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!
Lost to the Zone for CoC 1.4.22 adds new dialogues, quests, npcs, artefacts and items.
Ooh, this all sounds pretty cool. I like the quest titles. :)
I've been thinking that I should add some story to my wandering The Zone and I already have Questlines (just haven't installed it yet).
Also works with the good Dr.'s Dynamic Faction Relations, I'm guessing?
And I assume that a new game is also required? (note: I'm not playing story mode right now...)
Last (and most important!) question:
Can I keep the puppies? Can I?! Can I?!! They're so cute when they're little! :P
Yup, new game required. Works with Dynamic Faction Relations, I use them as well. You might be asked to collect badges from your newfound allies every once in a while, though ¯\_(ツ)_/¯.
Well, I suppose you can "take them for a walk" when they run about the barge :D
Badges, eh? Ah well, I don't really like those guys anyhow.
Plus, they have some really sweet gear... ;)
The new dialogues really add a lot to NPC interactions. Excellently done!
Yes! This is exactly the kind of addon we need. Will this be updated to work with CoC 1.5?
I plan to do so.
Thanks!
Aww, pseudodog puppies!!!! I'll definitely come back for this addon when I need a break from/get bored with Call of Misery!
hmm some of the tasks are appearing weirdly. whenever i go up to a stalker and ask him for a job he responds with task_simulation_39_text or something similar with no description, same when i press tab to view the objective. Other than that nice mod really liking it!
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Happens to me too.
This is amazing, i will try it right away.
One question: there is a problem with DrX Questlines where all members from a faction end up giving you the same quest over and over again.
Did this problem get fixed with this addon?
Unfortunately, I'm not competent enough to fix such an issue :(
It's fine thx for this anyway.
So this includes the last version of Artefact Expansion (v1.2) right?
Are you planning to release a CoC 1.5 version as well?
It includes a custom version of AE 1.2, yes.
I plan to create a CoC 1.5 version of the addon in the future.
well thats something nice , ill give it try , good work mate
does this come with an option to not use the new artifacts or the walking dead city? good mod btw
furthermore, can you make barkeep actually GIVE quests?
New artefacts are relevant to some quests and dialogs, so they're here to stay. I may include the option to restore bandits to the Dead City, though.
Giving Barkeep some quests sounds like a good idea.
of all the spawns in dead city, zombies could be useful since there are some areas where they can roam. Bandits would keep fighting for the other building, monolith will stay in the school and maybe the zombies can roam the houses or apartments.
Also is there someway to make it compatible with immersive fast travel?
"Giving Barkeep some quests sounds like a good idea." Yay!, i would like to see "SoC" styled quests, like killing a master stalker or get a document from a "X" lab
I gave Barkeep 4 quests: find artefact, fetch a mutant part, capture important documents and kill a stalker :D
I get a crash when I click the dialog option "I might be able to help" when ask to help to find a new artifact for the scientist in Yantar.
Found and solved the issue. Expect a fixed version uploaded soon.
Se needs a new game right?, but i can continue my old saves without crashing or something?
no, you'll need a new save.
Looks Cool, I didn't try yet. :) (MLR compatiblity?)
Lost to the Zone is sort of "MLR Lite", actually. They aren't compatible, but my addon already includes some of MLR's features.
Some quests seem to be missing names and descriptions, when I ask a Stalker for work is sometimes says "simulation_task_38_about" or task_39.
Yeah, I messed up the quest id titles for simulation tasks. Download and instal again, it's been already fixed. Doesn't even need a new game for this to work.
Hey, me again. So, after finding an important document for barkeep, I go to hand it to him, hit "the job is done" and then the game crashes. I tried reinstalling the mod but it made no difference.
Could you send me the crash log?
I don't get a crash log, the application just stops and I'm back to desktop :/
>Designed for use with DoctorX Questlines.
Lovely
FATAL ERROR
[error]Expression : m_pItemDataVector->end() == t_it
[error]Function : CXML_IdToIndex<class CPhraseDialog>::InitInternal
[error]File : E:\STALKER\X-Ray Source\X-Ray_CallOfChernobyl\src\xrServerEntities\xml_str_id_loader.h
[error]Line : 183
[error]Description : duplicate item id
[error]Arguments : jup_b220_trapper_about_retire
I'm using AO3v5, OA, SKAT 9M armor, DoctorX questlines, dynamic factions and dynamic anomalies.
The first version of your addon was working fine but now my game crashes at start :(
Ugh, thanks for letting me know. I distinctly remember fixing that but somehow I didn't include the fixed file in the upload :(
Anyway, I've just uploaded the fixed version. Download, instal and, hopefully, enjoy.
Thank you, it works now ! Love your mod btw, great work :)
Awesome sounding addon, keen to give it a try :-) Is this compatible with weapon addons such as AO 3.1? Cheers.
Yes, it's got compatibility patches for weapon addons + Outfit Addon.
is it possible to add immersive quick travel compatibility?
I'm currently working on version 1.2. I'll see what I can do when I'm done with all the planned changes.
Just about to give this a try now... Any opinions on using the Walking Dead City option or not? Mad props for how fast you've been updating this btw!
Update: It seemed to be going smoothly, though I have kept the Dead City in its original state so far. I started at the Rookie village in Cordon and noticed I had a Bear Detector rather quickly... Did that given to me upon talking to Sidorovich about artifacts?
Also got an instant crash when accepting a quest from Sidorovich, no idea how to check what caused it though.
I didn't change the availability of the Bear detector. I plan to reduce the availability of the Svarog, though.
I gave Sid just one additional quest which should work all right. I've been working on a thorough revision of the additional quests anyway, so that might help.
Oh, no worries then. I just didn't recall picking up a detector and I was so early in my playthrough... Also can't say I recall looting a detector off an enemy before. Also I might not have a grasp of the CoC/CoP engine but I found an artifact and I'm unable to equip it...
P.S Is there anything I can check to see what caused the crash? I am unsure if it could be beneficial for you to troubleshoot anything related to your mod as well, as I'm only using a few add-ons and they should all be compatible as far as I can tell.
There is a .txt file in appdata/logs that should contain some useful info.
You might be unable to equip an artefact because your current outfit hasn't got a slot for it.
Yes, I think that is it... I haven't played much of CoP so was unsure that artifacts were tied to outfit slots!
I found the file and will PM the info to you just in case it has anything to do with your mod and its tweaks. If not, I apologize for wasting your time!
I had the same problem with Sidorovich.It crashes when I accept the new mission.
The biggest update yet. Features a thorough revision of quests, some additional ones, Immersive Fast Travel support and more.
my game don't want to launch when i'm using this mod
Sounds like you've got an incompatible addon installed. Could you list which ones have you got?