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!
Famous weapon pack from Call of Pripyat now available for Call of Chernobyl 1.5r7. No 3-D PIP(picture in picture) scopes here.
Автору огромный респект за проделанную работу,hothead спасибо.А на счет 3d прицелов они мне не особо нравятся , так что и так нормально.
From heart to heart, from brother to brother. My pleasure.
This mod is suitable for CoC by stason 6.05 ?
No, stason is 1.4.22 CoC this is for 1.5.
Ok, Txh
Hello, I just wanna ask. Is there any addons or tweaks that could possibly increase the weapon damage in stcop? I used to love AO with its realistic damage addon. Any help would be appreciated, thank you.
why is suddenly everyone is using 1.5?
Everyone is using Anomaly, we are just a tiny minority (we are, in fact, anomaly now) here. Also it became somewhat stable with recent patches not so long ago. And if you are about to make some adaptations of popular addons, why not use latest engine from start so you don't have to redo it later.
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port this to anomaly 1.5.1 please:)
But Anomaly has much more weapon variety than STCOP can offer. I'm afraid it would be a downshift. Besides, BaS will undoubtedly be a priority once it is finished. And Anomaly devs stated that at some point they will update original weapon pack.
BaS is totally unfinished and uncompatible with most important addons.
Actually i play with vanilla weapons and good stuff like upgrade backpacks, jsrs, new scope tex, aim rattle etc.....But i miss a few new attachments. If somebody could bring only attachs from BaS( grip,lasers etc) that would be awesome:)
i have a problem, whenever i use te ADS of any weapon, i can see te inside of the weapon (it's like it became transparent), playing on directx 8 with no other addons installed
Yes, STCOP 3.4 scopes shaders do not work on DX8 properly. However, there might be a way to (partially) fix it. AXR toolset OGF viewer allows to change each weapon model part shader. If you find worth it to waste your time - try to change every shader to models\model instead of models\transparent or models\model_aref.
I had to change scope lenses and scope body shaders to make it work on 1.5r7. So another way is to try copy paste original STCOP 3.4 gamedata/meshes/dynamics/weapons.
Clean STCOP 3.4:
Drive.google.com
Clean STCOP 3.4 fix:
Drive.google.com
Alright man, thanks for the help
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help pls
Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 523
Description : fatal error
Arguments : Can't open section 'weapon_probability'. Please attach [*.ini_log] file to your bug report
stack trace:
0023:0074269C xrCore.dll, xrDebug::fatal()
0023:007450ED xrCore.dll, CInifile::Load()
0023:007450ED xrCore.dll, CInifile::Load()
0023:00744B32 xrCore.dll, CInifile::CInifile()
0023:00467FF5 xrEngine.exe, CApplication::load_draw_internal()
0023:0046561A xrEngine.exe, InitSettings()
0023:00466043 xrEngine.exe, InitSound2()
0023:00466366 xrEngine.exe, InitSound2()
0023:00471F4B xrEngine.exe, CApplication::load_draw_internal()
0023:758933CA kernel32.dll, BaseThreadInitThunk()
0023:77C99ED2 ntdll.dll, RtlInitializeExceptionChain()
0023:77C99EA5 ntdll.dll, RtlInitializeExceptionChain()
Have you installed latest patch Moddb.com ? Also, it is only tested on unofficial 1.5r7 from xr_Sanya, links in description. "Can't open section 'weapon_probability'" is a section from outdated CoC versions.
Hello, can i use the JSRS on this mod? And, if it's possible, how can i adapt it? Sorry about the english.
Out of box - no. While you can make gunfire sounds work, there is no sound layering system in CoC 1.5r7. Just to change gunshots open gamedata\configs\weapons\weapons_sounds.ltx, look for every weapon snd_shoot line value - it is the name of .ogg sound file. Then you find gun sounds in JSRS (I think it is _gunfire folder in main part) that you want to use, rename them (as in weapons_sounds.ltx) and place to gamedata\sounds\weapons\"weapon name folder".
can you make a port for anomaly, but only the scopes and other weaponupgrades please:)
As I've said before:
1. Anomaly has much more weapons than STCOP 3.4.
2. BaS and Provak offer higher quality STCOP cannot reach.
3. Compatibility with other popular addons that touch weapons (JSRS for example) will be lost.
4. There is better Anomaly exclusive gunpack AWT Youtube.com that is in development.
5. Gunpack is a core, that means changing traders, loadouts, repairs, stashes etc. which will require even more compatibility patches for every addon out there.
6. Weapon models are built here the way you can't just throw out attachments, so they have to be ported too.
Conclusion: no real purpose for STCOP port in current Anomaly state.
will a 3D-scopes version be a possibility for this or no?
I'm not developing engine, this is only possible if xr_Sanya integrates PiP scopes support into another patch, but as far as I know he is currently occupied by something else.
alright, got you, thanks...
The engine is already supporting PiP scopes, see here:
Github.com
Not sure which exactly, but xr_Sanya rolled back some commits for causing crashes. What is the console command for pip in there? If it doesn't respond in his version then it was indeed cut.
jeredy_hothead
Sanya didn't rolled back the PiP commit (you can see in repo above which commits are rolled back).
In CoC 1.5 there's no dedicated command for the scopes but they should work right away - i'm not sure.
For reference you can see the STCoP repo from Mortan, there's added PiP support with command line:
Github.com
Does this file need to be installed after installing STCoP 3.4? Or I don't understand something ...
This is standalone CoC 1.5r7 (unofficial patch) STCOP 3.4 version.
Install this and also patch Moddb.com
В аддоне весь оружейный лист или он частичен?
Отсутствует пп витязь из-за кривого положения рук.
can 2gb run this?
Should work, but not so smoothly.
Hello is there any chance that you can port this to call of the zone?
I have tried to long time ago, there are CoTZ engine limitations (camera, viewport) which does not allow to do it.
Here is unfinished port that starts just to show what is the problem:
Drive.google.com
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Expression : <no expression>
Function : CInifile::Load
File : Xr_ini.cpp
Line : 285
Description : fatal error
Arguments : Duplicate section 'booster_script' found.
stack trace:
001B:00A9399C xrCore.dll, xrDebug::fatal()
001B:00A96531 xrCore.dll, CInifile::Load()
001B:00A95EB8 xrCore.dll, CInifile::CInifile()
001B:00461025 xrEngine.exe, CApplication::load_draw_internal()
001B:0045E71A xrEngine.exe, InitSettings()
001B:0045F143 xrEngine.exe, InitSound2()
001B:0045F466 xrEngine.exe, InitSound2()
001B:0046B1A3 xrEngine.exe, CApplication::load_draw_internal()
001B:776FCEC9 KERNEL32.DLL, BaseThreadInitThunk()
001B:778B5FCD ntdll.dll, EtwProcessPrivateLoggerRequest()
001B:778B5FA1 ntdll.dll, EtwProcessPrivateLoggerRequest()
Port for Dead Air?
hey man, do you know the reason why every time I give a PDA to a faction leader, the game always crashes? Is it because of other mods clashing with each other with this mod or because there is a bug with this mod?
Or maybe this is due to another mod bug related to Quest text?
looking for Anomaly 1.5.2 update, pls.