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

Are you tired of traveling alone on an zone? But your companions do not live to the next day? There is a solution! This addition makes your companions immortal.

Preview
Immortal companions [CoC 1.4.22/1.5 r6]
Post comment Comments
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments

Thank you for sharing.

In the 1.5 version...
I'm unsure and I could be wrong but I think you need to leave the invulnerable = true in the [beh@general_no_companion] section as well.

in the special scenario active sections some of the ecologist task companions and some others use the [beh@general_no_companion] section as a base.

eg:
[beh@hostage_1]:beh@general_no_companion
[beh@task_target_anomaly_1]:beh@general_no_companion
[beh@task_target_anomaly_2]:beh@general_no_companion

Reply Good karma Bad karma+3 votes
Uliss Author
Uliss - - 23 comments

I understood. Thanks for the help.

Reply Good karma+2 votes
Merc-
Merc- - - 356 comments

Thank you, i was wanted this for decades.

Reply Good karma Bad karma0 votes
GrimSheeper
GrimSheeper - - 670 comments

Very useful. If I have to escort anyone I basically just leave them around 150 meters behind me to make sure they don't charge six mercenaries in exosuits or melee a bloodsucker nest.

Reply Good karma Bad karma+1 vote
WaLTaRRoN
WaLTaRRoN - - 433 comments

They don't charge six mercenaries in exosuits or melee a bloodsucker nest if you set them to passive.

Reply Good karma Bad karma+1 vote
Zealot_K
Zealot_K - - 1,857 comments

Won't it make fighting too easy ? Would be cool if, instead of dying, they just passed out and woke up a few moment later.

Reply Good karma Bad karma+4 votes
Stokker
Stokker - - 303 comments

That would be neat, but then it'd be weird that it wouldn't be the same for the player.

Republic Commando is one of the only games that did something like this the right way. All members of the team, *including you,* can get downed but revived. If you went down first, and you had the patience and your team had the capability, they could finish the fight for you and revive you later. Or you could immediately load a previous save, or force a teammate to revive you.

The point of it was that *you* going down doesn't mean the game was over. If the whole team went down, the game ended. I enjoyed that premise a lot and I wish there were more games that followed this idea, because it was really cool.

Reply Good karma Bad karma+3 votes
Lord_Blackwood
Lord_Blackwood - - 23 comments

I loved Republic Commando, no other game has even managed to make squad mechanics as good and simple as that game.

Regardless, I'd still like for them to be wounded. I don't really care if its not the same for the player, as long I don't have gods following me the entire time.

Reply Good karma Bad karma+2 votes
Ciceroo
Ciceroo - - 63 comments

left 4 dead had it as well, and not only

Reply Good karma Bad karma+1 vote
FD_Stalker
FD_Stalker - - 21 comments

It will be better if they can stay down immortally until someone give them first-aid, instead of passing out, they would beg for first-aid

Reply Good karma Bad karma+3 votes
Havok1o1
Havok1o1 - - 17 comments

I have been looking for a mod or script that does that for ages. Still no luck though, as far as I can gather it would have to be a script for companions only, otherwise all npcs would get wounded and go down instead of dying.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 687,512 comments

needs to be something in the xr_effects
it should have a look if the companion health is going below 20% or some other value, if so, turn him invulnerable and tell me to get into a specific animation
{=comp_health_low} beh_at_wounded:beh_at_general -> no at sign allowed while not logged in... >.<

and in this section we have to take care that he stays like this until he received a medkit, after that logic can jump up to the normal section

I might test it out... can't be that hard I think.
Only thing I would need is a function to check if the companion has received a medkit.

Reply Good karma Bad karma0 votes
WaLTaRRoN
WaLTaRRoN - - 433 comments

According to what you say, if the companion has more than 20% hp the companion will die if it takes a gauss shot(or anything near) or a GL shot or a RPG direct hit.

Reply Good karma Bad karma+1 vote
WaLTaRRoN
WaLTaRRoN - - 433 comments

And if they're invulnerable, they'll not take any damage. For this to work, a script must make a companion "immortal but still takes damage".

Reply Good karma Bad karma+1 vote
Lord_Blackwood
Lord_Blackwood - - 23 comments

That's why you clamp their HP, unless HP pools work completely differently than what I think they do in STALKER(I hope not).

Reply Good karma Bad karma+1 vote
lucifer1978
lucifer1978 - - 242 comments

Will this work with COC 1.5 r4 ?

Reply Good karma Bad karma+1 vote
Edson877
Edson877 - - 4 comments

would this work on Dead Air?

Reply Good karma Bad karma+1 vote
Xabab
Xabab - - 26 comments

They're not following me. Last Day 1.3

Reply Good karma Bad karma+1 vote
Luca_Mosor
Luca_Mosor - - 1 comments

Nice mod, it works, but has a problem... When an emission is coming my companion and I are taking shelter somewhere safe, he is standing near me with "Follow" command on, but after a minute or two he dies (emission kills him, both types of emissions). First of all, I don't want the author of the mod to feel "attacked" cause who knows whose mistake is... maybe it's mine cause i changed some values in order to make a hybrid between "Immortal companions" mod and "Companions can sprint" mod, so, maybe I deleted something important...

Reply Good karma Bad karma+1 vote
strelok1111
strelok1111 - - 87 comments

It's not compatible with companion sprinting mod. How do I merge that mod with this one?

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags

Immortal companions [CoC 1.4.22/1.5 r6] has not been tagged yet.