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

Ported version of Dante's Need More Artefacts Expansion for Call of Chernobyl to DoctorX's Call of the Zone, optionally with Rhons' personal touches and rehaul.

Preview
Dante's Need More Artefacts Expansion [CotZ 1.2] v1.20
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Rhons Author
Rhons - - 194 comments

This Mod is lightly-tested and user feedback is STRONGLY ENCOURAGED. Please report any errors with this add-on here for it to be addressed.

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SteamMod
SteamMod - - 156 comments

WOW! what a selection of beautiful artifacts!

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nacl²
nacl² - - 4 comments

Crash when I tried to go to the Swamps from the Cordon
FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 523
[error]Description : fatal error
[error]Arguments : Can't open section 'af_plenka'. Please attach [*.ini_log] file to your bug report

Seems like the game is trying to find this "af_plenka" artefact but there isn't any mention of it in the artefact ltx's

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Rhons Author
Rhons - - 194 comments

I thought it was simply an error due to initial artifact spawning, but I’ve found the only mention of plenka in items_artifacts_soc where the pellicle is. I’ll see where else it mentions plenka and try to fix this as I did initially had this error before.

EDIT: Found it in the respawns several times when it should be the pellicle. I’ll just create a section for it and make it a different artifact as a quick fix.

EDIT II: I've added the plenka as a new artifact, powerful yet found in any acidic anomaly in the Zone. I will release the update soon once I've make item descriptions more interesting instead of their default lazy writing.

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nacl²
nacl² - - 4 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 523
[error]Description : fatal error
[error]Arguments : Can't open section 'af_repei'. Please attach [*.ini_log] file to your bug report

Another crash, happened during an emmision where I assume the game is trying to spawn this in. Seems like it's supposed to be amk_repei after looking at the artefact ltx


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Rhons Author
Rhons - - 194 comments

I find it annoying how no one on its CoC page mentioned any crashes relating to this add-on. Happy to have you report on any more crashes, thank you.

EDIT: Unfortunately, whereas everywhere else does the files mention it as [amk_repei], the files in gamedata\configs\scripts all use [af_repei] and there are over one hundred files to pinpoint all the [af_repei]'s. What I've done is to create a duplicate [repei] with the [af] prefix in the artifacts.ltx file and other files with [amk_repei] so it will still spawn that same artifact but without crashes. It is a lazy fix, but I will save a copy of this mod before this lazy fix and upload the lazy fix here to see if it fixes the crash.

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nacl²
nacl² - - 4 comments

Another one, "af_sun"

Edit: Here are some errors I found while digging into the anomaly zone ltx's
"amk_cristal_drops" - should be af_ instead
"af_ear" - should be amk_
"af_chelust" - should be amk_
"af_atom" - should also be _amk
"amk_cristal_drops" - should be af_
+some others

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Rhons Author
Rhons - - 194 comments

Gosh dang it, I just uploaded a patch. I'll do it again...

EDIT: Just continue to post more crashes related to artifacts by editing the reply above with updated lists of crash-causing artifacts.

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Rhons Author
Rhons - - 194 comments

Okay, hold up. I know the issue - Initially during the porting process, I had used script folder from the older Artifact Expansion v1.33 add-on's in Dante's add-on, not realizing that there were inconsistencies between the two. I have since used Dante's original scripts folder now, but it also means that all new artifacts are exclusive to the north parts of the Zone (Dead City/Army Warehouses and north).

EDIT: Original scripts folder has been re-instated and the patch is now active. Hopefully it should resolve all crashes.

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nacl²
nacl² - - 4 comments

Neat, can finally start a run without any crashes

Edit: If I were to update the version of this mod in your static modpack I just need the new folders that have the anomaly zones rjght?

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Rhons Author
Rhons - - 194 comments

Correct, along with st_items_artefacts file for new artifact descriptions.

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Roadkill_SRB
Roadkill_SRB - - 506 comments

Crash when changing level:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CModelPool::Instance_Load
[error]File : ..\xrRender\ModelPool.cpp
[error]Line : 117
[error]Description : fatal error
[error]Arguments : Can't find model file 'dynamics\artefacts\af_compass_hud.ogf'.

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Rhons Author
Rhons - - 194 comments

I'll see why in a few hours. In the meantime, to what level were you entering? Red Forest?

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Roadkill_SRB
Roadkill_SRB - - 506 comments

AW to Rostok
I also tried to equip the artifact and it crashed with same log.

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Rhons Author
Rhons - - 194 comments

Update planned for either today or tomorrow, centering on balancing the revamp on the artifacts. Planning to ensure the OG Compass is the champion artifact. It should be equippable with the revamp.

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sirsnek15
sirsnek15 - - 1 comments

Haven't had any problems with it myself, haven't gotten too far into it either, though I absolutely love it. I also got a -7rad (the rainbow something) artefact from a stash reward for an average difficulty quest completion, so that was really something. In a good way.

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Rhons Author
Rhons - - 194 comments

Do not be hesitant to bring up ideas on balancing or quirks.

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Mahzra
Mahzra - - 586 comments

All artifacts can be found in anomalies, right? But the really good ones are up north?

Thinking about removing the really good ones from rewards. They're a little much, but I do want people to be able to obtain every artifact in this.

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Rhons Author
Rhons - - 194 comments

When (or if) I upload this again to the new CotZ, I was planning to methodically pick and choose artifacts for the sake of balance. This whole mod was overwhelming and I found myself lacking motivation to finally complete it with balance and new descriptions.

Your assumption is correct.

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Mahzra
Mahzra - - 586 comments

Oh definitely keep including this, if anything we can blacklist the Dante artifacts and add them back in as they're being tweaked.

I'm having a lot of fun playing around with these crazy things and figuring out what the hell Dante was thinking when he made them.

I'll remove them from quests, start a new playthrough and see how long it takes for me to be able to find and use them.

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Nima1
Nima1 - - 38 comments

new game required??
I don't use any Artefact Expansions btw

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marquis_mark
marquis_mark - - 11 comments

the config for the weapon repair kit has a height of 2, though the weapon repair kit in the new spritesheet is a slim boy similar to the sewing kit, height 1 width 2

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