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!

Description

Adds 137 new artefacts to the game. Can only be found in northern areas and underground labs.

Preview
Dante's Need More Artefacts CoC 1.5r7
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xintothefallx
xintothefallx - - 241 comments

Hey bro, are you planning to port something of these addons to Call of the zone? Like this artifacts or STCoPwp, that mod is good but feels kinda empty with the vanilla artifacts and weapons

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jeredy_hothead Author
jeredy_hothead - - 126 comments

Straight answer - no. I'm not porting everything to everywhere. Addons that I've added are still in development and I won't be able to properly maintain several ports at once. As you can see I've chosen 1.5r7 as a platform despite it being crashy and unfinished because it was like a clean canvas you draw whatever you want. And it is not outdated like 1.4 which halts development. Just to see of what is going on with Anomaly modding (really great engine, almost perfect, but setting is not for me) I'm afraid can't keep up with that pace and I wouldn't want to, honestly. Maybe, if 1.5r7 ever becomes stable, it would be easier to transfer CTZ to it, but that's a different story.

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Rhons
Rhons - - 194 comments

(One year+ later...)

I'm going to attempt to port this Mod (again, now experienced) to DoctorX's Call of the Zone. The modding community there is still alive and this add-on would be an excellent addition to the new content available in CotZ as compared to CoC. Expected release date with compatibility patches with CotZ add-ons should be expected around the first week of June 2022, if not earlier.

Hopefully you're still active in CotZ.

Moddb.com

EDIT: Got done much quicker than anticipated. This mode is now available for DoctorX's Call of the Zone!

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Mercenary_Scientist
Mercenary_Scientist - - 82 comments

Good addon, been playing with it for 3-4 days and no crashes so far. The stats balance's OK but artifacts can be found in stashes a bit too often. 9/10

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Guest
Guest - - 689,738 comments

[16:49:05.858] FATAL ERROR
[16:49:05.858]
[16:49:05.858] [error] Expression : bone_id != BI_NONE
[16:49:05.858] [error] Function : SArtefactDetectorsSupport::SetVisible
[16:49:05.858] [error] File : D:\CoC_UP\src\xrGame\Artefact.cpp
[16:49:05.858] [error] Line : 527
[16:49:05.858] [error] Description : bone01
[16:49:05.858]
[16:49:05.858]
[16:49:05.858] stack trace:

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jeredy_hothead Author
jeredy_hothead - - 126 comments

Thanks for report, will investigate later. Would also be great to know artefact name and detector used.
So far encountered such problem only with "Ice" artefact - fixed in latest update.

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Emmet.Otter
Emmet.Otter - - 1,715 comments

This would be perfect for Anomaly!! Hope to see this there one day.

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ThatSwatty
ThatSwatty - - 76 comments

I cant simply find any artefacts, not sure if its this addon causing it but i've searched couple of location's anomaly fields with my veles detector and there is absolutely no artefacts. I even tested if my detector will detect the soul art which i found in a stash, and it didnt detect it despite being a veles detector, or maybe its just because i play on realistic difficulty?

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jeredy_hothead Author
jeredy_hothead - - 126 comments

Have you tried northern areas? From red forest and further. And should also be found in underground labs. Skip few blowout cycles (but don't die, got to have enough psi-protection to sleep through it) to let them spawn.

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Guest
Guest - - 689,738 comments

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TheFlammenwerfer
TheFlammenwerfer - - 20 comments

im using this mod and owr but the icons are so messed and i cant use the owr fix cuz it overwrite the NMA files

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jeredy_hothead Author
jeredy_hothead - - 126 comments

So it uses same textures\ui\ui_icon_equipment.dds icons file. Should be no problem with vanilla weapons or STCOP3.4, but as you are using OWR - additional fix might be needed. If you tell me which one of them OWR versions you use (this addon was tested only on patched 1.5r7), I can try merge those icons.

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TheFlammenwerfer
TheFlammenwerfer - - 20 comments

im using owr 3 v1.0 for coc 1.5 r6 (idk where i find r7 version)

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jeredy_hothead Author
jeredy_hothead - - 126 comments

1.5r7 installation order:
Drive.google.com
Disk.yandex.ru
Disk.yandex.ru
STCOP 3.4:
Moddb.com
Moddb.com

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Guest
Guest - - 689,738 comments

sorry to bother u again but u know a addon/mod that make the companions more resistant? (u dont need to search anything just tell me and ill do it myself)

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TheFlammenwerfer
TheFlammenwerfer - - 20 comments

jej i forgot to sign in

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jeredy_hothead Author
jeredy_hothead - - 126 comments

Don't know if there is such addon for CoC as I only take them to help get rid of poltergeists in labs. Quick look up showed this Moddb.com for anomaly and it seems that there is no way to just tweak config files, but have to write a script. Try Drive.google.com it is same script from that addon, but without important npcs, only companions.
By the way, you can give outfits to companions too.

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Guest
Guest - - 689,738 comments

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TheFlammenwerfer
TheFlammenwerfer - - 20 comments

also im gonna use the 1/2 companion tactic to keep them alive more time

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