
--> Steppe Eagle: Sightly improved all stats.
--> M209 grenade: Reduced cost by 30%.
--> Scar-H: Re-enabled some animations (fix).
- Added new weapons:
--> Redemption: A new Loner weapon (from Anomaly).
--> Family Rifle: Special version of TOZ-34, available to freedom friends.
--> Vindicator: Special version of FN SCAR-H, available to mercenary friends.
--> The Unchained Predator: A new melee weapon to players that achieve Well Dressed (from Anomaly).
--> Gauss Rifle: A new version of Gauss rifle with lower damage but increased fire rate, available to Monolith.
--> M-79: A new grenade launcher smuggled to the zone (from Anomaly).
--> 12x70 Frag: A new ammunition to shotguns that Hog (mercenary mechanic) modifies.
- Fixed weapon status interface. Weapon status remained the same but interface now shows attributes correctly, allowing weapon comparison:
--> Accuracy bar: Influenced by weapon accuracy (the crosshair area when using iron sights or aim in prone position) and effective range.
--> Handling bar: Influenced by weapon inertia (turn speed), maximum aim area when sprinting and speed to aim (speed that's crosshair closes).
--> Damage bar: Shows hit power of each weapon. Multiple pellets weapons (shotguns and Retaliator) are included on this bar (Attention, armor pierce aren't shown on this bar).
--> Fire Rate bar: Influenced by weapon fire rate, where full bar represents 1500 rounds per minute.
- NPC and quest changes:
--> Spore's helicopter quest now is enabled only if helicopters are enabled!
--> Beard quests now gives reputation to loners or ecologists.
--> Noah is now invincible, unless player becomes his enemy.
--> Cardan is now a Duty member and their quest gives duty reputation.
--> Nitro is now a freedom member.
- Reworked Acog reticle.
- Reworked sell list of faction vendors to progressively sells faction goods while player becomes friendly.
- Removed Monolith armors from Nimble sell list.
- Monolith exo now becomes with basic life support system (based on Heart of the Oasis).
- Replaced Chrome TOZ-34 by Dark TOZ-34. Chrome model becomes the Family Rifle variant.
- Revised high caliber ammo prices and weight.
- Fixed handling attribute.
- Revised handling attribute of all weapons.
- Revised bonus of "environmental protection" artifacts.
- Enabled an item to quick release backpack when used. This item can't be traded and are included in initial equipment.
- "Named characters" now uses special weapons.
- Changed loadout of bar guards.
- Changed loadout of all base guards to increase firepower.
- Revised loadout of all random generated NPCs.
- Increased armor drop chance from 0,5% to 1,0%.
- Infopreneur, Rag and Bone, Silver or Lead and Mechanized Warfare increases armor drop chance by extra 1% each. (Total armor drop chance is now 1% to 5%)
- Silver or Lead increases money found in corpses by 20%.
- Increased bonus money of Infopreneur achievement from 5% to 20%.
- Removed Down to Earth achievement from requirements to achieve Completionist (Down to Earth and bonuses still unchanged).
- Player need to be full at health and stamina, without bleed and radiation and out of psi field to use quick save (manual save still unchanged).
- Quick travel can't be performed inside psi-fields.
- Player initial loadout now always includes at least one medkit.
- Added Mosin Nagant and SKS to possible initial loadout.
- Added and configured DoctorX Dynamic Anomalies.
- Simplified installation process.
V1.14 (AI's patch)
- Disabled ability of enemies to steal player weapon on melee range.
- Increased NPC melee power.
- Reduced delay to NPC punches player in Master difficulty.
- Increased the chance of wounded NPC to surrender.
- Slightly increased enemy sniper detection range.
- Changed "Investigate NPP" quest marker location.
- Slightly changed some main quest descriptions.
- Slightly increased Item 62 prototype's fire rate.
- Included a profile to ReShade to simulate radiation grain caused to photos during Chernobyl accident.
- Increased sell chance of sleeping bag on Beard and Sidorovich.
- Increased sell chance of sleeping bag on Bandit, Army and Monolith vendor with Heavy Pockets achievement.
- Scientific medkit now gives Psi and Chemical protection besides health restoration and radiation absorption.
- Increased sell chance of faction special weapons.
- Increased sell chance of tools in all faction vendors with Heavy Pockets achievement active.
- Added tools to sell, at very high prices, in Nimble when player becomes friend of Loners and have Heavy Pockets achievement active.
- Vinca now regenerates very small amount of health besides bleed control.
- Added a new ammunition to Small weapons, .357 Bore, a miniature buckshot ammo.
- Added a new revolver exclusive to Duty friends, a MP-412 variant that uses the new .357 Bore ammunition.
V1.13 (Beginner's fine tuning)
- All players starts game with their faction patch.
- Loners initial equipment includes an Echo Detector and a bottle of Vodka.
- Bandits initial equipment includes a bottle of Vodka.
- Increased variety of initial weapons (Weapon power was unchanged).
- Reduced buy/sell cost of MN91/30, SKS, SVT-40, AVT-40 and PU Scope.
- Increased the chance to find MN91/30, SKS and SVT-40 on Sidorovich's shop.
- Slightly reduced USP Match base damage.
- Changed upgrade scheme of FiveSeven and USP Match.
- Reduced Browing HiPower .40 base damage by 13% to balance "caliber change" upgrade.
- Slightly increased CZ-52 and TT-33 base damage.
- Slightly reduced LR-680 and M-68 base damage.
- Slightly increased M16-SPR base damage.
- Slightly reduced PKM base damage.
- Slightly increased M-60 base damage.
- Reduced ammo base damage of 6.8x43 SST by 13%.
- Increased ammo base damage of 7.62x39 by 5%.
- Increased ammo base damage of PKM ammo belt by 6%.
- Increased ammo base damage of 5.45x39 and 5.56x45 by 15%.
- Increased ammo base damage of 9x18 and 9x19 by 20%.
- Increased ammo base damage of 7.62x25 by 30%.
- Increased ammo base damage of 4.6x30 by 33%.
- Increased ammo base damage of 5.7x28 by 38%.
V1.12 (Beginner's patch)
- Changed initial Ecologist armor to "SSP-99M protection suit".
- Ecologist's initial equipment includes a Bear Detector.
- Mercenary player starts the game with 950 reputation with mercenary faction (with one complete mission, player becomes an true mercenary).
- Mercenary player can buy mercenary armors even with neutral reputation.
- Changed energy recover upgrade from Tier 2 helms to chemical protection (bug fix).
- KS-23M (Trapper shotgun) can only use Buckshot ammo (balance).
- Revised Clear Sky Tier 1 armors.
- Reduced buy price of Tier 1 Toolkit by 4%.
- Increased buy price of Tier 2 Toolkit by 43%.
- Increased buy price of Tier 3 Toolkit by 117%.
- Implemented two artifacts sold by Hermann if player has heavy pockets achievement and is friend of Ecologists and Loners.
- Revised armor drop list.
- Improved TOZ-34 upgrade description to inform extra effective range in some upgrades.
- Mechanics revision (to increase low tier equipment relevance):
--> All novice suits requires only Tier 1 toolkit to full upgrade.
--> All Exo requires Tier 2 toolkit to first upgrade and Tier 3 to all other upgrades.
--> All Tier 1 helmets requires only Tier 1 toolkit to full upgrade.
--> Clear Sky CS-2, Winds of Freedom and Guardian of Freedom now needs tier 2 tools to all upgrades (except artifacts slots +2).
--> Increased upgrade cost of SEVA suits by 15%.
--> Tukarev's upgrades now fixed (some upgrades are disabled due a quest reward bug, now it's unlocked when player become friend to ecologists).
--> Tukarev (Scientist mechanic in Jupiter) can full upgrade scientific suits and Gas mask without toolkits.
--> Tukarev can upgrade any variant of Sunrise armor and Screen Helmet for ecologists friends without toolkits.
--> Tukarev can upgrade Binoculars, Shotguns and Exos to ecologists member without toolkits.
--> Greatly reduced upgrade price of tier 1 and 2 of Binoculars (Entity detector still unchanged and very expensive!).
V1.11 (Exo patch)
- Revised few items description.
- Reduced scientific armors price in Nimble.
- Re-balanced exoskeletons:
-> Duty: Sightly reduced environmental defenses (most powerful but less versatile).
-> Freedom: Increased environmental protection (Before this update, this is the weakest "story faction" exo, with low environmental defenses compared with medium armors. It's corrected now).
-> Mercenary: Not changed (It's already balanced, great versatility but very artifact dependent).
-> Exoskeleton (Clear Sky): Increased Psi protection (given to CS a defense identity).
-> Military: Not changed (It's already balanced, extreme armor but extreme low versatility).
-> Bandit: Increased stamina recover (Before this update, this exo was just a weaker version of freedom exo. It's fixed now).
-> Monolith: Not changed (It's already balanced, extreme versatility but very low psi protection).
V1.10
- Reduced 15% Poltergeist's aura damage.
- Reduced 20% Poltergeist's aura range.
- Beowulf's silencer is sold only by monolith vendor or found in stashes (previously it's not obtainable).
- Changed what tier-2 helmet each faction sells.
- Slightly balanced machine guns (reduced recoil when using iron sight).
- Slightly increased Compass extra weight bonus.
- Slightly reduced Gas Mask and Screen Helmet weight.
- Slightly reduced M-40 and M-12 helmet environmental resistances.
- Changed population proportion of humans and mutants. Now humans spawns with 50% of old spawn rate and mutants spawn 6x more than humans.
- Fixed SPAS-12 rate of fire upgrade.
- Revised Stinger (Saiga's variant).
- Removed many unused code lines.
V1.9.1
- Included a missing updated file.
V1.9
- Fixed Nitro's quests rewards.
- Fixed trader's buy/sell list.
- Fixed a treasure conflict.
- Revised hand grenades.
- Revised Monolith armors.
- Revised 9x39 weapons stats.
- Reduced Scientific suits weight.
- Reduced Scientific suits power loss.
V1.8
- Changed Exo and scientific suit high contrast filter.
- Included "Call of Chernobyl Fallout".
- Adjusted fallout damage.
- Better adjusted default weather (using "Call of Chernobyl Fallout").
- Balanced snipers scope.
- Added PDA lag fix addon.
- Added Companions can Sprint addon.
V1.7
- Improved knife damage.
- Revised ammo weight.
- Fixed dummy scope name/description.
- Changed default weather to improve immersion.
V1.6 (Mutant patch)
- Reduced 15% base Boar health.
- Increased 33% Boar headshot damage.
- Increased 33% Dog headshot damage.
- Increased 33% Pseudodog headshot damage.
- Increased 33% Snork headshot damage.
- Greatly increased Chimera headshot damage.
- Revised all 7.62x51 weapons recoil to become compatible with other high caliber weapons.
- Added a new gauss weapon variant: Item 62 prototype. (Clear Sky special weapon)
- Added a new H&K HK417 variant: Nitro's Lucky Gun. (Freedom special weapon)
- Added a new H&K G36 variant: H&K G36 Special. (Mercenary special weapon)
- Enabled Zulu's PKM. (Duty special weapon)
V1.5
- Added compatibility module with "Call of Chernobyl Fallout".
- Increased time advance during fast travel.
- Fast travel now check health level (<50%) as well bleeding/radiation status.
- Fast travel now check if stamina is full.
- Enabled Steppe Eagle.
- Fixed Soul artifact irradiation factor.
- Reduced tactical helm's infrared scanner distance.
- Reduced recoil of bolt-action snipers (TRG-22, TRG-42, L115A3, L96A3 and SV98).
- Slightly improved damage of simple shotguns.
- Fixed Heavy weapons, Desert Eagle and MP-412 iron sight recoil.
- Slightly increased .338 Lapua bullet speed.
- Slightly increased .50 Beowulf range.
- Reduced M4 Beowulf recoil.
- Bullet speed upgrade, in shotguns, increase effective range as well.
- Toz-34's rifled barrel upgrade increase effective range.
- Reduced the size of ACOG's reticle to improve precision in mid/long range combat.
- Changed L85-ACOG's reticle.
- Improved G36's scope and reticle.
- M60 now use 7.62x51 ammunition belt.
- Slightly reduced 7.62x51 and PKM ammo belt weight.
- Slightly increased 7.62x51 ammo belt armor penetration.
- Rebalance of all weapon reliability.
V1.4
- General:
--> Fixed trader's friend inventory.
--> Changed scope/binocular motion detector. Now it's a observation tool, not an assault tool and more useful with high contrast/night vision.
--> Changed Battle helm upgrade tree to prevent conflicts.
--> Improved description of armors that have built-in life support system.
--> Reduced max time to despawn corpses.
--> Included x64 engine binaries as install option.
- Balances:
--> General armor balance (revised status and upgrades of all armors).
--> General weapon balance (revised status of all weapons).
--> Some armor upgrade tree balance (buffed upgrades that conflict with extra weight, stamina, artifact slots or servo motors).
--> Heavy weapons balance (reduced recoil of PKM, M60, M249 and M68).
--> Shock defense artifact balance.
--> Changed M16 SPR's upgrade tree to differentiate from M4 Bushmaster.
--> Changed AVT-40 upgrade tree.
--> Changed M249 and M68 upgrade tree to priorize recoil reduction.
--> Changed M4 Beowulf upgrade tree to priorize recoil reduction.
--> Reworked H&K G3 to differentiate from H&K G3A3.
--> Reworked all scientific suits.
V1.3.2
- Enabled a unique USP variant (modified USP Match)
- Removed "full alife simulation" due bugs and incompatibility with other addons.
V1.3.1
- Implemented Smurths_Dynamic_Hud compatibility.
V1.3
- Some balance.
- Changed Nimble SVD's reticle.
- Changed full alife simulation to a optional feature.
V1.2
- Improved night vision tier 1.
- Some helmet balance.
- Revised scope of TRG-22, TRG-42, L115A3, L96A3 and SV98.
- Fixed Groza1 sound.
- Fixed M16 silencer icon.
- Some economy tweaks.
- Few weapons tweaks.
V1.1
- Some damage balance.
- Added Better nightvisions for COC.
- Reworked sniper nightvision/High contrast upgrade.
- Implemented option to restrict fast travel in underground areas (default: enabled).
- Implemented parameter "here" to debug command "level" to show the actual player location.
V1.0
- Initial release.
Average
8.19 votes submitted.
epic
Ill probably be using this on a new playthrough, curious though, is the damage enemies take about the same as the player (same HP and same defense system)? It's the one thing that irks me with some mods when i need to unload into an unarmored bandit but they can 2 shot me with a MP5. I don't mind dying fast but i want it to be fair :P
I tried to do this (and I do my best to) but it's impossible to achieve a game 100% accurate in terms of damage of player and NPC.
Players use armor, has bleed and are affected for environmental damage, NPC not. NPC has parameters analogue to player armor but its different. The appearance of NPC don't mean that NPC was using that armor or has that defense but it's indicate the rank of this NPC.
For example, if you see a exoskeleton it's not mean that NPC was using exo but its mean that NPC has a high rank and probably his defense attributes has high values.
For this reason is impossible to make NPC 100% equal player unless someone remake NPC system to make his resistances equal (in terms of values) player armor but it's possible in actual game to pass the impression of NPC having that armor, and that was what I tried to do.
Oh I see, gotcha.
Ibb.co
I see this bug occur with Dodge these Gnomus scopes if I use texture detail in 50% or below. Try increase texture detail bar above 50%. (put the texture detail in max config and reduce texture quality until the bug occur again to know the "sweet spot" for this configuration).
If it's not work, try to reinstall the pack without Gnomus scopes. (you can continue your saved game normally)
Does it work with Warfare?
I tested warfare here and there no conflicts. At least in my tests I didn't saw any bug occur.
thank you
Hey, Marked One -- interesting compendium of tweaks you got there! (/Sidorovich) ;D
I've noticed what appears to be a typo in the hardcore_AI_aim script on line 17:
you have " hardaim_initvalinitval = false " when (I believe) it should just be " hardaim_initval = false "
Note: I haven't loaded your tweaks yet, I was looking at various hardcore AI aim fixes since I just discovered that hardcore AI aim doesn't actually work in 1.4.22, lol! :D
Thanks for the warning, I revised the file and uploaded it again.
Unfortunately my vacation is over and I'm back to work and for this reason the development of this pack will be slowed.
About the hardcore AI Aim, initially I mounted a script that set the values every load (function on_game_load()), the problem is, eventually these values are changed to default (and I don't know why). The solution that "ssregibility" found (and the reason that I use his script and not my own), he set the variables to adjust hardcore AI on first key press after game load, and remember, you need to press a button when load finishes.
With this workaround solution, even if the bug that sets the values to default on load occur, these values will be changed immediately.
I tried to read "enable_hardcore_ai_aim" variable in axr_options.ltx to enable/disable this script with config options using axr_main.config:r_bool_ex (like what I done with "enable_restrict_travel" on fast travel script line 206) but mysteriously the game crashes during load if I use it in hardcore AI Aim script.
Thanks for the info!
I've always had Hardcore AI Aim "on" in CoC's menu but I didn't know it wasn't working. Checking out your Zone Overhaul addon is actually how I learned about that, lol :D
Which led me to ssregibility's scripts. His AI_aim script is what I'm using now, with a few tweaks of course!
Can you make a grenade hotkey?
Great idea.
I don't know if it's possible in this game version but I'll search for it and, if it's possible, I'll try to implement in next version.
Does this work with Outfit Addon and Lost to the Zone?
Both addons will conflict with this pack and probably will broke everything.
OA will conflict with all armor balance that I made because all armors were tweaked (even with simplified armors because I used the armor base of CoC vanilla).
Lost to the Zone will conflic with many other aspects like many combat stats (m_stalker.ltx for example) and many items (artifacts, quest items and consumables).
In other words, install any of these addons on this pack will break your game. Sorry.
excuse me but, would you mind to show me how to change pistol/SMG bullet wight????.
Sure, you need to edit one ltx file in "gamedata\configs\weapons" but witch file I can't tell because depends of mod that you're editing.
In vanilla game the file is "weapons.ltx" and in AO the file is "weapon_ammo.ltx".
Basically, to discover witch file to edit, enter in "weapons.ltx" and search for the files with "#include" and search witch file is the correct (sorry but there no easy way to do this).
When you discover the file that store the ammo information, search for the ammo type that you want to edit (for example the russian 9mm called "ammo_9x18_fmj" for normal version or "ammo_9x18_pmm" for hollow point version). On the section of your ammo, search for the variable "inv_weight". This variable say to game the weight of full ammo box of this ammo type in kG, just change this value to change the weight of your ammo.
The box size can be found in "box_size" variable of the same ammo and editing this value changes the ammo weight too because each bullet weight is calculated dividing "inv_weight" for "box_size", but, changing "box_size" will change the ammo price too because the cost is calculated over the box size like the bullet weight.
Thank you very much.
So I've been playing a bit, and the Search and Rescue missions from npc's causes a crash everytime you tell the hostage to come with you, it dings the mission updated then crashes (unhandled exception). I'm not sure why this is happening, but the only way out of these missions seems to be to fail them. Any idea for a fix? I don't have any other modifications installed or modification to files, just straight from your overhaul zip.
Sorry for the long time, this bug is really hard to replicate.
On this addonpack I don't modify any quest related aspect of the game, for this reason this bug certainly exists in vanilla.
In my tests the bug occur when you get a rescue mission, the quest receiver die and the game fails to register the mission failure due his death. When this occur, when the mission updates (usually when you get the hostage) the game crashes.
I think, the cause of register failure is Alife simulation enabled to entire map (this is the only possible modification that can cause the problem).
Unfortunately i don't know how to solve this problem in a save, but, to prevent the bug, I think the way is to disable the full Alife simulation by deleting the "_g.script" in "gamedata\scripts". It will cause the game to load the default "_g.script" that will limit the Alife simulation to your map and linked maps (other positive side effect disabling this is, it will increase the game performance).
Obs.: I,ll put the "full Alife simulation" as install option on next update (like the gnomus scopes) because it's causing more problems than advantages.
What Master mode wished it was on Clear Sky
what artefact do i need for fast travel , it says artefact missing
Very strange, this script only check (with these option enabled) if the player is overload, if the player still in combat (with an enemy seeking for him), if there a psy storm/emission or if the player still in a restricted area. There no check for equipped/acquired artifact.
Can you inform more details about the message ? Like possible other installed addons, location that it's occur and exact message displayed when you try to fast travel ?
Its compatible with arsenal overhaul or it it conflict with this mods?
Arsenal Overhaul is a main addon on this pack. You don't need to install it, it's alredy included in pack.
Is Smurth's Dynamic HUD compatible with this modpack? Also,this modpack needs some of Tronex's addons.For example,TRX Sounds Revamp,TRX Fresh Start,etc.But I don't know if you can implement them
Initialy I'll write here how to solve the compatibility issues with Dynamic HUD, but I prefer to update the addon pack.
Now, answering your questions:
1 - The updated pack include a file that solve the compatibility issues with dynamic HUD addon. I create this solution because Dynamic HUD represents part of the play style that this addon pack represents and some people maybe want to include in their game.
2 - Unfortunately TRX addons are much more complex and I cant grant compatibility with. I do not include this in original pack because it's changes the game drastically and the objective of this pack is to preserve the feel of the vanilla CoC (except for the addition of AO and the re-balance of combat and economics).
Try to test possible compatibility with your favorite TRX addons and feel free to ask for help here. If I can solve any problem I'll help. Unfortunately I'm too busy these days to check the compatibility with these addons (this process involve much tests and I'm out of time due my work).
ARM is a really cool factions better than CORE. Also nice pack, may use it once I play CoC again!
I hope you like this pack. Any problem/question, I'm here to help.
Are any of the DoctorX mods compatible with this?
- DoctorX Dynamic Anomalies 2.1 [CoC 1.5 / 1.4.22] will work with no conflicts.
- DoctorX Dynamic Faction Relations 1.8 [1.4.22] will work normally but the modified PDA relations table will be overwritten by DoctorX version.
- DoctorX Questlines 1.25 [CoC 1.4.22] will work normally but the quest items change will be undone (the item's weight will be restored).
To use any of these mods, DO NOT INSTALL "Full alife simulation" and install DoctorX's addon after this pack (because DoctorX addons replace some files).
P.S.: I'm really considering completely remove "Full alife simulation". It's cause too many bugs with quests and other addons.
OK thanks.
That PDA goodwill display is very useful. I think it would be cool to get permission to post your version as an addon so that others can use it.
By my side there's no problem taking this script, but that's not all my work.
I used the pda_relations_tab:Reset() function from "[1.3+patch]pda goodwill display" for Last Day as base to this script and tweaked to compatibilize with CoC 1.4.22 and show exactly discount level.
If you publish this addon, please, refer to original addon page:
Moddb.com
I worded my comment wrong. What I meant to say was for you to get permission from the OG Addon maker to post your ported version in the addon section. I wouldn’t want to take credit for your modifications.
Very nice overhaul, I can finally feel that my guns are actualy guns and I don't have to shoot a whole magazine to enemies heads to kill them.
But I think that the mutants are a bit too powerfull - what I mean is that i understand that for e.g. boar shouldn't die from one or three 5.56 shots to body but 2 or 3 shots in head should definitly kill it - and with this addon it sometimes takes over a half of rifle ammo magazine into body or over 5 shots perfectly to the head to kill most common mutants and with modified bleeding and damage it's almost 100% death when you accidentaly run into 3/4 boars with just m4 or you will waste all your ammo to kill it.
But other than that, great overhaul :)
Thank you.
Uhm, you gave-me an idea of what I'll revise to next version.
Thanks and good game.
i didnt know hard core AI aim was disable when it still on that very interesting but is it possible to use this with full armor upgarde ,AO3 and maxium weapons upgarde ?
AO3 is one of this pack base, you don't need to use that because it's included in pack.
Unfortunately both Full Armor Upgrade and Maximum Weapon Upgrade are incompatible with this pack.
Was going to download until I read A.I Hardcore aim was enabled.
There is nothing worse than being shot to death or even receiving a death dealing head-shot from miles away and constantly having to reload the game.
So for that reason I am out!
I think you don't really understand what Hardcore AI Aim do.
This option don't increase the accuracy of enemies, this option don't increase the aim distance from enemies.
This option just adjust some values that make the enemies to aim properly at moving targets.
With default values (hardcore AI aim disabled), if you are in moviment, enemies will hit you only if you are running directly in their direction in straight line. Then, if you simply run (acquire "infinite" stamina is easy with low carry weight and some stamina artifacts), you can cross Pripyat without get shot even once.
Hardcore AI aim changes only factors that change abilities to shot moving targets and do nothing with aim range or anything else. If an enemy can snipe you, he will with or without hardcore AI aim and it's a vanilla CoC characteristic.
As the author says, hardcore AI aim doesn't make all enemies hitscan sharpshooters. Hardcore aim (when it's working*) just eliminates the built-in timing penalty that's applied to NPCs.
The problem you're describing happens when enemy NPC view settings and trigger settings are set too high so they can spot you from 300m away when you're standing still. :D
The funny thing is, the Hardcore AI Aim toggle has always been broken in CoP anyway, so you've probably never actually seen it in action. There's a fix for it on this site:
Moddb.com
Great work! I'm not a fan of the grindy, reactive gameplay in "hardcore" mods, but I love the deadly gameplay.
I have the following problem. I have CoC and this pack of addons. I installed DoctorX Questlines. I started as millitary and i am neutral to them. On the map and in person they are green(friendly) but my faction relation is 0 and they dont sell me armor which is a problem. I've been doing quests with them and i gain 25 or 50 increase. It will take me years until i reach the point of being able to purchase armor or suits from them. I'd appreciate a help or at least tell me which file to modify. I checked the file game_relations.ltx but i dont see anything that has to do with quests awarding more faction relation. Any help would be appreciated!
Only a caveat:
About the hardcore aim script from Last Day, it uses the wrong values, those in the script are actually the VANILLA ones, if you want to use the real, hardcore ones you might take a look to axr_main_options.script and look for the other values (those that begin with 0. Whatever) and use them to replace the ones in the hardcore aim script. You WILL notice the difference.
I've encountered a problem while using your mod:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 285
[error]Description : fatal error
[error]Arguments : Duplicate section 'hide_from_fallout_rad' found.
stack trace:
It's appear that you tried to install other version of Fallout mod over this pack. This mod becomes incompatible with this pack because it's already included (and modified) in pack.
This crash usually occur when you have two conflicting mods installed.
If you really do that, just reinstall the pack over a clean CoC 1.4.22 install and everything will be ok. You can backup the "appdata" folder and put it in your clean install to maintain your save files.
If it's not the case or if this procedure don't solve the problem, please give-me more information about your install. I need to know what mods you have and installation order.
Are faction defense characteristics something that also exists in the normal mod?
If you mean "original mod" as "call of chernobyl without addons", then, no.
In vanilla game you can get any armor in virtually any vendor, for this reason, each faction has no specific characteristic. And, even with different characteristics, all armors have similar effect and the mandatory attribute becomes armor and artifact slots (environmental defenses have extreme low impact over player play-style because anomalies are extremely easy to avoid and causes extremely low damage).
In CoC Overhaul, due the total damage re-balance, addition of chemical fallout and, recently, the addition of DRX dynamic anomaly, the armors became unique. For example, if you are using a duty armor (with extreme high combat defense but extreme low environmental defense), you'll get much less bleeding when hit but can die easyly passing over a "chemical mine anomaly" and your stamina will have a short duration running.
Otherwise, if you are using a freedom armor, with great "environmental defense" but lower "combat defense", in some situations you can face a chemical fallout directly without cover taking any damage but are much more exposed to damage/bleeding caused by mutants or weapons.
Playing with duty armors, player are much less artifact dependent (artifacts still important!), while playing with merc armor, if player don't get high quality artifacts, he'll be in serious disadvantage.
Playing with military armors, player probability will consume high amount of energy drink but have high combat defense, otherwise, playing with bandit armor, probably player even carry an energy drink.
But, to acquire the desired armor player have few options:
- Became friend with that faction;
- Kill many members of that faction and try to drop one of their armor;
- Find an armor in map (stashes never have armors, but there some on labs or NPP). (only few armors have this option)