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!
This addon makes your weapons stronger. So there is no need to shoot enemies "hundreds" of times to kill them. I've tested it on Stalker CoC 1.4.18 + Arsenal Overhaul 3 (v.5) It runs OK so far. Even there is no need to start a new game. Try and Enjoy ! (Excuse me some language mistakes if any. English isn't my native language. I do my best though)
Will this increase enemy damage as well?
Enemies will be killed easier with this mod. As far as enemy's effort to kill you depends on which option do you check when starting a new game. "Hardcore Aim" make your enemies to kill you easier.
In short, yes.
NEW update 1.2 is out.
I've previously kind of messed up some parameters. Sorry about that. Now it's corrected.
Is there any difference in order of installation? I have Outfit Addon. Do I have to install it before or after?
Also, could you include "Inaccurate Zombies Mod" with yours? Save a bit of time.
Install my mod after outfit mod installation. As far as Inaccurate Zombies Mod I didn't think about it yet.
Thank you for the update.
I realized that rifles and pistols might have more damage, but I just shot a mercenary with my SZVD 5 times from a long distance after he died (no headshots though).
Besides there is a really annoying issue, when an enemy going down after you shot him so you walk there to kill him with your knife and he just stand up as fast as a bloodsucker and shoot you death. WTF? I play the ironman mod, new game again...blyat
The power of SVD sniper rifle was set by creators of Arsenal Overhaul mod. Did you upgrade your rifle ? Maybe the creators set SVD hit power parameter to too low. Actually I'm not using SVD rifle so I cannot say you what power it has.
As far as jumping wounded enemies in front of us when approaching them it's question for creators of Call of Chernobyl mod.
I only upgraded my scope for 6x zoom optics, nothing else on my SVD. I will try to set the hit power anyway, thank you.
they fake death, theyre not actually downed
That environment.
It is a really good mod. Makes the combat fair, since now the game is close to 1-2 headshot kills for both the player and NPCs(using the light variant).Wish i knew about this mod before starting a game without the Hardcore Aim, since it is kinda easy if the enemies don't get a chance to spot you, but oh well :)
Can you make something similar to this but for STCoP please?
I have a problem with Call of Pripyat for some reason. Xray engine keeps crashing. But we could make some experiment if you want. I need you to copy gamedata folder from my mod to your folder where you have Stalker Call of Pripyat installed. Then you must edit fsgame.ltx file. It's not so complicated. You need to open it in windows notepad or Notepad++. Find $game_data$ line and change "false" value to "true". It's line number 9. It should looks like this: $game_data$ = true| true| $fs_root$| gamedata\. Then save and close the file. Start a new game. We'll see if it works.
I tried it on vanilla COP and makes my game crash, but with my first question I mean if you can do it for the STCoP weapons pack addon that exists for Call Of Chernobyl.
Aha. I see. You mean STCoP Weapon Pack mod for Call of Chernobyl. I'm using just Arsenal Overhaul. So it's a problem.
Don't you have damages.ltx file in your gamedata folder somewhere ?
There isn't (or i'm that dumb that can't find it). So there's no way to make this mod cooperate with STCoP weapon pack for CoC?
Can you make a more precise description for light, stronger, etc.? Saying "(your weapons get stronger than LIGHT option)" adds nothing to my knowledge about what power select, try saying something like "one shot one kill" or "with this setting if you shoot in the foot of your target he is dead" or "5 bullets between the eyes to kill him".
Can you do it?
It's pretty hard to say how many bullets into head needs to kill somebody. Because it depends which weapon you're shooting from. There a lot of guns in Arsenal Overhaul. If you have your weapons upgraded. It also depends which ammo you are using (armour piercing, hollow poiny, flat point, FMJ etc.) Another problem is that if you sure you shoot enemy at the same spot everytime. The creators of Arsenal Overhaul made relatively a lot of spots on enemy's body to harm him differently. There are different parameters for FACE, EYES, NECK, LEG, HAND, BACK, SPINE etc. etc. I've edited all those parameters in some percentage scale to make weapon damage to be different.
Sure. So just say: double fire power, triple, etc. or "20% more power, 60% less power", etc. Can you do this? Because I'm sure you changed a mupliplyer for the damage, so is it possible to know?
OK. 1.ultra light: 20 % more power, 2.light : 70 % more power, 3.stronger: 170 % more power, 4.The strongest: 250 % more power. Multiplayer is probably also affected. I think both single player and multiplayer are sharing the same config file.
Thank you so much! Add them to the readme notes.
You are great!
But the weapon power is quite relative term here. As a starting point is the original AO parameter "0.0" in "damages.ltx" file. I stated 100 % power as parameter number "-1.0". My ultralight option has parameter "-0.2". That's why I wrote ultra light option has 20 % more power than original weapon power etc. But after all it doesn't mean a weapon has 20 % more muzzle energy than original AO3 weapons.
multiplayer CoC? are you sure?
dont know why,but ALL the links(mirrors) have damaged files:( pavolpi,can you do anything about it,please?
OK. I reuploaded the file. Try it now.
my bad.my winrar was outdated and that was the reason,now im good to go.pavolpi,thank you and sorry for troubling-awesome thing you did:)
OK. No problem. Btw You could also try 7zip application for unzipping files. It freeware. 7-zip.org
Can you make a quick fix/patch for the economy please?
Problem:
NPCs buying player items at 100% cost = break economy. Traders buy items at good normal price. NPC pay player 100% purchase price. This is bad. Not realistic.
Maybe a few versions?
1- Equal Trader Value
2- 15% Higher than Trader Value
3- 25% Higher?
=D
I didn't think about it yet. Try to ask somebody who made something similar in the past. I guess there is a mod which is correcting economy balance in addons section.
Is it possible to add option to get ALL weapon upgrades to the next patch?
Files that need tweeking, are located in \gamedata\configs\weapons\upgrades. I just dont know how to tweak them, in order to be able to buy all upgrades.
Cheers!
I will check it if I have time.
Hmmmmmm, which would you recommend me? I am going for HSs and I get annoyed for not insta-killing, but I also don't want 1 shot body shot.
Will Light be the best option?
You must try all the options to know which is the best for you.
yeah, I found that stronger is best for me because even with the 70% damage increase from light, I sometimes find bandits surviving a 7.62x39 in the head (sometimes, even with the L96). Other times, the flinch animation can't register HS well (like a 50/50). But, Stronger is my favorite one. Even though, it one shot body shot an armored personnel with a small pistol (Makarov), I think it registered headshots way better.
There are different type of fighters there. In every faction there are couple of fighters who are very resistent. Creators od CoC didn't make fighters equal. You can kill some of them with one shot and some of them need 5 bullets in their heads. I think there are 4 different type of fighter with their own skills.
Oh I know that. It just felt weird when like the bandit without trench coat (like the lowest rank of the Bandit with just the hoodie) surviving a sniper shot in the head. Just sharing some small experiences.
Heya. I've been thinking about putting in a weapon damage fix for StCoP, because whenever I played it in Ironman mode the amount of bullets I needed to take down a bandit in a trenchcoat or a guy with minor body armor is ridiculous. I know which file to change (damages.ltx), but I'm a bit confused. Do you raise the numbers to increase damage, or lower them to increase damage? First time changing any of the files so forgive me if I seem a bit dumb here.
I've edited just "Body sections" and "Head sections" parameters.
Example 1: ULTRA LIGHT OPTION: "bip01_pelvis = 1, -0.2" (original is "bip01_pelvis = 1, 0.0")
Example 2: THE STRONGEST OPTION: "bip01_pelvis = 1, -2.5" (original is "bip01_pelvis = 1, 0.0")
I've left alone "FULL SECTIONS" and "ACTOR BODY SECTIONS" parameters below.
Ayy, thanks man. Managed to modify the npc values, if you have an AKS-74u you don't need to magdump half of your magazine into a bandit to kill him. Might change it a bit and uplaod it soon.
when i download this in goes into windows media center. How do i fix this?
You're supposed to unpack downloaded file via WinRar or 7Zip application.
Is it compatible with CoC 1.4.22 / STCoP 2.8.0.7 (v.5.1)?
No it isn't. But I think there is another mod in the addon section dedicated to STCoP weapon pack to increase weapon damage.
Dude this is so far working fine! I'm using version 3 and i realised mutatns take shitload of bullets to die like for example humans take 1-2 shots from aks and **** but even with snipers it took me more than 20 to kill pseudogiant
Use shotguns (Saiga, Vepr, Mossberg...) to kill mutants easily.
Every weapon has there place, it's not all about the numbers on the 4 or 5 main stats you see in the menu. Sometimes it's just better (and easier) to use handguns and shotguns for upclose engagement and rifles and sniper rifle for medium to far engagement. Switch them around and then you see yourself doing unnecessary magdumps.
Finally, a mod that makes my AKMS feel like an actual gun instead of a 7.62mm spitball launcher. Spasibo tovarish!