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

There's more than a blunt knife and a faulty Geiger Counter here. Now extra healthy and (hopefully) with less hiccups!

Preview
Items Overhaul Addon 1.0.2.2
Post comment Comments  (0 - 50 of 59)
RustyTank
RustyTank - - 30 comments

Hey man,can you please port any artefact mods from coc please,im already try it myself but never get it to work because i think COTZ use Coc 1.5??,COTZ is better than coc in case of stability,and without extra artefact the game is getting dull real quick,please :) :) :)

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SpcDan Author
SpcDan - - 228 comments

Heh, it was actually more easy than I expected.
Maybe I'll got it finished by tomorrow at best, or next Sunday at worst ;)

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SpcDan Author
SpcDan - - 228 comments

Never mind, someone else already done it.
Moddb.com
Be happy :)

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RustyTank
RustyTank - - 30 comments

Hey thanks man,i have a question for this mod though,how much item did you add ?? Can you make a list about it??

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SpcDan Author
SpcDan - - 228 comments

At the last update it was just a tushonka, beans and juice. However the really important thing of the update is that scripts have been improved, and now the new items and mutant parts will be part of the quests, both as fetch items and rewards.
Any advice or bug reporting is highly appreciated!

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SpcDan Author
SpcDan - - 228 comments

About ALL the items, lemme recall which were:
-Russian cigarettes (Peter I)
-Lucky strikes
-Water
-Beer
-Coca Cola
-Cheese
-IRP-B Rations
-Diazepam
-Amphetamines
-Improved bandages
-Various mutant pelts
-Many solvents and repair items
-Swiss blade
-Spare parts
-Junk parts
-Money
I probably forgot something else but that's almost all of it.
Next update I'll do some tweaks and maybe I'll include a surprise, I found something interesting at the Stason174 repack and I think it will be a nice addition :)

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RustyTank
RustyTank - - 30 comments

Well this is interesting.Money like 500,1000,and 5000 rouble notes ? or like lootmoney mods ???

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SpcDan Author
SpcDan - - 228 comments

About the money, yeah, 10,50,100 and so. However you cannot trade them because of the trader settings and discounts, it would break the economy. You just use the notes as consumables. I'll add them as quest rewards in the future.

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RustyTank
RustyTank - - 30 comments

Consumables ??like when you "use" the note it will add the number to your total RU's ???

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SpcDan Author
SpcDan - - 228 comments

Yeah, that's pretty much it.
The original script was a nightmare, so I just got rid of that, rewrote everything with Yandev-tier scripting and, together with the Geiger Counter function I merged it into one, newscript. All thanks to Alundaio's Script Callbacks. I guess a real scripter with actual knowledge would create a more elegant solution but that's how things are.

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SpcDan Author
SpcDan - - 228 comments

BTW the very reason why added the bank notes was because I realized how OP lootmoney is, you literally get free money per corpse. Since here money is treated as just another consumable, there's always a chance that you might not get easy dough.

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Rhons
Rhons - - 194 comments

The man added two canned foods, the fast backpack drop tool for combat with a heavy haul, and something else. Four items total, really.

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SpcDan Author
SpcDan - - 228 comments

There were going to be 5 with the Chips but I didn't feel like it.

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RustyTank
RustyTank - - 30 comments

Backpack?? I dont recall the game has backpack beside for custom stashes,right ??

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SpcDan Author
SpcDan - - 228 comments

In Misery there was an item you could use to 'drop' your inventory in a backpack stash on-the-fly, Call of Chernobyl had it since forever but no one cared, heh.

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RustyTank
RustyTank - - 30 comments

Allright,two more question hehe ,the repair item,is it like dead air repair mechanic or like simple 3x25% repair tools??
Gotta playtest this mod as soon im home,and this one out of your mod,does SWTC mod works with COTZ1.2 ?? Since in its title said 1.0 ??checking the comment section no one ask so simply it just work ??

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SpcDan Author
SpcDan - - 228 comments

It's a simple repair tool, works the same way as the gunsmith and outfit kits, with different stats. Originally the gunsmith kits used the consumables but after some brief testing I realized that the kits consumed ALL the uses, let's say... You used the Gunsmith Kit with a new bottle of Dvojka, the kit used ALL 3 uses instead of 1, that's because the multi use consumables in Call of Chernobyl work in a different way than in Misery and Call of Misery-likes. I'll see if I can fix this.

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SpcDan Author
SpcDan - - 228 comments

About SWTC, I haven't checked it out, there's one version of SWTC that got ported for COTZ 1.1,but I haven't checked it out.

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RustyTank
RustyTank - - 30 comments

Allright cool man,keep the goodwork and thanks for the update,will playtest soon and see it for myself,sorry for keep bothering you tho,and about stasonCOC stuff,keep rounding up the goodstuff will ya :D you dont know how happy im seeing my favourite COC mods got an update,And thanks for the late Doc.X too for his legacy.

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BrBrunoLoL
BrBrunoLoL - - 5 comments

After I installed this, binnoculars and most of the AK scopes bugged like this: Steamuserimages-a.akamaihd.net

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RustyTank
RustyTank - - 30 comments

This one is a classic,what weapon pack did you use???one of the fixes is to slide the "textures" slider to max.

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BrBrunoLoL
BrBrunoLoL - - 5 comments

Arsenal Overhauld, but I need to play with the textures at max, or just set there one time and my problem is fixed? Because I set it low to run it, my specs are horrible, potato pc. Also, thanks for the reply.

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RustyTank
RustyTank - - 30 comments

Try this instead,Did you use open scopes or the classic full black ones ??if you use openscopes (which i think you are) look at the optional folder of AO3 mods,reinstall it and choose your monitor preference,should work now,im myself have toaster for pc too,lowering resolution is the only way to play smoothly and crooked scopes is one of my problem

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SpcDan Author
SpcDan - - 228 comments

Probably an issue in your FOV, this addon does not touch weapons, binoculars (which are treated as a "weapon") and scope textures at all :)

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BrBrunoLoL
BrBrunoLoL - - 5 comments

Thanks, you and Rustytank, tried both solutions and it's fixed now.

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RustyTank
RustyTank - - 30 comments

Hey man its me again,after playing like 5 hour with your mod,most of the consumable doesnt do anything beside reducing hunger ??? Isnt itemsoup edible comes with health regen even just a little bit?? There's no reason im hauling food when my character barely hungry and 1 bar of chocolate is enough to fill me half a day.the only food i see usefull is water since its have radioactive removal from it,is the food buggy or the heal is too small to notice??

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Rhons
Rhons - - 194 comments

As SpcDan mentioned in the Add-on's description, it's a trimmed-down version of the original ItemSoup Mod. I'm wagering it's just things he liked and not everything necessarily has a great use - Sometimes having variety of foods improves the lore.

What I will say is that the Quick Release Attachment/Consumable has no description (or at least doesn't call to the proper description file). Might wanna take a look into that.

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RustyTank
RustyTank - - 30 comments

Well,i thought by "trimmed down" he mean like porting half of it like itemsoup has tons of stuff,but why nerfing the consumables is something i dont understand.

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SpcDan Author
SpcDan - - 228 comments

About food healing, I'll look forward it for 1.0.2, might as well add more food in 1.0.3. Don't worry, feedback is always appreciated!
Edit: Food healing is already done :)

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SpcDan Author
SpcDan - - 228 comments

Found the issue with the QRA description, I missed to edit the section in the AO 3 patch, my bad.

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RustyTank
RustyTank - - 30 comments

Found a bug that cause a crash,sadly cant post stack trace cause im on my phone rn.its related to snork looting,cant found snork mask is what written on the crash report.crashing when im looting some snork.npc looting snork also crash the game

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SpcDan Author
SpcDan - - 228 comments

Found the issue, it had a wrong section, it has been fixed :)

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Rhons
Rhons - - 194 comments

Was it updated? I'm looking at "Last Modified" in the newest download and I only see the additional for Artefact Expansion compatibility, updated on November 9. Would you happen to know which files had mutant_part_snork_mask so we could fix it ourselves?

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SpcDan Author
SpcDan - - 228 comments

Configs\plugins\item_mods.ltx
At the bottom in the [snork] section, replace mutant_part_snork_mask with mask_snork

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Rhons
Rhons - - 194 comments

Note for the Quick Release System: It unequips hand grenades, medical gear, drugs, and equipped artifacts. Might wanna look into the script for it.

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SpcDan Author
SpcDan - - 228 comments

Nope, script is the same. This feature has been part of CoC since ever but no one used it. Anything in the [actor_backpack_keep_items] section in configs\plugins\item_mods.ltx will stay in your inventory. I guess I'll add more stuff to the list.

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Rhons
Rhons - - 194 comments

Note for anyone using the LSLBV patch, the patch is outdated as the Mod is continuously-being updated. Using that patch will remove some Stalker models from spawning at all. I'll see if I can work with SpcDan to see what would be the best solution to implement the changes in this Mod to work with the constant changing of the LSLBV (New Stalker Variants) Mod.

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SpcDan Author
SpcDan - - 228 comments

I remember doing a new patch for it however seems that it got obsolete quite quickly and since I took a long pause on this mod (been playing Lttz) I didn't noticed this.

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Rhons
Rhons - - 194 comments

BTW I think your st_items_equipment has been reversed. There are several broken descriptions after updating.

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SpcDan Author
SpcDan - - 228 comments

Yeah, I separated the new items descriptions and names into a new text file but I forgot to add them in the new file (Never do stuff on a hurry!)

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SpcDan Author
SpcDan - - 228 comments

Released a patch for it in the new 7z

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Rhons
Rhons - - 194 comments

Excellent - I will check it out. In the meantime, I've just updated LSLBV once again. I suggest removing its patch for the time being until I can safely proclaim it finished.

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Rhons
Rhons - - 194 comments

Hey, small request: I've done it myself already, but in a future update, could you make a Sheet of Paper weigh much less than 0.22kg... because that sure is some *thick* paper.

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SpcDan Author
SpcDan - - 228 comments

Already fixed

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Mahzra
Mahzra - - 586 comments

I was looking into porting ItemSoup before I went on hiatus. Glad someone did the work for me! :D

Question though, do the animations from the Smurth Hybrid animation mod support these new items, like consuming drinks and food and such?

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MoN0L!ght
MoN0L!ght - - 137 comments

I know I'm late but if you're asking about this version Moddb.com then no, as it only covers vanilla items but seeing how active member you were/are, you could've also meant does it work with the original mod which contains these items too, so that you really wouldn't have to port it yourself for example. Then ofc I don't know and I'd be glad to too

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SpcDan Author
SpcDan - - 228 comments

I took a look to the animations addon and I'll be straightforward with this: It gave me a slight headache. But I'll give it a shot some day.

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Videoman99
Videoman99 - - 26 comments

Dumb question, but can this work for CoC 1.4.22? Or is it possible you can port this to CoC?

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SteamMod
SteamMod - - 156 comments

This has money, a wallet but no wallet actually appears ingame.

The items_addon_utils.script is not properly bound to the \bind_stalker_ext.script (...gamedata\scripts)so no wallet will appear, though if added in the debug function it works fine to add money from your virtual to "real money," useful to stash so muggers don't get it. A workaround is add wallets as a saleable item to the traders.

I followed instructions for the realmoney mod and put the money.script from it in the ...gamedata\scripts and pasted the money.update(binder,delta) into the bind_stalker_ext.script as below

locate this line> SendScriptCallback("actor_on_update",binder,delta)
below it PASTE IN this line> money.update(binder,delta)

Also remove/rename items_addon_utils.script so it does not cause problems. The geiger counter is in there but not sure it was working properly for the same reason.

Started a new game and wallet appears.

It will probably work if the proper code is entered into the
bind_stalker_ext.script so the game can see it from the items_addon_utils.script, but i do not know it. Probably have to look at a bind_stalker_ext.script from Anomaly to figure that out as that is where that part of the mod came from (but it might be awhile since I do not have Anomaly downloaded).

ALSO, the Items Overhaul Addon 1.0 has bind_stalker_ext.script and money.script already set up, if using that just remove/rename items_addon_utils.script.
All those files are found in...gamedata\scripts

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SpcDan Author
SpcDan - - 228 comments

About the wallet: I overlooked that you needed to have the wallet from the very start of the game, I fixed that in the latest update.

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SpcDan Author
SpcDan - - 228 comments

Also, the geiger doesn't work since you deleted the script that managed to make the geiger counter work, while you were trying to fix my (dumb) mistakes (always test with new games!). Editing base game files is not the best, specially when you can use the RegisterScriptCallbacks that Alundaio created for this very particular purpose. This way you can improve compatibility between addons and avoid creating patches.

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