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!
COC 1.4.22 only. An extensive compilation of 20+ addons and some balance, trade, and damage customisation (in BETA, subject to major changes). Intended to make STALKER CoC slightly better looking, more tense and atmospheric, and less stringent (less grinding required) in terms of looting and trade. Players are limited only by their desire 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 and human and mutant alike can shred you in an instant), but without sacrificing the player's ability to explore, and prioritises providing a "survivor's thrill" after each tense gunfight or hunt. The compilation carries over the 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, DrX and SarisKhan 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. *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.
2b. 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': Set Animations to 'simple' or 'none', turn 'off' all features that include the term HUD, turn off both Weapon Heating features. Select Directx9 Enhanced. Set populations to 0.25 (both mutant and stalker) Then exit 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. Once the new game is loaded, You can turn on A-life for all levels in the options tab, once you restart the game the option takes effect (a word of warning, it does consume considerable game memory, not recommended for low end computers).
5. The download includes a fsgame.itx file, that overwrites the same file in the main / COC Root directory, it presets conditions that better allows for the Dynamic HUD addon (such as disabling HUD by default). And allows for some custom edits to function. If you have not overwritten the standard fsgame.itx file with its counterpart in the download I cannot ensure the compilation will work (make a backup just in case).
6. 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 compilation! If it starts up and you get the custom news message, you should be good to go.
Why 1.4.22 and not 1.5 R6?
Because 1.4.22 is more stable and addon compatible, and this: Youtube.com
The idea behind this compilation (v3.3) 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 and Environment REDUX (Moddb.com / Moddb.com)' 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 (if full A-life simulation is enabled, recommenced for high-end computers only), 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) and a swift pair of legs, its your choice to use either, or some combination of both 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, but currently is prone to causing crashes). The Zone is at it's most engaging when a no man's land stalked by mutated terrors and 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). All in all, 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, story-line context and the expanded dialogue.
*If your interested in reading over / downloading the previous version, it can be found here; Moddb.com
1a. Not all features were utilised, download the addon and use the optional files to overwrite and reconfigure to your preferences; Moddb.com
2a. Damage outputs across all calibers have been reworked; The Guass 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).
2b. Some STCoP weapon descriptions have been rewritten, (mostly simply shortened) to reduce UI description clutter.
3a. This compilation uses the 'Autumn Aurora 2 style' variant (Bleeding, Hunger Icon, Ammo, Health and Stamina bars). Ammo type and firing mode are displayed (on higher resolutions 1200*600+ it will also display magazine counts).
3b. 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; Moddb.com.
If you want to alter the HUD layout, or any of the alternatives 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).
4a. Partially edited TRX's starting equipment options and marginally increased starting money.
4b. *Only a single weapon will be loaded so do not waste points on two guns!
5. 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).
6a. 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).
7a. 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 experience.
8a. Allows human NPC patrols to cross into different maps (where you often see them arriving at entrances), some mutants will also migrate around, although to a lesser degree .
8a. *Must be selected in game options for the full version and requires game restart. The default option only allows Stalker and mutant movement in adjoining maps.
9a. There are currently issues regarding taking on side quests (see next section for more details) but when quests do work, they work more smoothly, provide better rewards and make more contextual sense thanks to DrX's addon.
See the comments of these links for Quest and addon troubleshooting: Moddb.com / Moddb.com
10a. 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.
10b. Although I believe I have worked out the major kinks, there may still be issues linked to Lost in the Zone and DrX's questions that will cause CTDs upon accepting some side quests (particularly when you have still have another pending quest). It's not ideal, but simply always save before accepting a non story-line related quest. Usually on reload you'll get a quest that doesn't cause a CTD.
10c. 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.
11a. 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.
12a. 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:
13a. I have marginally altered the flashlight parameters, download and use the original (addon) if preferred, it's completely compatible: Moddb.com
14a. This has been edited to allow for minor portion of rubbles to be looted off the dead (it provides about a 10% fraction of what the Stalker had on them prior to death).
14b. Can be altered in file: gamedata/scripts/lootmoney.script. Alter the number 10 from the line: "if (math.random(1,100) >= 10) then", to a percentage of your choice.
15a. Provides outfits from dead Stalkers 25% of the time. Can be altered in file: gamedata/scripts/outfit_marauder. See line: "if rnd_value > 25 then return end".
16a. Now completely utilised.
17a. Binoculars can be upgraded with 'Life Detection' as a final level upgrade.
18a. Holster your weapon to ignite or extinguish whatever fireplace you please.
19a. 0% condition guns still sell for a fraction of their worth... Although they are barely worth the carry weight.
19b. Since latest 3.2 patch, the trade parameters have been altered so that only Owl, Sidorovich and Bandit trader buy 0% condition weapons.
Spore and Hawaiian accept weapons at 25% condition, Nimble only wants weapons at 75% condition and all other traders now only accept weapons with at least 50% condition.
Tip: Use universally available gunsmith repair kits to repair conditions prior to sale.
20a. Edited so that weapons in poor condition are now the most common.
21a. Partially modified, found in file gamedata/configs/system.itx, under line: bloody_marks.
22a. Keeps the the PDA screens from slowing down in later stages of playthroughs.
23. Self explanatory. The addon also helps define how close/far back companions try to stick to you (around 5 meters, 2-6 meters since patch 3.2). However your actor is considerably faster, so don't expect companions to always keep up when your rushing across the map (since patch 3.2, they will do a better job keeping up).
24. 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.
1a. Headshots are the quickest way to put down most hostiles. They are outright lethal 75% of the time, the only exceptions being the bigger mutants, zombies, and high 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/, 'Vanilla-damages.itx', simply rename and replace the damages.itx file, to restore values to vanilla.
1d. All humans are now a bit tougher (increased HP by 50) and all mutants can take a serious beating, thanks to immunity alterations. Your actor is also a bit tougher (due to the increase to generic human health) but will quickly go down if your enemies zero in on your position (which they will if you don't employ flanking tactics),
1e. 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.
1f. The Actor's damage resistance (immunities) are tied to three difficulty settings (Novice and Loner are now the same difficulty level), you have 10% resistance in Master, 30% in Veteran, and 50% in Loner. Additionally, last stand time is reduced by half.
1g. 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.
1h. 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.
1i. 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.
*There is a submod that will make trade harder for those interested: Moddb.com
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 1.75x for goods you want to buy, and barely get the full price for anything you sell (0.5x). Some traders do offer slightly better deals regardless of reputation, but in the early game, everyone, except your companions, will rip you off, well, they will rip you off a bit a less anyway... Also, keep in mind Sidorovich offers one of the worst selling rates 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 5x 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 (you can easily make several thousand rubbles from just 3 to 4 guns), 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, when not merely picked up in stashes), 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 25% 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 s***).
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). From version 3.2 onwards (see 'updates' section below for download link), 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 secondly, given how much more action packed the game gets in higher experience levels, I have made it more challenging to attain the higher levels (for example, Expert level is now on par with vanilla's Legend level). This feature, at least personally, actually provides enjoyable scaling of hostiles and in game difficultly progression.
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, although it does on occasion still happen).
4c. Stalkers (and dogs), have a higher panic threshold. There is a 40% 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 particular, 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' and with 'consumable animations' set to 'simple' or 'none' in game settings! Both of these changes will dramatically lower crashes related to the dynamic HUD addon.
2. Turn off the weapon heating options in game settings! These settings both have added warnings, they will cause CTD crashes every time.
3. 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).
4. Population settings must be changed to 0.25 (for both mutant and stalkers) before starting a new game! Once in game population settings can be changed upwards, but doing so may cause crashes when moving between levels/maps.
*Those using the 64 bit engine (stalker-coc-xray-64-5.zip) should be able to start the game with population settings at 0.5.
*This hotfix allows you to start a new game in The Zone Revisited 3.3 with higher or max population settings: Moddb.com
5. 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.
6. 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). Also, you'll suffer from having "patrolling" enemies dropped in game right behind you. Although it is a sure-fire way of upping the difficulty that much more, if your into that sort of thing.
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
7. In order to get 'full A-life simulation' working, you need to start a new game, only then will the option show up under the 'game' tab in options. Enable it and then restart the game for the change to take effect (it can't be stressed enough, your computer will need considerable processing memory if you choose to enable full a-life).
*8. 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): Moddb.com
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.
9. 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.
10. 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:
11. 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.
12. Both Smurth's Dynamic HUD (Moddb.com) and Autumnal winds (Moddb.com) can be customized. However when overwriting with Smurth's HUD variants do not overwrite the file 'actor.itx'.
Average
107 votes submitted.
Wow this sounds just like what I want, no misery BS. Gonna give it a try.
This compilation tries to do justice to the mechanics of the original Stalker games (SHOC and COP in particular) while implementing changes that simply make the game play more enjoyable (and needlessly time consuming), and that lends itself to the more free-form, sand-boxy format of COC.
You can get to point where you run and gun indiscriminately fairly quickly, if that's your thing, but I have tried to balance to game to ensure that most of the time it's actually more worthwhile to tactically retreat, avoid combat, go it solo, and focus on your mission and whatever story arch that the new quest-lines help guide and that your creating for yourself as a player (such as being an artifact or mutant hunter/fraction loyalist/lone stalker/heartless Bandit/Monolith hunter/radiated lab explorer/Junkie with a cause/whatever).
I will freely admit, it leans towards being more of a shooter than a intense item management survival game (unlike 'Misery' or 'Dead Air' for example), but given what the base game is, that makes a hell of a lot more sense from my perspective.
It also takes a large amount of inspiration from the Metro series and Farcry 2, make of that what you will.
A key concern, is that I have tried to re-balance the caliber damage stats and economy to make 'rinse and repeat' weapon looting a lot less attractive and to take away the early game mechanism of making most high end weapons and outfits (which frankly most of us only want for the coolness/rarity/sentimentality factor) beyond the reach of players who haven't dumped 50+ hours into their character.
If you want to experience everything however (which I did when I booted up COC for the first time), and have stashes that put national armory inventories to shame, it is going to take time and a boatload of cash in TZR v3.
"It also takes a large amount of inspiration from the Metro series and Farcry 2, make of that what you will."
Ooh, now *this* sounds interesting. :) I *loved* FC2's bleak setting, open world and strategic gameplay, and the Metro series' atmosphere (not so much the linear progression of 2033/Last Light).
Oh - forgot I actually had a question: Do I just need to grab the main 3.2 beta download plus the 3.17 patch?
All you need is the 3.3 download. However I'm re-uploading the zip file with the missing fsgame.itx file (to be placed in the main CoC directory). It is required if you want to use the dynamic HUD features.
It crashes when accepting certain quests, maybe something to do with Lost to the Zone.
Yeah that's an issue I still have to fix. Did the crash log (you can always get it by hitting Crtl V in notepad or word) mention "nil_value" and "xr_logic"?
If you save before asking for a quest, then load (after a CTD) and try again, I find it often then works. I've noticed is also happens more frequently when you have several other side quests still active.
im making a modpack including lost to the zone can confirm.Lost to the zone makes certain quests crash.Some quests wont work no matter what for example there is a quest WOlf gives you that quest always crashes even if you dont have any addons except lost to the zone.
Reading over the LtTZ addon comments the other day, I was worried that was the case. As long as the story-driven quests still always function I will leave LtTZ in as is (and just accept the side quest issues), but it if causes too many of the more interesting side quests to break (the ones that aren't simply fetch X number of items or collect X weapon), I'll end up reverting to DrX's quest parameters.
I think its just few quets that crash maybe 5 most of them still work at least in my coc install.
Thanks, good to know. I'll be interested to checkout your modpack when it come out.
Some quests CTD all the time like the one where the Clear Sky leader tells you to go kill some military, others like getting mutant parts for the CS doctor sometimes crash, sometimes not.
This is the log from when i asked Doctor about Strelok:
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 189
Description : fatal error
Arguments : LUA error: ....r. - call of chernobyl\gamedata\scripts\xr_logic.script:433: attempt to call a nil value
stack trace:
That is a problem. I'll see if I can create a quick fix using files from DrX's quest-lines.
The 'quick fix' notion was hopeful, any fix to these quest crashes will take some time.
I tried to add extinguish or ignite campfire addon to my modpack.The addon has a file inside gamedata>scripts>xr_effects.ltx and lost to the zone has that file too i tried to merge these two files but it didnt work for me i also noticed that the file from campfire addon doesnt have Lost to the zone quests i think?It could be that campfire addon is causing the crashes try removing the mod.Then if you still have lost to the zone rar file go to gamedata>scripts>xr_effect.ltx copy it and paste it into your COC scripts folder.Hope this helps if you already merged these two files i doubt this will help.
I did in fact forget to merge those two files on the upload. I have done so now and it fixed a lot of quest related crashes. I would recommend for those who prefer quest stablity over the campfire fucntion to follow suit
-Download Lost to the Zone Storylines: Moddb.com
-Find the file 'gamedata/scripts/xr_effects.script' in the LtTZ storylines zip file, and overwrite that file in the compilation 'gamedata/scripts' folder.
It does not fix every quest however.
Nice to hear that it worked.I think that other quests could be probbably crashing because of LTTZ itself not other mods.But im not sure.
Either way, the advice was much appreciated.
Just to clarify, the xr_effects.script from LtTZ storylines already does have a fully functioning campfire subscript (you can ignite and extinguish fires to your heart's content).
I just tried those quests on my modpack and they arent crashing?I got the quest for millitary patches and some boar chop and they didnt crash got some others like bandit patches and get supplies for the CS doctor those dont crash too.I think it could be some mods arent compatible with your lost to the zone?Maybe we arent getting the same quests.Good luck with your fix!
I think they are different quests, the one that crashed for me was about destroying some military outposts in the swamp.
You mentioned unlockable factions? How do you unlock these 2 factions and what are they?
They're part of the the Lost in the Zone addon. They are unlocked once you've completed various added storyline landmarks. One is Sin (Monolith on steroids) the other is ISG (some sort of renegade military order as far as I can tell).
In order to complete the storylines, it's recommended you play as as any fraction other than Monolith and Bandits. This is taken from the 'LtTZ Storylines' description page:
"Part 1 - Living Legend: a famous stalker has returned to the Zone. Pursue him in order to obtain his invaluable knowledge.
Part 2 - Mortal Sin: a sinister faction emerges from obscurity to take over the Zone. You are the only one who can stop them.
Part 3 - Operation Afterglow: the Zone attracts a lot of attention. However, some people believe that its many secrets are best kept hidden." - Moddb.com
alrighty, thanks!
Is there any way I can unlock them without going through the campaigns?
Not that I know of.
rip
thanks anyway!
I usually play monolith, but as I want to do the new missions and unlock the new factions, I decided to play as another faction, so I chose clear sky.
Everything was normal at first, but then I started accepting missions from cold. I was gonna accept a mission where I would attempt to wipe out the military presence, but the game would crash every time I attempted to take the mission (and I tried starting a new game as clear sky several times)
Do you know what the hell this means?
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 189
Description : fatal error
Arguments : LUA error: ...npg\desktop\stalker coc\gamedata\scripts\xr_logic.script:433: attempt to call a nil value
stack trace:
0023:008B399C xrCore.dll, xrDebug::fatal()
0023:05C21839 luabind.beta7-devel.rc4.dll, luabind::detail::proxy_raw_object::~proxy_raw_object()
Taken from my post from March 2nd (above), it outlines a fix:
-Download Lost to the Zone Storylines: Moddb.com
-Find the file 'gamedata/scripts/xr_effects.script' in the LtTZ storylines zip file, and overwrite that file in the compilation 'gamedata/scripts' folder.
It should solve that problem for now.
I'm trying to upload a patched version now, but for whatever reason its taking an age.
Alrighty. Has the patch been uploaded yet? (btw, im the same anon as the others, just different decices and locations nad such)
edit: yes it has! sorry for botherin ya so much
this modpack is probs my fave modpack period. I just wish there is an easier way to play as Sin lol
Enjoy, and feel free to post any other problems that crop up.
Amazing man! The crashes are fixed with the newscript.
Glad to hear that. I'll slowly be tinkering and updating in the coming months.
Also if anybody is having any out of memory crashes, the X64 exe works like a charm with this:
Bitbucket.org
Glad to hear! I was just about the add that into my game file but I was unsure if it would break my game.
Finally got round to trying the 64bit XRay Engine on Searge's bitbucket page. And I would stongly recommend it. It does provide much more stable experience (no stack trace CTDs so far).
Make a backup of your root directories 'bin' folder before overwriting the respective files with the 64bit download.
You might also have to open the file 'fsgame.itx' and change 'app_data_root' to 'true /true'.
Sounding like a total noob, not gonna lie. But how do I install the x64 engine with specific instructions? Looks complicated.
EDIT: Got it! Bitbucket link has a download section.
The Weapon Overheat script included in the Smurth's Dynamic HUD addon doesn't work properly with the x64 engine (being the Anomaly one or the one included in the Stason174s repack uploaded here in Moddb) , as the script used the mathematical function math.pow, is probably one of the FEW scripts that does use it. Instead of just cooling, weapons keep heating infinitely.
Is it possible to remove dinamic factions relations? Can I delete the game_relations.script or will it break something else?
That should work, trying copying out the file 'game_relations.script' in gamedata/scripts.
If it does cause problems you can always copy the file back in.
Cool, thanks.
Hey! Its me, the anon!
I kinda remembered that anomaly's questline is pretty much ripped from Lost to the Zone (or is it the other way around?) and I remembered the existance of a mod: Moddb.com
It unlocks all the locked factions. I am assuming the code would be pretty similar...??
Im sorry if I come accross as a lazy-***, I just really dont want to slog through the entire thing just to play as more factions.
Sorry for being so annoying.
Just tried applying the file, it causes a CTD.
I'll try merging the file and get back to you.
thanks!sorry if im coming across as annoying
and yea, I tried the same thing and got the same result. I wish I knew a bit about coding so I could help ya out lol
But yea, this modpack so far is my favorite modpack! Its like Anomally, but without all that Misery stuff!
Thanks for your hardwork, dont think it goes unappreciated!
Thanks for giving my Intel HD 3000 laptop something to sink its teeth on. Thanks once again, enjoying your work!
Every computer deserves at least one trip to the zone.
Glad to hear the modpack adds to the experience.
It really does, I've tried my hand on modding CoC to my liking but constant crashing takes away from playing. Your modpack helps alright! Will be staying tuned for your updates and fixes.
Can I install other addons with this? For example, the 100 kg carry mod?
Make backups of whatever file is being replaced (and keep track of new files being added). That way if it doesnt work you can revert back to the previous state.
It might be easier if you go into the file actor.itx (gamedata/configs/creatures), find the line "max_walk_weight = 50" and change the value from 50 to 100 or 150 or whatever.
Alright, thanks!
Hi again! I wanted to know if this was intended. Whenever I use a med-kit, my character vision starts acting up as if I was "drunk" in game. The effect lasts only a few seconds.
Definitely intended, it's from Smurth's HUD (I think of it as a morphine boost). Makes healing yourself mid-gunfight all the more challenging.
I always use 'simple animations' but I think if you set it to 'none' that effect gets disabled.