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!

Add addon Dan's Desolation Mod (1.4.22)
Filename
Dans_Desolation_Mod.zip
Category
Prefabs
Licence
Public Domain
Uploader
DeadlyDanDaMan
Credits
DrX Desolation Mod 1.2
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Updated
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208.9kb (213,910 bytes)
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4,188 (6 today)
MD5 Hash
f2ec14e70958da3cf17b78cf585bf838
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Description

ALL credit goes to DrX for his Desolation mod. All I did was increase the respawn time even further, from his 1-2 days, to 4 days.

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Dan's Desolation Mod (1.4.22)
Comments
Alundaio Creator
Alundaio

"I was getting annoyed at the fact that I could kill enemies on one side of Cordon, run to the other side and by the time I got back they would already have respawned new enemies in that area."

Respawn time is in game time seconds. respawn_idle = 30000 would be 8 hours in-game. Game time is 10x the speed of real life, so this means 30,000 would almost be an hour of real time.

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DeadlyDanDaMan Author
DeadlyDanDaMan

Regardless, the spawns were too high. They were never balanced for the amount of maps that CoC provides. This mod does balance it. Now you will actually have to move to another map if you want to find things to kill after you have cleared out the map you are on. Clearing out an entire map will usually only take about 1 day in game time, 2 tops. Unless you want to sit around for 4 more days and explore, you will have to move on to find new prey.

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Diegtiarov
Diegtiarov

Aren't they in milliseconds?
Last time I checked that it was 30 000 = 30 seconds irl.

I bet the comment in some file also says the value is in ms.

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DeadlyDanDaMan Author
DeadlyDanDaMan

I wasn't sure either, but I tested my changes in game several times on different maps by watching spawn points. It consistently took 6-7 days for enemies to respawn at spawn points with my changes. I loaded new areas, loaded save games, everything I could think of to get enemies to spawn, and it was pretty consistent at 6-7 days. However, there are still SOME instances where enemies will respawn relatively quick, but I have a feeling that is because some spawn points have multiple different types of enemies that can spawn at one point.

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Diegtiarov
Diegtiarov

No, there is only 1 squad rolled each respawn. Perhaps you're talking about starting squads which are described in simulation.ltx file.

Personally, I had checked the values with a stopwatch in my hand.

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Alundaio Creator
Alundaio

You are thinking of device.time_global() which is time in milliseconds the application has been running, which is useful for many timers the rely on real time. Game time is the year, month, minute and second in-game, which is why one would use diffSec method to compare two time periods.

curr_time:diffSec(self.last_respawn_update) > self.respawn_idle

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Kevin_Walter
Kevin_Walter

30 seconds feels accurate to me. I don't know how any of this works, to be honest, but I was sent to a southern location in the swamps while playing earlier to clear out the small village to the west of the church. I passed through the church, killing the Clear Sky members who were there. By the time I searched the bodies, two more showed up. I looted them and moved on to the village and cleared it. Got the notification for clearing it as well. As I was looting corpses, another Clear Sky member showed up and I killed him. I continued looting corpses and another showed up... and then another soon after that.

I only spent a few minutes in that village and 3 people spawned one after another and entered that village, running for the fire pit in the middle.

I killed the last one, looted him quickly, and then headed back toward the church, which had already repopulated with at least 3 Clear Sky dudes (I didn't stick around long enough to kill them and do a head count).

So basically, in the 15 minutes or so that it took me to clear two areas, the first area had respawned several NPCs, and the second area actively respawned 3 while I was still searching corpses... which is a little insane, imo.

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LazyAmerican
LazyAmerican

If anything...need a way to speed up spawns lol. I want to be harassed from the moment the game starts up till I'm a corpse lol.

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DeadlyDanDaMan Author
DeadlyDanDaMan

Honestly, the base game already provides that. Crank the population amounts to 1.5 in the options, throw in the Full A-life Sim addon (will probably crash your game at 1.5 pop though) and you'll basically be drowning in NPC's and mutants. And play as Monolith so everyone hates you. You won't be able to walk 5 feet without something trying to kill you.

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neophus
neophus

Totally agree ! it's bad especially when you clean a complete enemy base and they still are there respawning when you get back, thanks you for the idea !

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pavolpi
pavolpi

I need a little help. Does anyone know which file should I edit to encrease amount of NPC ? I would like to experiment a little bit. I would like to try fighting against more NPCs in their basis or anywhere else.

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FastCheetah5
FastCheetah5

I think turning up "stalker population" will do that.

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DeadlyDanDaMan Author
DeadlyDanDaMan

What FastCheetah5 said, turn up the stalker population in the options menu. You will have about 20-30 NPC's in every base if you set it to the max. Maybe even more.

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pavolpi
pavolpi

I've set stalker population parameter to 1.5 in the game options. It seems to be working. It seems like there are more NPC's there.

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Krokx
Krokx

I'm very happy you are addressing this with this mod. IMHO in a perfect world this should be a parameter which should be adjustable in the game settings menu in CoC. I'm also getting bored of the "crowding" of the map. As if everybody wants to spend his holidays in the Zone. Too much tourists!

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DeadlyDanDaMan Author
DeadlyDanDaMan

An adjustable option in-game would be amazing, but I have nowhere near the ability to do something of that scope. Maybe the Dev's can work something out because I think a lot of people would enjoy that kind of feature being added into CoC:)

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felixbr
felixbr

Thanks for this mod. I was worried also with respawn rates, even with population at minimum. I like the idea of clearing a map and not having more enemies popping out from nowhere.

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Arpadiam-Sigma
Arpadiam-Sigma

thanks for the mod, was annoyed tha cleaned cordon back to the bridge and there was again that crazy militaro shooting me again when i killed like 1 hour ago, now this one looks more realistic

cheers

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Spenzerr
Spenzerr

Hey would it be easy to adjust the times in the game files? I'd like it to be a bit faster. Also what is the default respawn times?

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DeadlyDanDaMan Author
DeadlyDanDaMan

Actually, it really isn't easy to adjust the times. You have to manually edit every single file, and it takes about an hour to do. The respawn times for this mod are 6-7 days. Default CoC is about 12 hours. Something like that, not 100% sure but it's close to that.

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attackzone974
attackzone974

Does this require a new game? because I get this error ! [SCRIPT ERROR]: ... call of chernobyl\gamedata\scripts\smart_terrain.script:1026: attempt to index field 'already_spawned' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ... call of chernobyl\gamedata\scripts\smart_terrain.script:1026: attempt to index field 'already_spawned' (a nil value)

stack trace:

0023:00BA399C xrCore.dll, xrDebug::fatal()
0023:09D04802 xrGame.dll, CDialogHolder::IgnorePause()

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attackzone974
attackzone974

help anyone?

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tom_servo4
tom_servo4

It would seem that way. At least with my current set up, loading my save crashes the game Windows after installing this mod.

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DeadlyDanDaMan Author
DeadlyDanDaMan

Yes, you need to start a new game. The game is trying to spawn something that is already spawned. That's why it says 'already spawned'.

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tom_servo4
tom_servo4

Are there any other incompatibilities that might render this mod ineffective?
I started a new game with pop factors down to .25 and the Zaton starting point still had multiple pseudo dogs and fracturs in the immediate vicinity.

Is that normal?

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zes91
zes91

I have a question regarding the "npc_in_squad" line in squad_descr.ltx, which determines the random number of NPCs in each spawned squad.

if the values are "0, 3" what happens if the script randomly determines that a squad of "zero" stalkers is to be spawned (instead of 1, 2 or 3 stalkers)? Would that reset the respawn_idle timer in the corresponding smart_terrain file, leaving us to wait for the next time there's a respawn? If that's the case, that would be nice because it adds more unpredictability... Or a spawn of "zero" NPCs could remain untouched throughout the playthrough, which isn't so good.

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alexkfridges
alexkfridges

Good question. I would also like to know about this! I'm confident dr. X thought of this though

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zes91
zes91

I created forum thread, to make sure someone answered this, and lo and behold Doc.X actually replied. Here it is:

"I used this very trick in my Desolation addon. It worked fine when I first released it, and still seems to works fin, but now it spams the console with invalid squad complaints. Doesn't seem to cause any problems, but I suspect what is happening is whenever it is trying to create a squad with 0 NPC's, it still creates an empty squad rather than create no squad at all.

A better way to do it is to intercept the spawn in the script (it's in smart_terrain.script IIRC), and add a random chance as to whether or not the squad should spawn after each idle timeout."

So that confirms it. I can live with invalid squad complaints, the game runs smoothly anyway, and I don't know exactly how to do that trick with the smart_terrain.script just yet. So yeah, all good ;)

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zes91
zes91

Anyway, I should warn you, there might be pathfinding issues with NPCs, when using Doc.X's Desolation mod. This is just my suspicion, he never confirmed it though... You can read my thoughts on the add-on's comment thread. However, this issue is not related with my questions about the squad_descr.ltx.

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OneDrSpaceMan
OneDrSpaceMan

is it compatible with MLR 6.9 + English Translation ? it would be cool

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Guest
Guest

No ;C my games crashing

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banzaiken
banzaiken

Hey Dan, I don't know if you know this, but if you set .ltx files to open with Notepad++, you can shift click up to 15 at a time to open, and then use CTRL + H to do a find and replace across documents and replace all of them pretty much simultaneously. I saw you were talking about manual edits and how long it takes to edit and if you actually did them all by hand I figured I'd give you this tip. I'm not into the lower population but I did use your spawn time in my build because Monolith were zerging Cordon and that just isn't fun.

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