EOC is the return of the modified OFFLINE - ALIFE which was promised by the developers back in the days of Stalker Oblivion Lost, but for some reason not was completed, and then completely cut out of the final versions of the game.Extended offline significantly changes the Zone by adding life simulations to it, all events that occur in life simulation are displayed in all aspects of the game and radically change the gameplay.This is an english version of EOC 1.7.6 (and EOC Lite) for Call of Chernobyl 1.4.22 using machine translation.
EOC is the return of the modified OFFLINE - ALIFE which was promised by the developers back in the days of Stalker Oblivion Lost, but for some reason not was completed, and then completely cut out of the final versions of the game.
Extended offline significantly changes the Zone by adding life simulations to it, all events that occur in life simulation are displayed in all aspects of the game and radically change the gameplay.
This is an english version of EOC 1.7.6.1 (and EOC Lite) for Call of Chernobyl 1.4.22 using machine translation.
Extended Offline website seems to be there but it seems to throw me out for "bad browser" for some reason probably it does not like ad/script blockers :
Vk.com
Full credits to the original author, i only machine translated his very good work.
It seems there is a version for CoC 1.5r7 here :
Ap-pro.ru
by xr_Sanya (the author of a 64bits engine for CoC 1.5r7)
Bitbucket.org
Can't say more as i don't use CoC 1.5 and so will not work on an english version of it sorry.
IMPORTANT : this is for Call of Chernobyl 1.4.22
If you are using Call of Chernobyl 1.4.22 modded by Stason174 it will not work, use this version of EOC that is made for the Stason174 mod , no idea if it is translated in english :
Moddb.com
For a description of what is EOC (Extended Offline Chernobyl) , read the included
EOC Description.txt
made from machine translation.
(i included a EOC Changelog.txt if you're interested in seeing how this addon evolved)
Extended Offline Chernobyl is an addon that improve vastly the alife , allowing factions to wage wars with each other without requiring the player actions.
It can be seen as a less complicated (and more autonomous) Warfare , and additionally much less crashy.
EOC was also only in russian language, but with the help of machine translation and manual debugging of it
(debugging of the translation was required as the translating engine was more than often breaking the script codes involving ", or [] characters, not the most fun file checking i had to do)
REQUIRE A NEW GAME, it will certainly break things and crash if you're using this on an already existing saved game.
version 1.7.6.1
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This is an updated version of previous version 1.7.6 that allows the player to capture ressources and territories in addition to bases :
Playground.ru
For this english version i also fixed a few typos in the news text that i did in 1.7.6, but it's very minor fortunately as none noticed.
version 1.7.6.2
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Rebalanced the amount of npc in a squad mostly for performance (and possibly avoid some late game crash due to amount of ID limitations of CoC)
added more optionals folder
EOC Lite
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This is a special version of EOC without dynamic news
It does not display any markers on the map and does not allow the possibility of the player taking over the bases.
It's simulation only and made for simpler gameplay.
But do not worry Factions will still fight and capture things on their own.
IMPORTANT 1
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You'll notice in each folders there are a few addons and options if you wish to tweak a bit your EOC experience
BUT in term of compatibility with other addons, i suspect there are many addons that will not be compatible with EOC
(if an addon have files of the same name as EOC, you can bet it's not compatible without some merging and editing)
The options folder features some way to customise your EOC experience
All Factions at War -- factions are allied or neutral to no other factions, there can be only one !
Factions do not respawn after being destroyed -- should prevent factions to respawn after their annihilation
Less active faction war -- factions should send their squads out LESS often
More active faction war -- factions should send their squads out MORE often
Remove enemy squad display -- by default EOC display enemy and mutants squad in the PDA, this disable that feature
Low initial population -- there should be less squads at first
No mutants -- there should be no mutant in the zone
Mutants Repopulation -- by default EOC features a lot less mutants, this option repopulate the zone so mutants will be a serious threat again
Bigger Squads -- has large amount of npc in a squad, can lead to huge battles.
Medium Squads -- (the default setting) has reasonnable amount of NPC in a squad.
Smaller Squads -- has few NPC in a squad, best for maximum performance.
Sorry i don't the time nowadays to make compatibility patches so do not ask
Maybe i'll do a few if and when i'll have time in the future, but if someone wants to contribute be my guest.
Thanks to some bug reports, it was brought to my attention that EOC can be buggy and crashy if the "dynamic relationship" from the optional addon is used.
IMPORTANT 2
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the key M in the game allow to hide smarts/friendly squads from the PDA. I disabled that (smarts/friendly always show now) because it was conflicting with what i was doing with the M key.
To re-enable the feature, open sim_brain.script located in ....\gamedata\scripts
;axr_keybind.keybinds["hide_sim"] = "DIK_M"
remove the ; at the begining of that line so you obtain
axr_keybind.keybinds["hide_sim"] = "DIK_M"
(it's not needed if you're using EOC Lite as it does not allow to show or hide friendly in the pda)
important : it is for Call of Chernobyl 1.4.22 only , not for Call of Chernobyl Stason174.
For the later mod there is a more advanced version of Extended Offline there :
Moddb.com
edit : a friendly base will not generate squads if you're in it, you need to move away of it (for how far you need to be check how much distance you have in the option "online exclusion radius)
edit 2 : some people have experienced crash when using Extended Offline with the Dynamic Relationship addon, so you may want to remove it to experience better Extended Offline.
(sorry my english) How do i do to conquer territory? I wanted to capture a ressource and ik that i have to own the surroundings. I stay there but nothing happens... :(
From what i understood from playing, only the AI can capture ressource and territory points. So you'll have to leave that for the AI squads to do.
You as the player can capture bases points (the AI can too). To do so, kill the defenders in a base (usually there can be a bunch of them) and you will see a message telling that you are capturing the base.
Stay a bit and a message will tell you that allied squad will come so you will have to protect the base until they arrive (depending on distance they can take some time to arrive).
Once the allied squad is there, in the PDA the base will get your faction icon, it's now yours and will start to produce squads and try to capture more points once you're far away.
Thanks for the reply!
Interesting concept. Is this compatable with DoctorX Dynamic Faction Relations? I already have that installed and would rather not uninstall just because of game stability.
In the addons folder in the EOC full and lite directory there's a "Dynamic Relationship" folder, make sure to install it after installing EOC or EOC lite and you should have EOC with dynamic relations.
New release for CoC R7 (with my engine) is coming. Im working on Unofficail Patch for CoC R7, when i release patch, i release a new EOC 2.0!
That's awesome !
This works pretty well, where can I find mechanics? I don't see them anywhere :(
Is the mechanic location under your faction control ?
I just tried in Cordon as a loner, the farm is under Loner control and i can see Xenotech there.
Man I really like this addon, but the monoliths are too OP, they grow even stronger Everytime, seems like capturing territory is useless, your squad is too weak to defend the base from monolith attackers. And always ended up in losing control of a territory/base
From what i played, it is important when a npc squad capture a territory that you go away, because of the CoC settings that prevent npc to spawn ("online exclusion radius) if you're too close.
So a captured territory may not recieve reinforcement if you're too close of either the captured territory or a base (as bases can spawn and send reinforcement to newly captured zones).
Thanks for the reply, is there anything that I can do to weaken the monoliths?
A possible way would be to lower the amount of soldiers that can be found in a Monolith squad.
To do so, edit the file squad_descr.ltx that is located in ...\gamedata\configs\misc\
In there every kind of squads that a faction can spawn is defined, and every squad has a line
npc_in_squad = x, y
with x is the minimum amount of soldiers in that squad and y the maximum.
So by lowering x and y you may have smaller Monolith squads spawing, i suppose making them easier to defeat.
Thank you very much :)
Hi
I got this error:
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...chernobyl eoc\gamedata\scripts\sim_combat_manager.script:160: attempt to index global 'k1' (a nil value)
! [SCRIPT ERROR]: ...chernobyl eoc\gamedata\scripts\sim_combat_manager.script:160: attempt to index global 'k1' (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: ...chernobyl eoc\gamedata\scripts\sim_combat_manager.script:160: attempt to index global 'k1' (a nil value)
stack trace:
0023:0096399C xrCore.dll, xrDebug::fatal()
0023:0AAB966C xrGame.dll, CDialogHolder::IgnorePause()
0023:0040E6FF xrEngine.exe, CRenderDevice::End()
0023:0096AEFC xrCore.dll, thread_name()
0023:70A8C934 MSVCR120.dll, beginthread()
0023:70A8C9FD MSVCR120.dll, endthread()
0023:77796359 KERNEL32.DLL, BaseThreadInitThunk()
0023:77E17C24 ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:77E17BF4 ntdll.dll, RtlGetAppContainerNamedObjectPath()
any help?
I have looked around about the error message you have, and spotted someone reporting a similar one in a couple of russian boards :
Vk.com
Old.ap-pro.ru
From what i understood by using google translation (i don't know the russian language), in both cases the user had the Dynamic Faction Relationship addon.
So to be sure the problem you're having comes from this : are you using the Dynamic Relationship addon too ?
Hello
without Dynamic Relationship addon it works great! Thanks a lot :)
I have also installed the following mods:
-
Arsenal Overhaul
Outfit Addon
A.R.M. 9
Artefact Expansion
DrX. Questline
DrX. Dynamic Faction Relations(Works perfectly so far)
DrX. Faction Relations
DrX. Dynamic Anomalies
Structure Redux
Absolute Nature Redux
TRX Global Weather
Call of Chernobyl Fallout
-
Everything working perfectly so far
Thanks for confirming it's Dynamic Relationship that was breaking things, it should help people having the same error with this excellent Extended Offline addon.
I updated the addon.
On the internet i found some fixes for the full version of EOC (not EOC Lite) .
I have no idea if those fixes are really needed, as they change a few lines on the EOC scripts.
But in case they're usefull, i added a folder in the download named "EOC 1.7.6 FIXED 4 CoC 1.422 ENG"
Inside of it, there's a gamedata folder that contain the full version of EOC 1.7.6 with the scripts fixed.
Use this gamedata instead of the other ones if you want to give a try to this fixed version (that seems solid from my test so far as i got some battles in Cordon between Loners, Bandits and Military without crash).
I also removed the optional Dynamic Relationship, as it had been reported it seemed it was a source of a crash.
Update again.
This new version is the english translation of EOC version 1.7.6.1 i found there :
Playground.ru
Out of bugfixes, this version allows the player to capture Ressource and Territory points, not only Base points (previous version only NPC could capture those points).
I fixed a few typos i did in the translation in the news text files and added a few folder in the Options so you can customise your EOC faction war better or have better performance.
It's a lot of fun.
Hi mate, your mod is a must have for me, however, I use this other mod which I'm 100% sure it's gonna have some conflict, TRX's A-life Revamp (https://www.moddb.com/mods/call-of-chernobyl/addons/trx-a-life-revamp)
I'm sure this mod only messes with factions, while his is a "semi-complete" overhaul changing everything from mutants to zombies to factions (in fact I had to remove some spawns from his mod, too many zombies spawning everywhere) but his mod doesn't have offline combat.
My question is, does this one have it?
I mean, the real combat, not just squads moving around all maps, and only fight when you're in that specific map.
I'm asking this because I'll have to remove that mod, install yours, and look for any conflict with other mods and that will take a while, and I'll be frustrated if this one doesn't have offline combat.
Cheers for the effort.
Note : it is not my mod, i only translated it in english as the original addon is in russian only.
Extended Offline ( EOC ) has offline combat, the addon is based on factions bases sending troops to conquer ressources, territories and enemy bases on their own (you can help or not, it's your choice, if you conquer a location your faction will send troops to help you defend it by example) so offline combat is a must for this kind of faction war system.
Unfortunately there will be some conflicts with TRX alife revamp, as in the configs/misc there are several important files that both addon modify, merging without creating errors will be a pain.
If this mod has offline combat, then it's the base I'll follow, all other mods become secondary, although his mod have some kind of resource holding, there's no offline combat.
Anyway, thanks for the answer, now I have to download this mod and reinstall all mods to make this work haha, long work ahead.
I don't know if you managed to make EOC and ALife Revamp to work together but I guess that it'll be hard since the TRX addon modifies the smarts and those are vital for EOC to work
Nah, it doesn't they practically use the same files so they overwrite each other, but at the end, I reverted back to Alife Revamp, this mod, although at the beginning, makes the zone feels more alive, it quickly becomes a warzome, after a ingame week, duty and stalkers destroyed the bandit base, Freedom lost everything but army warehouses, oh, and mercs tried to overrun the bar with over 50 guys at the second day, no need to say the HMG emplacement chewed them up nicely, this amount of fighting kinda breaks the immersion for me, as none of the main games you see that, not before a immense build up though.
Same here but with a worst outcome, I summarized my experience at the bottom. Unless you nerf all the factions and merge the "Mutant population", "Smaller squads" and "Low initial population" addons, you'll have to endure watching how the whole Zone goes batshit insane, like, 30 NPCs in a 50 meter radius, yeah.
Thank you for the heads up man.
Does this mod even have mutants? Because during my playthrough I haven't seen any and I can't spawn a squad of them too via debug menu.
I will have to check, i've been so busy fighting a big war in Agroprom between Stalkers and Military (with EOC that map is a bloody warzone) that i haven't checked about mutants.
Hopefully it's a simple mistake to fix.
After checking the files i found out it was not a mistake, the EOC author designed like that by default, the mutants are nearly non-existent, fortunately i found out how to get them back in full force, will release an update with a new option for it.
Along with a rebalance of the amount of npc by squads to avoid some possible ID errors in late game.
Released version 1.7.6.2
It's a rebalance of the amount of npc by squad for both stability and performance reason.
I also added more options :
*Bigger Squads, large squads, probably better have a good PC
*Medium Squads, that's the default amount of npc by squad, it was called "smaller squad" in previous version but wasn't that small.
*Smaller Squads, few npc by squads, the best choice for better performance
*Mutant Repopulation, repopulate the zone with mutants like it was in CoC, EOC by default does not have much mutants to let factions war being mostly between npc.
Hello, can you do an adapted version for Call of The Zone mod? It's in many ways better than the standard vanilla CoC.
Unfortunately it's beyond my scripting very poor skills, i tried to port it into CotZ for months (because i really CotZ) but it never worked at all. I hope someone with a lot more scripting knowledge will one day be interested to port it, it's such a fun addon.
Hi, the texture for the zone capture notification doesn't show up, how do I fix this? Maybe I'm putting the texture in the wrong place
It's strange as if you moved the gamedata the texture should be at its correct location, the texture responsible for the zone capture is ui_news_pda.dds that is found in
...\gamedata\textures\ui\
But are you by any chances using the "EOC Lite" ?
EOC Lite does not feature the capture zones (as the capture system is supposed to be a feature of the full EOC only)
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Been trying this out and so far its been a blast, if a bit hectic at times. But having the technicians killable is a bit much. Lost Xenotech at Cordon within 5 minutes of spawning as a Loner in Cordon to the military. Idk if there is any way to make technicians and other important NPCs immortal?
If i understand the scripts, there are generic technicians of the factions that control the location that will take their place.
I've been having a blast with this!
After a couple of weeks playing and tinkering with it, I can say a few things:
-I used the Dynamic Factions Relations script from the very original addon made for the Stason174 pack, works flawlessly, however for some odd reason they added Monolith as one of the dynamic factions, so you might end with the hilarious situation where Loners and Monolith became neutral to each other or even become friends! You can fix this by commenting out Monolith from the faction list in the script.
-In this version of EOC the Military and Monolith have massive, massive, MASSIVE BUFFS. If you play *this* version of EOC as it is without any changes, you won't even be able to finish cleansing the ATP base in Cordon (where they had Nimble) from bandits before the Military arrives at the Rookie Village and curbstomp everyone. As you keep playing, it only takes a few hours before the only factions that will struggle to power will be the Military and Monolith.
-Mutants are a joke. They get wiped out asap by the NPCs. My guess is that, since the NPCs can "take" the lairs this means that mutants are unable to spawn anymore, and this explains their disappearance. If you try to buff them up there's a caveat! Zombies share the same section with other mutants so you might end up turning them into the mightiest faction (ironically) in the whole Zone, it happened to me and I realized my mistake until it was almost too late so now I'm fighting the real deal Army of the Dead.
For the faction power difference, i think you can even out the playfield by editing the file sim_offline_control.script that is located in ...\gamedata\scripts\
There are a "faction_boost" setting for each factions, though according to what i see there, it seems Monolith is the most powerfull, and Duty/Freedom/Military are 2nd most powerfull (all 3 of them have the same power boost).
After that what may make the difference is where each bases are located in comparison to ressources/territories.
For the mutant , the problem is indeed that NPC can capture lairs. I'm trying to understand the scripts better so i can get a "lair can't be captured" option, but so far it is a bit above my head.
Yeah, I left the faction boost numbers in negative numbers (-9 to all) and the addon became playable again, factions still fighting each other for smarts but in a rational, less lemming-like way and actually quite interesting things happened. Zombies overran almost all maps due a ****-up I did trying to boost the mutants... Yet the Loners at the Outskirts miraculously managed to retain the map albeit they shared half with the Monolith, and in a truly epic way (offline) they struggled and finally overran the cultist and began to occupy the main Pripyat map!
Wish I read this before banging my head against the wall trying to do all the bandit playthroughs. I'll definitely edit things to make them closer in line in my next go around.
It's a bit disappointing after reading through the script file to see how Offline combat is calculated, I believe the Clear Sky mod Total Factional Warfare used individual stalker rank and armor to decide on Squad power instead of overall rank and whether there's a sniper rifle in use or not haha.
I'll probably just put a 0 on all boosts with maybe a 1 to Military and Monolith for lore's sake.
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Hey there. Really cool mod, A-life for me was disappointing with vanilla CoC and the more I play CoC and their derivatives the more cracks I see even with other A-life mods.
I played this one for the faction war as I can't find the latest Warfare mod anywhere and initial impressions are good. I was using the all factions at war setting and largest squad size options.
Unfortunately I was getting quite a few crashes with those settings so am reinstalling it with less large squads and no more respawning destroyed factions.
I also would like to try the lite mode with other addons like Questlines or even just Story mode to see how well it plays that way so I'll be doing some more testing.
Really enjoyable so far though, even with the crashes I appreciated all the systems at work and had some insane gun battles.
I play CoC and CoTZ so wish lite worked with both, but it is what it is. Appreciate you putting this up for us to enjoy!
So after playing a few different Ironman games with No faction respawn, no faction pda markers, and more mutants from the optionals enabled, the game still crashes a lot, albeit a bit less than before.
stack trace:
0023:00C3399C xrCore.dll, xrDebug::fatal()
0023:0AD9966C xrGame.dll, CDialogHolder::IgnorePause()
0023:0040E6FF xrEngine.exe, CRenderDevice::End()
0023:00C3AEFC xrCore.dll, thread_name()
0023:6B08C934 MSVCR120.dll, beginthread()
0023:6B08C9FD MSVCR120.dll, endthread()
0023:7596FA29 KERNEL32.DLL, BaseThreadInitThunk()
0023:77247B5E ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:77247B2E ntdll.dll, RtlGetAppContainerNamedObjectPath()
That's the most common crash, and it usually happens in the mid game after my faction has taken a map or two. It's usually as I desperately fight off waves of military who seem to endlessly respawn even if I take most of their bases on the map with my faction having a similar number.
That crash is from the swamps in my current run as a bandit, where I started in Garbage and immediately left to take Cordon and then came to the Swamps. We wiped out Clear Sky and took the Southern Entrance, Church, and Machine Yard bases. I took out the military near the Church and cleared out the Old Tower, Fishing Hamlet, and Clear Sky Base. Even with all that it seems we lost the Garbage, Duty is taking Northern Cordon, and the military waves are too numerous as they take back areas of the swamps from the North, even sneaking squads down South to take our initial base.
Even without all the crashing, I'm not sure it's even possible to win as the bandits against the military as they take over most of the zone no matter where I spawn or what I've tried so far.
I should mention that I've seen Zombified Stalkers take random empty points in the Swamps as well as Clear Sky even though faction respawning is disabled and they were seemingly cleared off the map. Not sure how they're managing that so my next try may be with faction pda dots enabled.:\