Call of The Zone is a standalone modification for S.T.A.L.K.E.R. – Call of Pripyat that allows you to explore the Chernobyl Exclusion Zone – a desolate and highly contaminated region of Ukraine that has been abandoned and closed off for decades ever since the 1986 Chernobyl disaster. What has been going on in this irradiated wasteland since then? There are no shortage of rumors and conspiracy theories, each more fantastic than the last. Rumors of mutated wildlife, brainwashed cults, secret experiments, and unexplainable paranormal events abound, as do promises of great riches and wildest dreams coming true for those who are daring or desperate enough to try to break through the cordon. You are about to find out for yourself what is true and what is yet undiscovered, and experience for yourself all the Zone has to offer... or to take from you.

Description

Completely integrates Arsenal Overhaul 3's content in Call of The Zone. Two options for random stashes: 100% and 50% filled.

Preview
Arsenal Overhaul 3 Content Integrator v3.1 (Feature Complete)
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Rhons
Rhons - - 194 comments

Will there be any conflicts from games that utilize the Item Overhaul add-on?

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Mahzra Author
Mahzra - - 586 comments

Just that items not specifically added to the exclusion list will still spawn in stashes. Depending on their value, that may impact the stash balance, but I don't think the addon adds many (if any? I still have to have a closer look at it) expensive items, so it's probably fine.

Your artefact addon though, that is an entirely different story.

Do the Item Overhaul addon items pop out of crates and breadboxes as well, by the way? I ask because depending on how that was implemented, it may override my drops from those.

EDIT: now that I'm working on quest requirements and rewards, there will probably some conflicts. I was planning on integrating the Item Overhaul addon at some point anyway, just because that means more variety in STUFF, so I'll make a compatibility patch when I get to that stage. Until then, players will have to choose one or the other.

... I'd go for the minigun over sheets of paper, personally.

EDIT again:
can't stop giggling at the idea of some random NPC offering a minigun if you'd go get these sheets of paper that have some sentimental value to him

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Senaattori89
Senaattori89 - - 207 comments

So uh, I have never played the mod (yet). but Im just about to start playing it. Does this mod work as is or do I have to download arsenal overhaul 3 from somewhere first?

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Mahzra Author
Mahzra - - 586 comments

Yeah, you need AO3 v0.7, it's on here as well. You probably also want AO3 Aligned and Centered. First install AO3, then AO3 Aligned and Centered, and then this.

AO3 adds the weapons to the game, but doesn't integrate them very well and many of the sights and scopes are off-center.

AO3 Aligned and Centered fixes the sights and scopes and offers a choice between zoomed and unzoomed ironsights. It also improves weapon handling. It's pretty much mandatory.

The AO3 content integrator adds the AO3 weapons, attachments and ammo to crates and boxes, missions, stashes, etc. It doesn't include any content of its own, really.

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Mahzra Author
Mahzra - - 586 comments

I just found a scoped gauss rifle in a random stash. Immediately yanked that scope off and replaced it with a reflex sight, because who needs a scope on a one-shot kill bodyshot cannon, but the point is that I can confirm jackpot stashes are very rare but definitely still a thing.

Unfortunately that also means I forgot to remove one version of the gauss rifle from the random stashes. The gauss rifle isn't supposed to be in random stashes. I'll remove it next update.

Let me know of any other stuff you've found in random stashes that you feel shouldn't have been there!

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stevegalaxius
stevegalaxius - - 7 comments

Does the 100% filled stashes not break the stash generation? When I tried that out just testing stuff myself (changing the 2 to a 1 in that calculation) it stopped stashes from generating from the coc_treasure_manager.create_random_stash() function, and i figure it's because the stash table is completely filled.

Might not be a problem if you have the stash chance from quests set low or to 0 but i copied over the lootmoney script and was pulling my hair out trying to find out why it wasn't generating stashes, it was legit just changing that 2 to a 1 that did it

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Mahzra Author
Mahzra - - 586 comments

At 100% the game fills random stashes at start, stashes are also generated from quests and PDAs and if the player has the Rag and Bones achievement and that EFT tweak, from corpses. As far as I can tell, it works fine. I'll do some testing with just that calculation on a vanilla game though, because I've only ever used that tweak as part of a very modded setup. Like, maybe I broke it and something else I'm not aware of fixed it so it looks fine to me but could unexpectedly break.

Thank you for the heads up.

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Mahzra Author
Mahzra - - 586 comments

I finally see what you mean. We are both correct, in this instance. Filling all stashes at the start of the game means that until the player loots one, additional stashes cannot be generated. This is the part where you are correct. But once stashes are freed up, they will be generated by the usual means, which is the part where I am correct.

I should leave some room for initial mission stashes to be generated, like fill max 90% stashes at the start or something.

EDIT: Oooh, just under a year after that report. Smoooooth.

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MoN0L!ght
MoN0L!ght - - 137 comments

I don't know if it's because of my fiddling with files (haven't touched loudouts to be clear) but some stalkers have no weapons at all, I think I've only seen singular bandits like this and 3 monolithians in the tunnel in Jupiter on the northwest, south from the crashed drone.

It's kinda realistic that not everyone would be able to afford even a pistol, especially bandits, so I'm wondering if that was intentional or no, but it's also quite silly watching them run around with arms tied to their hips or even worse when they try to sneak up on somebody and realise they don't have a weapon when it's too late (happened today).

I don't know if the game rolls dice on each weapon mentioned in loadouts until it chooses one or if it rolls once and with bad luck a stalker might spawn empty handed. That's why I'm asking.

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Mahzra Author
Mahzra - - 586 comments

This is an unintentional feature that I intentionally left in, so I'm not sure if I should qualify it as a bug. I think you're half right on the dice rolls, it's probably a combination of that and a finite equipment budget.

Whatever the technical reason, in my mind those poor bastards got mugged. This is what a victim of muggery looks like. I know. Sad.

:'(

Don't mug, people. It's just mean!

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Nima1
Nima1 - - 38 comments

Hi Mahzra, how can I reduce the number/value of guns/outfits spawn in a reward stash? There is atleast one very high tier gun in every reward stash, I want to progress slowly, not some rookie with 7.62×51 caliber rifle in his hands. Also selling them is just ton-of-money-early-game, very uncool and annoying.
Perhaps I should edit treasure-blacklist file??

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Mahzra Author
Mahzra - - 586 comments

Hey hey, the treasure blacklist is for random stashes. To reduce the chances of high reward stashes, have a look at the files in the gamedata/configs/drx folder, specifically drx_ql_items_ files for rifles and outfits. You could also just take out those types of items completely by commenting out items_outfits_list and items_rifles_list in the drx_ql_config.ltx file, below [reward_item_sections].

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Nima1
Nima1 - - 38 comments

Thank you 🙏

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