This is a reupload of the final version of MLR, version 9.2, which features an English translation. Compatible only with Call of Chernobyl 1.4.22, incompatible with Warfare and most other addons.
MLR (My Little Respawn) is a content expansion mod for Call of Chernobyl. Its most prominent feature is improved level design, with inspiration from the alpha builds of Shadow of Chernobyl. It also adds some new quests and characters, and includes STCoP 2.9.
Version 9.2 removes Darkscape (because it's just a waste of space) and doesn't have the heavily revamped Garbage map. Some people will prefer this, but I prefer the old build-inspired Garbage redesign from MLR 8.3. A link to MLR 8.3 is provided in the full description.
Modeland.ru
Stalker-mods.clan.su
Google translated from the source page:
"MLR - A large add-on for Call of Chernobyl 1.4.22, which contains new characters, new quests, work on populating existing locations, a new location and some changed old ones. As well as many other gameplay things that complement the original mod. It is also based on the STCoP 2.9 weapon pack."
New or changed old locations.
Cordon
The location, like its ancestor in Call of Chernobyl, is based on the version from "PureHeaven, "but it was slightly modified, mainly due to the efforts of Yobakun,my own edits are also there. The location has acquired its northwestern parta factory of builds, the southern military checkpoint has undergone changes.
Dump/Garbage
It is also based on the version from "Clear Sky", it was slightly modified, removedvarious barricades, hills along the edges of the location, the duty post was replaced by a post "Freedom."
Glade
A completely new location for the authorship of Yobakun and partly done by mesettlement. It is small and has a village (stalkers) on its territory,power station, garages (bandits) and of course the factory complex.
Agroprom
Based on the variant from “Clear Sky”, the agricultural industry also underwent insignificantchanges. Unlike Call of Chernobyl, the main base will be located here“Duty” groupings, the rest of the location was also redone in small details as inin terms of static objects, and in terms of settlement.Army Warehouses
Freedom had to leave its former base in warehouses after she decidedand eventually knocked out "Debt" from Bar. The hills in the location were reduced,more trees appeared, the location has changed both in terms of objects and in terms ofsettlements, the "barrier" and the warehouses themselves are now almost entirely in powermutants.
Limansk
This location has been slightly redone and now move around itsomewhat more convenient, most passages are open, including to the Duga radar, togastronome at the very beginning of the location and in a small courtyard at the very end.These are all the main changes in terms of locations in the game, besides them it was the samemost of the remaining locations are affected, both for settlement andplan of the objects themselves.
Quests
Both base quests for Call of Chernobyl and entire quests were added to the addon.chains, which are currently few, but the addon itself remains and continuebe freeplayable with the basic ability to start for all groups in the game. By the wayClear Sky was removed for ethical reasons.
The total number of quests calculated in the config is about 110, most of themOf course, basic random and simple quests that do not depart from the principlebuilding quests in Call of Chernobyl, the plot of the "Secret Zone" was cut.Also in the addon there is a modified addition from SadBlackFox to workconductor.
Gameplay
The weapon pack that underlies is STCoP WP 2.9 for CoC with small
corrections and changes, for example, the amended characteristics of the weapon itself and
his new samples, which previously were not included in it. The principle has also been changed.
distribution of weapons to stalkers, most of the rare samples you will find either in ordinary ones,
either in special hiding places, or in some groups.
The graphics in the game have not undergone any changes compared to the original CoC,
The choice of graphics pack is still yours.
The addon also has several gameplay solutions, such as those under study
places on locations, a slightly different principle of the state of breakage when a weapon falls out
stalkers, various flashlights for both the main character and other stalkers,
dynamic objects on locations, new animations, edits of trade, achievements and so on.
If you'd rather use MLR 8.3 which combines Cordon and a shrunken Darkscape into one map, and has the heavily revised Garbage map that's like a combination of the normal one and the build one, see the link below.
Moddb.com
Or better yet, play Call of Chernobyl by stason174 which includes MLR 8.3 and WAY more.
Moddb.com
Moddb.com
10 bottles of vodka and the radiation still persists?
Vodka doesn't heal radiation in MLR
So basically it makes vodka ******* USELESS. What a terrible feature. Vodka not curing radiation in a STALKER game is like sniffing **** that doesn't stink.
Well, I can attest that it actually has a purpose. Normally if you get irradiated you'll just sip your vodka and wait til it goes away, and in CoC vodka is multiuse (in CoP vanilla it's 1 use only) so being irradiated becomes more of a nuisance rather than being a serious condition. In MLR not only vodka is useless to remove radiation, but also antirads are stupidly ******* RARE to find in corpses and are expensive to buy. And since in vanilla CoC and MLR you won't lose radiation with time unlike in Misery you'll be screwed until you get some antirads. Fairly enough, you can change that by just editing the files.
Alkohol schützt nicht mehr vor Strahlung?!
Zombies brauchen tausende von Schuss bis sie Tod umfallen
irgendwelches "Gleiten" über den Boden im Cordon
Junge, was soll dieser Unfug darstellen? eine Mod?
Where do I get the beril that the vodka trader offers in yantar?