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!
*Only intended for COC 1.4.22* An extensive compilation of 25+ addons with a handful of balance, trade, and damage tweaks. Intended to make STALKER COC slightly better looking, more tense, atmospheric, and less stringent and grindy in terms of looting and trade. Players are limited only by their own will to push on into the Zone and brave the dangers of human and mutant alike. The compilation ramps up gunfight difficultly considerably; Enemies have quicker reaction times, better aim and human and mutant alike can shred you in a heartbeat. The increased gunplay difficulty comes without sacrificing the player's ability to explore, and prioritizes providing a "survivor's thrill" after each tense encounter. The compilation also sports a slight boost to your actor's ability to jump, climb over obstacles, jogging speed, and makes your knife a functional box opener and backup weapon. All credit goes to the modding community in general and TeamEPIC, TRX, SarisKhan and DrX in particular.
1.Once you download the file, you will have a .zip file with a CoC 'gamedata' folder and a 'fsgame.tix' file inside it.
2. Simply place and overwrite the 'gamedata' folder and 'fsgame.itx' file in the main CoC directory.
2a. Highly recommended that if you have the previous version that you create a backup and do a clean overwrite of 'gamedata' and 'fsgame.itx'
2b. If you have a pre-modded version, make a copy of your CoC gamedata folder (in case you want to keep those settings for later), then delete the gamedata folder, start a new game and then exit the game, a new clean gamedata folder should have been generated.
2c. Backup then delete any previous save files as they can cause major conflicts. Do this before you start a new game with this compilation.
3. Start COC, under the 'game' tab in 'options': Select Directx9 Enhanced. Then restart the game.
4. Once the game is restarted, go back to the 'game' tab in options and check that Dynamic Mask HUD is now an option (which you should turn on if you want Smurth's dynamic HUD). You can now start a new game.
5. Pick your fraction, starting location and load out (only one weapon will be loaded, don't waste your loadout points on two), and begin a new game with the modpack. When you get the custom news message, you should be all set. Good Hunting!
The idea behind this compilation (v3.4) is to provide a range of improvements that remove or mitigate some of the more unpolished aspects of COC (1.4.22). And to provide a stable compilation of compatible mods in a single 'relatively small' download.
Smurth's dynamic HUD, STCoP weapons and the basis of 'Autumnal Winds' are the only graphical upgrades. Further graphical upgrades such as Structures Redux and Absolute Nature Redux are fully compatible, as should any files that only add Textures. They are simply not included to ensure the game runs smoothly, and to keep the download from being too large.
Most of the custom changes are there to provide better gun-play, allow for a slightly more forgiving stealth system (including the 'Infiltration' addon), provide better starting equipment choices (using a variation of TRX's 'Fresh Start' addon), and finally improving on looting and trading dynamics to reduce in game grinding (trading is more profitable, but higher costs across the board, mean you will have to spend your hard earned loot on ammo and whole range of new consumables thanks to 'Lost to the Zone' integration).
Better atmosphere, better immersion, better than reality. The compilation offers changing alliances, a dynamic news-feed, dynamic mutant spawning (based on TRX's work, it scales with your experience), NPC's that actually travel the zone, mutants that hunt and attack each other (a custom edit), a useful torch, up-gradable binoculars (life detection is a final stage upgrade), the need to eat, benefits provided by sleep, and even the ability to ignite and extinguish camp fires at will.
That all said, even though the compilation leans towards trying to 'realisticficate' certain elements of the game, the core principle of COC being fun and satisfying remains king. Here, reality does take a back seat to entertainment. Some Mods, brilliant as they are, have you wandering the zone controlling a painfully slow, chronically obsess man, who can't squat, can't shoot straight and who couldn't make a decent profit selling solid bars of gold because of the trade rate. This mod gives you a range of deadly guns (they all get the job done) a swift pair of legs, and a decent ability to barter. Its your choice how you use these features to overcome the challenges the Zone throws at you.
This is no tourist picnic. Despite the increased number of edibles, booze, smokes and drugs now available, and although DrX's desolation mod is no longer included, when populations settings are set to 0.25/0.5, the zone remains a sparse and bleak landscape full of terrors. Not a radiated tourist arena of never ending gunfights (ramping up the population settings does offer that if that's your thing). I personally believe the Zone is at it's most engaging when it is a no man's land stalked by handful of mutated terrors and hardened killers (rather than cannon fodder). And speaking of hardened killers; NPC's travel around on their own terms, mutants occasionally change position, and they rely more on ambush rather than charging halfway across the map to attack you (although fire off a few shots and that does on occasion still happen). Keep in mind this compilation is designed for play on Master difficulty with cross-hairs disabled, your taking away from your own enjoyment by not at least giving that mode a go.
Don't get lost, follow the story. Thanks in large part to quest additions, the increased variety of consumables, and several new main story arcs, the newly integrated Lost in the Zone provides a whole host of new content and reasons to continue braving and exploring the zone. For those who know the addon well, there will be fewer surprises (mostly related to weapon and consumable availability and slight fraction relation changes), but for those who have never tried Lost in the Zone, you'll be surprised just how much more engaging in makes the Zone via better quest optimization, expanded and rewritten dialogue, and the questlines it offers (although they are still prone to bugs).
*If your interested in reading over / downloading the previous version, it can be found here: The Zone Revisited 2.06
Not all features were utilized, download the addon and use the optional files to overwrite and reconfigure to your preferences.
Damage outputs across all calibers have been reworked; The Gauss cannon, grenades and RPG are now far more deadly, whereas most pistols will take 3-5 rounds to put down most Stalkers and Mutants (head-shots almost always provide one shot kills however). Ammo type damages have also been partially altered to ensure all NATO calibers have slightly higher damage (reflected in their higher price).
Some STCoP weapon descriptions have been rewritten, (mostly simply shortened) to reduce UI description clutter.
This compilation uses the 'Autumn Aurora 2 style' variant.
*Keep in mind, the bleeding icon does not show up with this HUD variant, instead the screen edges will have a bleeding effect (so use the bandage even if the bleeding indicator is not lighting up in your inventory screen)
It does come with risk, but if the files are applied correctly, it is possible to download the addon and use the optional files (the *optional_hud_and_npc* files) to overwrite and reconfigure the HUD features to your preferences.
If you want to alter the HUD layout, or any of the alternative preferences offered by Smurth's HUD, know that overwriting "gamedata/configs/creatures/actor.itx" will override many of this compilations custom modifications (besides the modifications required for any variation of the HUD to work are already in the included actor.itx file).
Partially edited TRX's starting equipment options and marginally increased starting money.
*Only a single weapon will be loaded so do not waste points on two guns!
One Zone, one weather system. Makes all the difference in continuity when loading up saves and transitioning between maps (although there will still be minor weather jumps when loading saves).
There is a higher news frequency, and more of it. Just make sure you don't get distracted reading the happenings of the Zone when you should have your guard up. Frequency can be edited in the file; axr_options.itx (gamedata/configs).
Randomizes mutant patrols and spawns. Zombie Stalkers become far more common (you might even bump into a horde of unarmed zombies), and mixes in Bloodsuckers, Snorks, Chimeras, Controllers and even Giants into areas that would otherwise only have Flesh, Dogs, Boars and those vicious little Rodents (and vice versa). The Zone is a lot less predictable and all the more engaging for it.
7b. The Randomization does level up and increase in difficulty as your character gains rank/experience.
These exceptional addons offer numerous new extra quests, a wide range of dialogue enhancements (the altered writing is pretty much better across the board), expanded main story-lines, and several new interesting interactive NPCs.
Although I believe I have worked out the major kinks, there are still issues linked to Lost in the Zone quests that will cause certain quest items to not spawn. I recommend you save in advance of taking quests that progress the storyline.
I have altered the costs of all new items, consumables and artifacts, and spread out where you can buy them and from whom based on thematic differences between fractions. For instance Duty (being a bunch of neo-Stalinists) don't sell drugs, and Monolith doesn't really seem like the types who would prioritize having a wide variety of consumables.
DrX's curation of sidequests, when quests are offered, they work more smoothly, provide better rewards and make more contextual sense thanks to this excellent addon.
Game relations have been edited in this compilation, however DrX's excellent fluid fraction relations mechanics underpin those changes. The death (aka murder) of high ranking stalkers in particular can cause major shifts in the relations between fractions. And your actions will have a noticeable effect on your fraction's relations once you achieve a high rank and reputation.
11b. Dynamic fraction relations can be removed by deleting/backing up 'game_relations.script' in gamedata/scripts.
Makes general exploration and dealing with anomalies that much more interesting and that much more dangerous. Anomaly placement changes every time an emission occurs. Can be simply removed by deleting / copying out the files:
I have marginally altered the flashlight parameters, download and use the original (addon) if preferred, it's completely compatible.
13a. This has been edited to allow for minor portion of rubbles to be looted off the dead (currently under experimentation). The file with the configuration settings can be found here: "gamedata/configs/lootmoney_cfg.itx".
Provides outfits from dead Stalkers 10% of the time. Can be altered in file: gamedata/scripts/outfit_marauder. See line: "if rnd_value > 10 then return end".
Provides a dozen or so more outfits, wearable by both NPCs and the player.
Binoculars can be upgraded with 'Life Detection' as a final level upgrade.
Holster your weapon to ignite or extinguish whatever campfire you want.
0% condition guns still sell for a fraction of their worth... Although they are barely worth the carry weight.
Since latest 3.2 patch, the trade parameters have been altered so that only Owl, Sidorovich, the Monolith trader and the Bandit trader buy 0% condition weapons.
Most traders now only accept weapons with at least 25% condition, but some will only buy weapons at 50% condition.
*Tip: Use universally available gunsmith repair kits to repair conditions prior to sale.
Edited so that weapons in poor condition are now the most common.
Partially modified, found in file gamedata/configs/system.itx, under line: bloody_marks.
Keeps the the PDA screens from slowing down in later stages of playthroughs.
Offers a profound change, put on the outfit of a hostile fraction (outside of their line of sight) and enjoy wandering through their territory in relative safety. You can however still be caught out, so don't get too comfortable.
Simply adds a number of different radio songs played in the various bars of the exclusion zone.
Adds two radio stations that broadcast music via the players PDA. Comes with the ability to load in your own music. To access Zone FM functionality, press TAB in the ESC menu during gameplay.
Heavily altered and tweaked (mostly to provide more loot on stalkers and in stashes).
A fix to ensure that radiation and bleeding status does not transfer from one avatar to another in Azazel mode.
An addon that improves graphical effects from the sun. Can be tweaked to your preferences without any risk to the stability of the mod pack.
28a. A simple script that allows the AI to account for rapid player movement. Found in: gamedata/scripts/hardcore_ai_aim.script.
*Hardcore AI aim is toggled on and off in the game options tab.
A replacement for the removed Full A-life Simulation, adds a number of patrols to most fractions and creates more conflict between fractions by adding in raids and strikes against camps and positions. The addition is experimental, any feedback as to whether it plays nice with the rest of the modpack would be appreciated.
1a. Headshots are the quickest way to put down most hostiles. They are outright lethal 50% of the time, the only exceptions being the bigger mutants, zombies, and higher ranked stalkers sporting battle helms (who can still go down with one well placed bullet, it is just a lot less likely).
1b. Hitting certain parts of the body causes 50% more damage (head, spine, thigh), this applies to mutants as well.
1c. Generic damage has been balanced since version 2.06. Damage levels have been altered in tribute to the Original Stalker games, for two reasons, it was too easy to use stealth, fire first, attain head shots through spray and pray, and win nearly every encounter in the previous version and to ensure that when not sporting the best guns in the game enemies will prove a greater challenge (further highlighting the importance of head shots and upgrading your weaponry).
All NPC's can take quite a beating if your not placing your shots (or using iron sights/scopes), which also makes deliberately injuring Stalkers possible and makes hunting mutants the danger it should be.
*For those interested, I have included a backup file that returns generic damage to vanilla (un-modded 1.4.22) settings : gamedata/configs/creatures/, '+Default Values-damages.itx', simply rename and replace the damages.itx file, to restore values to vanilla.
1d. Physical mutant attacks are a lot more lethal than in vanilla, however, you can usually take a hit and survive from even the most dangerous of them.
1e. The Actor's damage resistance (immunities) are tied to three difficulty settings (Novice and Loner are now the same difficulty level), you have 5% resistance in Master, 15% in Veteran, and 25% in Loner. Additionally, last stand time is reduced by half.
1f. Radiation factors have been reworked (it causes more damage overtime) to make sure there is a logic to using masks, environmental suits and anti-radiation drugs.
1g. Your knife's secondary attack can now do real damage (destroys lock-boxes, wooden crates in a single hit). It is also occasionally useful as a stealth weapon now.
*For those interested; The 'Quick knife mod' will not be compatible.
1h. The damage output for each type of ammo has been edited. All NATO ammo does partially more damage (to incentive their use among those of us who never use anything other than a Russian made gun and to justify paying that much more for the ammo, besides the obvious trouble of getting it imported into the Zone).
2a. Only Bandits and Monolith are at war with everyone. Many other fractions tolerate or are neutral with each other (Freedom, Duty, and Clear Sky being the major exceptions). However relations change overtime (thanks to DrX's dynamic fractions mod). I have tried to ensure that choosing to play as any fraction gives you a grace period at the start with at least several fractions (unless you choose Monolith or Bandits).
2b. Mutants now attack and hunt each other. Zombies, Snorks and Bloodsuckers will for instance, try to kill flesh, boar and dogs. Cats, dogs and flesh do not get along. And even Fractures, Burers, Snorks, and Bloodsuckers may fight each other if their territory overlaps. However, smaller mutants generally give the Controller, Chimera and Psuedogiant a wide berth, as you probably should...
2c. Monolith are now only neutral towards zombies (and vice versa). The zombies in the tunnels in and around Pripyat, and those in radar will occasionally raise their weapons as a reflex, but not attack (unless provoked that is...). Additionally, the reworked relations does all allow for Monolith players to kill and loot Zombies without taking major losses in reputation (to an extent, afterall Rabbit will understandably get pissed off your eliminating the first line of defense for mere loot).
2e. The relations between the player and their fractions (and within fractions) have been altered to better represent the appropriate level of mistrust between stalkers.
Specifically; within Duty, Freedom, Clear Sky and Monolith there is a much higher level of trust. The Military, Ecologist and Mercenary fractions do allow for companions at the start of the game, but playing as a Stalker or Bandit means that before anyone trusts you enough to join your side, your going to have to improve your reputation by gunning down human and mutant foes alike.
2f. Reputation improvements for killing enemies have been reduced and punishments for killing neutrals and allies have been increased to alter the speed at which fractions gain and reduce their relations. These changes also reduce the impact that the player has on fraction relations during their playthrough.
3a. Ammo is considerably more expensive, consumables are pricier to a lesser degree. This compilation has also reworked trade so that effectively you almost always pay around 2.5x for goods you want to buy, and get half price (0.5x) for most items. Ammo and grenades always sell for 0.75x, so keep in mind, selling ammo is the best way to make money. Some traders do offer slightly better deals regardless of reputation, but in the early game, everyone will rip you off. Also, keep in mind Sidorovich has some of the highest sell prices in the Zone...
3b. Guns prices have been substantially reworked. Prices have been altered to better represent their real world values (proportionally to each other that is, they are mostly 4x cheaper than in the real world, the Zone does seem flooded with high end weapons to an extent that puts real world war torn regions to shame).
Prices are based on rarity and weapon renown rather than damage output. For instance, some handguns will even fetch higher prices than battle rifles.
3c. It is easier to make money from loot, however because of the higher cost of ammo, med-kits, anti-rads and food, you'll find that earning reputation to reduce costs via quests, hunting mutants, and critically, risking anomalies to find artifacts (by far the most expensive items), can actually be far more profitable in the long run.
*By the way, Ecologist traders pay top rubble for mutant parts and artifacts, Beard also offers higher than average rates for mutant parts and artifacts.
3d. You can pick up outfits from the dead 10% of the time (however their condition is always seriously damaged or worn, especially as you just shot that guy to pieces in all likelihood).
3e. Stashes function on DrX's questlines and the 'Lost in the Zone' setup, it is not overly generous, but it is a huge upgrade over vanilla's loot system. Critically it does reward checking every box and container for little extras and it does provide those elusive upgrade toolkits from time to time.
3f. Some traders (located in key locations) will always sell the various upgrade toolkits in case you just can't find one. And in case you happen the have the money on hand to buy it instead (their prices have been considerably increased).
3g. Different fractions sell different types of guns, ammo, and consumables somewhat based on fraction load-outs and to encourage players to travel the zone extensively (you'll find that the disguise system of the 'infiltration addon' will help in that regard).
*For quick reference, Owl is the best stocked trader in terms of variety, the Military and Duty have the best line on Russian and Soviet guns, and Freedom and the Mercenaries have the largest collection of NATO weaponry (I am still tinkering with certain arsenal choices). Monolith offer a wide range of deadly weaponry and the bandits sell guns that bandits are fond of (a.k.a Desert Eagles and black camo assault rifles).
Outfits can only be purchased from their respective fraction traders. And no weapon or item is random, or affected by how much money you have on you. Trader stocks are consistent throughout any stage of the game. They also no longer have limitless piles of ammo, so don't go automatically selling ammo you need for cash.
Keep in mind that with STCoP, Nimble acts as a trader (once you ask to order a weapon). Nimble buys and sells most weapon addons (scopes/silencers) and sells pre-scoped weapons and a single unique lore-drenched weapon.
4a. Reworked the rank system slightly. Changes are to ensure the player ranks up to Trainee relatively quickly. And improves in rank faster than in vanilla COC. This has been altered so that you do not need to kill thousands of NPCs and mutants to become a legend, and also to speed up the variation of mutants and stalkers offered by TRX's A-life revamp addon.
4b. NPC detection parameters have been marginally tweaked. Their view is slightly curbed and their sound awareness is lower, both by around 25%. Allowing for a greater margin of stealth (once engaged in firefights the all knowing AI kicks back in however). NPCs, human and mutant alike may ignore (or not see each other), even when as close as 25 meters away (which I find helps with that pesky problem where companions storm off by themselves to battle an army of mutants in some far away corner of the map).
4c. Stalkers (and dogs), have a higher panic threshold. There is a 25% chance they will panic in combat (resulting in them sprinting away to save themselves). This keeps loners from getting themselves killed by not taking on overwhelming odds. Keep in mind it also affects companions.
4d. Most human NPCs now have more RU on their person (between 5000-15000 RU) to better allow for trading in maps and levels far from traders. The higher ranked Stalkers in have much more money on their person.
4e. There is a real need to eat at least 3 consumables a day (you need to eat and drink more, the more energy, e.g. sprinting/jumping, you do). Being well fed/watered gives you a health regen bonus, so as long as your injury isn't serious and your well fed, you will heal automatically. First aid kits keep you from dying, they don't need to be used to top up your health.
4f. Sleeping also provides a bonus to your actor's psychic resistance, morale, and coupled with eating, will boost health regen (even with sleep deprivation turned off). It is also a great way to repopulate a map after having hunted down your foes in a particular area.
4g. There is a slight boost to the player's ability to jump, climb over obstacles, and an increased 'jogging'/ fast-walk speed. These changes are all found in the file: gamedata/configs/creatures/actor.itx.
4h. Inspired by 'Low Crouch & Prone' addon, for those who would prefer the actor to be able to crouch even lower, open up the actor.itx file (gamedata/configs/creatures), and use control F to find these lines and alter to your preferences to achieve true Slavic squatting prowess (the lower the number, the lower the squat):
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.30, 0.6, 0.30
ph_box2_center = 0.0, 0.4, 0.0
ph_box2_size = 0.30, 0.4, 0.30
Tip: Hold C while crouching to initiate super crouch (ph_box2).
1. Highly recommended that this addon is played with 'directx9 enhanced'. Try other directx settings at your own risk.
2. Crashes occur far more frequently if you do not have STALKER Call of Pypriyat (preferably the GOG version) installed on the same computer as STALKER COC 1.4.22 (these account for most .dll extension crashes).
3. A non crash related problem; you have more than one character in your quicksaves, there is a tendency for reputation (and sometimes even equipment) from one game to bleed over into the other.
4. Another non crash issue: Changing the A-life exclusion from 100 or 50 to the pre defined option of 25 meters, will cause the game to lag more (due to higher numbers of spawns).
*You can edit the exclusion zone range, and even drop population settings to lower than 0.25 (it does cause stability issues however) in the file: "gamdata/configs/axr_options.itx"
5. If you want to add more mods to this compilation, 'textures' files (such as the grass upgrades in Autumnal winds) will always be compatible, 'levels' files should also be compatible.
I have applied some sound files without issue, but some have caused crashes, so add sound altering files at your own risk. - For anyone who wants to try out the STCoP sound overhaul addon, I'd be interested to know if it works without complication (I personally have no issue with the current sound effects): STCoP Sound Overhaul
Keep in mind, Mods and addons which add files to any other folder (than textures and levels) could cause problems, meshes for instance, will likely upset the images you see in inventory screens. Config, script and even sound changes could cause CTDs.
6. The STCoP images in the upgrade screens, are funky... I have tried on multiple times to correct it (mostly by trying to salvage ui image files from OWR and AO), but can't seem to get a handle on it without causing much more serious CTDs.
7. I have included a new menu background image and a new menu theme song (Lockdown - by Jablonsky).
*If you would prefer the vanilla menu setup both changes can be reverted by simply deleting these files:
8. For those who want more corpses, in your main COC directory open appdata/user.itx and use Crtl F to find 'corpsenum' the number following it (default 10) can be changed to increase the number of allowed corpses. Be warned, Increasing the number of corpses will have an substantial effect on your game's performance.
9. Both Smurth's Dynamic HUD and Autumnal Winds can be customized. However when overwriting with Smurth's HUD variants do not overwrite the file 'actor.itx'.
Average
83 votes submitted.
its good if you want to loot 10K off of every body on master mode...and spawn in pripyat in story mode...its literally easy mode there is NO CHALLENGE. and if I didnt crash on every level load it'd be...playable.
Every armor you get has almost full bullet resistance so...why even bother upgrading? well the funny weight limit settings of 50kg and you come to a dead stop, unlike the old way where you could go over the limit a bit at least.
Its nice if you're new to shooter games and want to get into freeroam stalker...or if you're braindead and cant handle basic combat...
(but at least it runs well in x64 I guess?)
Really all the boasting about it being harder just...is not true, you are a tank aside from tushkanos devastating your kneecaps.
I'm not even a misery promoter, this is genuinely just way too in the players favor even with maxed difficulty and AI settings.
Minus points for that weapon sway **** no one ever leaves in their mods anymore but hey whatever. Personal choice to leave it in or not.
Keep up modding man, you're doing good. Just dont promote this as a "harder combat" mod.
Hmm, clearly work to be done then.
The looting 10k business can be easily fixed, probably an oversight on my part.
The player being a 'tank' is a much more complicated issue, there is a file in the 'gamedata/configs/creatures/damages.itx' and a back up of the vanilla '+Default Values-damages.itx'.
Renaming the files (so that the Default file is called 'damages' and the other file is not) will give you the vanilla settings, armor and and all. It will not change the tweaked damage output of the various guns and ammo however.
In terms of weight limit margins, I can adjust that.
And as for weapon sway, well, as you said; personal choice.
I'll see about making this version more stable and making sure it lives up to the claim that the combat is harder.
There's a new update to the file. It may address some of your complaints.
I'll check it out, sorry if my "review" was harsh. I still think you did a great job making the mods work together.
Don't sweat it. Mods, particularly Stalker modpacks, are always a work in progress and the more direct complaints on the actual game balance, shed the most light.
Hello,
First this mod is awesome, but i got many crash in the "garbage"
On the description to this mod you said :
"3. Turning on 'A-life on all levels' can cause crashes when moving between maps (particulary Garbage)."
Where can i switch "A-life levels", I didn't found it in the game's option, please can you help me?
Full A-life simulation is no longer included in the modpack, I should have and will edit the mod description accordingly.
The garbage crash issue (which is a particularly elusive problem) must be related to something else. Next time you get a crash open some sort of word document (aka 'notepad') and press CRTL-V.
It will generate a crash report from the game. Please paste that here in the comments and I will try to isolate the problem.
Another option which has worked to reduce garbage crashes in previous versions is to revert back from the 64-bit engine.
Glad to hear you enjoy the modpack, hopefully I can fine tune it further in the future.
Again this error (5 times the same)
FATAL ERROR
[error]Expression : pm->m_animations.size()
[error]Function : player_hud_motion_container::load
[error]File : player_hud.cpp
[error]Line : 92
[error]Description : motion not found [beretta_idle_aim]
I had a similar crash and followed this guide Reddit.com
It resolved that error message but I am still crashing in the same spot and my log is not providing anything useful.
The reddit post suggested by JohnnyCage226 is a good workaround for this specific problem.
leonvk, not sure if you still check this, but I am having a persistent crash outside the rookie village that does not occur with just vanilla.
I was previously having the same issues as Lefebvrebapt and used the guide I linked in my comment to resolve that fatal error but I am still crashing in the same location. I have tried everything from a fresh install, uninstall and reinstall C++ 2012 and 2013, updated windows, updated drivers.
I am at a loss of what else I can do to proceed. Here is my crash log.
! auto-generated bump map: wpn\wpn_harpoon_knife_bump#
compiling shader shadow_direct_model_aref_2
intro_start game_loaded
* MEMORY USAGE: 2917321 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
! auto-generated bump map: act\act_face_soldier_06_bump#
compiling shader deffer_model_bump_d-hq_3
* [win32]: free[509168 K], reserved[233104 K], committed[3451968 K]
* [ D3D ]: textures[2121882 K]
* [x-ray]: process heap[2971035 K], game lua[29763 K], render[2508 K]
* [x-ray]: economy: strings[26401 K], smem[12450 K]
* Saving spawns...
* Saving objects...
* 28803 objects are successfully saved
* Game porta - quicksave1.scop is successfully saved to file 'appdata\savedgames\porta - quicksave1.scop'
* [win32]: free[468980 K], reserved[229644 K], committed[3495616 K]
* [ D3D ]: textures[2140361 K]
* [x-ray]: process heap[3001583 K], game lua[39225 K], render[2844 K]
* [x-ray]: economy: strings[26854 K], smem[12425 K]
* Saving spawns...
* Saving objects...
* 28803 objects are successfully saved
* Game porta - quicksave2.scop is successfully saved to file 'appdata\savedgames\porta - quicksave2.scop'
stack trace:
0023:7564B812 KERNELBASE.dll, RaiseException()
0023:797E8A19 MSVCR120.dll, CxxThrowException()
0023:798D3A7E MSVCP120.dll, std::_Xout_of_range()
0023:00433E40 xrEngine.exe, motions_value::load()
0023:004344FC xrEngine.exe, motions_container::dock()
0023:00434AA0 xrEngine.exe, shared_motions::create()
0023:06735CEF xrRender_R2.dll
0023:06779F99 xrRender_R2.dll
0023:00BC89C9 xrCore.dll, CInifile::remove_line()
0023:00BC74BB xrCore.dll, CInifile::r_section()
0023:00BC59F8 xrCore.dll, xrCriticalSection::Leave()
0023:06DEFF40 xrGame.dll, CDialogHolder::IgnorePause()
0023:06DEFC0B xrGame.dll, CDialogHolder::IgnorePause()
0023:06DF0E80 xrGame.dll, CDialogHolder::IgnorePause()
I'll look into what I can do to resolve these crash reports. Cheers for posting the crash logs.
great addon .. thanks so much you improve zone so much I'm thankful for your addon !
Glad to hear you enjoy it.
Если это конечно возможно сделайте русскую версию.
I would if I spoke Russian, perhaps there are translations available for the addons used as they are widely used (Lost in the Zone, DrX Questlines, TRX Dynamic News).
OK, I loaded this up got it to run, did no other mods for it, but when I am just past the big train depot in Garbage, even when I loop around behind the eastern piles of garbage, it crashes. It crashes a lot anyway, but I can't get to rostok. Is there any way to fix this? If I go behind the depot on that side of the road does it still crash? It's a tough enough mod for me, but these crashes -- ugh...thanks! :)
I decided to go to Agropom and brave the underground, but it crashed every time I tried to go down in that little shed out back of the right compound, so I tried the one marked on the PDA and after braving fire anomalies and snorks, I got up the ladder, only to have it crash everytime I try to get to the rack with the army med kit and ammo. I hate to say it, but I am going to have to give this mod up. A shame. The gunplay was a real challenge, even at Stalker level.
Given the number of crashes players are reporting, that is fair enough. Somehow this modpack version is less stable than TZR 3.3 despite being tweaked specifically to enhance stability...
Hello, sorry to bother you. I have had this error shortly after starting a first playthrough. Following the reddit quide (above) I've renamed the wpn_berretta_hud_animation.omf to FIX_wpn_berretta_hud_animation.omf to disable the file. Upon reloading the game crashes yet again, the problem being a "unhandled exception". Here is the full stack trace log as I've noted it was not fully provided for you.
In the meantime I will attempt to repair this "line 92", however if you, being the author, could assist it would be greatly appreciated as I have no familiarity with the stalker engine. (Edit. I have no idea where to start so any assistance would be appreciated)
Expression : pm->m_animations.size()
Function : player_hud_motion_container::load
File : player_hud.cpp
Line : 92
Description : motion not found [beretta_idle_aim]
stack trace:
0023:00B837E1 xrCore.dll, xrDebug::fail()
0023:0AE20D28 xrGame.dll, CDialogHolder::IgnorePause()
0023:748ABD67 MSVCR120.dll, Concurrency::details::_SpinWait<1>::_NumberOfSpins()
0023:748ABD7E MSVCR120.dll, atoflt_l()
0023:748ABD8C MSVCR120.dll, atoflt_l()
0023:7489BCAD MSVCR120.dll, finite()
0023:7489AD30 MSVCR120.dll, _ValidateRead()
0023:00B889C9 xrCore.dll, CInifile::remove_line()
0023:00B872F0 xrCore.dll, CInifile::line_exist()
0023:00B872DB xrCore.dll, CInifile::line_exist()
0023:0AB000AC xrGame.dll, CDialogHolder::IgnorePause()
0023:748AE65D MSVCR120.dll, strtol()
0023:748AE671 MSVCR120.dll, atol()
0023:00B7ED62 xrCore.dll, CInifile::r_s32()
0023:0AE1FF74 xrGame.dll, CDialogHolder::IgnorePause()
0023:0AE1FC1D xrGame.dll, CDialogHolder::IgnorePause()
0023:0AE20E80 xrGame.dll, CDialogHolder::IgnorePause()
This bug has been very pervasive as any stalker or zombie (usually zombies) with a berretta are very likely to cause a crash. I also cannot use berrettas as they will cause a crash upon being equipped. While not "game breaking" there are several areas that I cannot enter due to this bug and I've had several combat encounters where I could not get out of the area with loot, forcing me to reload a save and avoid that encounter. I genuinely adore the amount of content your mod provides but this one bug is far to pervasive.
I've also had another bug, not a big one but a bug all the same. Consuming non-vanilla foods will make equipping a weapon impossible, either by keybind or equipping them from the menu. To my knowledge this problem only applies to modded consumables and *may* be fixed by eating vanilla consumables. I believe this is related to the first person consumption animations however the problem persist when they're disabled. I don't think this problem was present in my first few hours but I'm not sure since I only ate bread and sausage.
While easy to avoid it is a bug, and It is a bug and makes eating any modded consumables annoying.
I think you can avoid this problem by setting animations to 'simple' in the options menu.
The Berretta STCoP compatibility file from the Smurth's HUD is not playing nice with the Beretta STCoP file. The problem currently completely baffles me.
Good work man. Do you think that you can include something like a system of magazines in this mod pack like Escape from Prypiat and A.R.E.A.? It would be perfect.
Perhaps in a future version, but were not talking about any time soon.
Somehow, this current version (3.4) has a whole host of new crashes that were not an issue in 3.3 (apart from the dreaded garbage crash).
I have been scanning the addon files, my alterations, and testing off and on for the last few months and unfortunately haven't made any progress in limiting the crashes reported on this page and others that were not reported.
Essentially the modpack will need to be rebuilt in order to mitigate these crashes, without much of the 'Lost in the Zone' content, and possibly without STCoP as it comes with a good number of issues.
I currently don't have the time, but will attempt to have something next year.
Anyone is more than welcome to try their hand at stabilizing the modpack and reposting it (my only ask is a link to this modpack in the description).
This is a good news for those who are playing this modpack or CoP WP:
Im now uploading a JSRS version to CoC with CoP WP. Soon i will leave the link here.
The version to AO3 alredy exists if you want, and will recive an update.
CoP WP: Moddb.com (soon will work whit this mod)
AO3: Moddb.com
To play lost to the zone and storyline it needs to not select the story mode?
And how can i remove Autumnal Winds?
I don't remember what files AW adds. Look up the file on the addon page and remove it from the data pack (original CoC files will spawn in their place if needed).
There may be compatibility files with other addons that would also need to be removed.
The debug menu is not working, the game crashes when i pick any gun:
Expression : back_len.x+EPS_L>=0.0f && back_len.y+EPS_L>=0.0f
Function : CUIFrameWindow::DrawElements
File : ui\UIFrameWindow.cpp
Line : 103
Description : assertion failed
stack trace:
001B:008E3783 xrCore.dll, xrDebug::fail()
001B:0547E76D xrGame.dll, CDialogHolder::TopInputReceiver()
001B:0040F17A xrEngine.exe, CRenderDevice::message_loop()
001B:0040F23D xrEngine.exe, CRenderDevice::Run()
001B:0045EBDD xrEngine.exe, InitSound2()
001B:0045F363 xrEngine.exe, InitSound2()
001B:0045F466 xrEngine.exe, InitSound2()
001B:0046B1A3 xrEngine.exe, CApplication::load_draw_internal()
001B:76FBCEC9 KERNEL32.DLL, BaseThreadInitThunk()
001B:77865FCD ntdll.dll, EtwProcessPrivateLoggerRequest()
001B:77865FA1 ntdll.dll, EtwProcessPrivateLoggerRequest()
Debug causes crashes constantly with this modpack.
Lost to the Zone uses the itemsoup spawner script, which by itself uses an outdated version of the vanilla CoC spawner.
Use this: Moddb.com
hey i like to report a bug that with the saiga. the upgrade to attach a underbarrel launcher to it just crashes the game when you pull it out with or without the GL attached. the first one shows it has no skeleton for it and with the GL it shows it has no animation for it.
you happen to have any fix for it?
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gg, after Anomaly, this is CoC that i was looking for, thx!
I was sick of anamoly was thinking to try coc and i recently found this nice modpack over here looks quite good and awesome cant wait to try it lets see how is it
Dont play it its literally unplayable try redux modpack instead since its the most stable modpack i could find for stalker coc
Have just begun trying to stabilize this modpack over the next few months. But for now, it is indeed unplayable.
Yah man its indeed unplayable it just literally crashes everywhere how long is it gonna take you to stabilize i really love this mod pack because it really contains some of the most prodigious mods i have ever seen. Good luck with your journey.