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Call of Chernobyl mod (Official Thread)

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  08:37:57  9 May 2020
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Tejas Stalker
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On forum: 05/12/2007
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Call of Chernobyl mod (Official Thread)

Started out being a quiet night on the Skadovsk. Not much around but some Flesh and Cats prowling in the night. Not worth wasting the ammo. Not until the sun came up did I see some Monolith and Zombies. Already have too many used guns as loot so I was leaving those behind when looting and just taking everything else.

Call of Chernobyl: 12 hours aboard the Skadovsk
https://www.youtube.com/watch?v=6ULYCrLPG3M&t=396s

TS
  03:24:48  30 May 2020
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Tejas Stalker
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Call of Chernobyl mod (Official Thread)

Call of Chernobyl 1.4.22 with added Mods: Arsenal Overhaul 3.1 ( you must install this add-on first ) then Outfit Addon 1.4.7 ( adds 26 new suits ) then next the included AO Patch that comes with Outfit Addon. Next 3 small Mods added: CoC Fast Travel v 15 ( adjustable in Game Menu ) next: Artifact Expansion v 1.32 ( adds 50 new artifacts ) and lastly: Better Night Vision. Game is a Loner start in Rostok.

CoC 1.4.22 - AO 3.1 / Outfit Addon 1.4.7 / Fast Travel v 15 / Artifact Expansion v 1.32 / Better NV
https://www.youtube.com/watch?v=9FICRGmW9ZI&t=1105s

TS
  00:17:57  31 May 2020
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Tejas Stalker
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On forum: 05/12/2007
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Call of Chernobyl mod (Official Thread)

Call of Chernobyl 1.4.22 with added Mods: Arsenal Overhaul 3.1 ( you must install this add-on first ) then Outfit Addon 1.4.7 ( adds 26 new suits ) then next the included AO Patch that comes with Outfit Addon. Next 3 small Mods added: CoC Fast Travel v 15 ( adjustable in Game Menu ) next: Artifact Expansion v 1.32 ( adds 50 new artifacts ) and lastly: Better Night Vision. Game is a Loner start in Rostok. This is the second video in that series. It is called "Act like a Rookie" ( Part 1 )

CoC 1.4.22 - AO 3.1 / OA 1.4.7 / FT v 15 / AE v 1.32 / BNV: Act like a Rookie ( Part 1 )
https://www.youtube.com/watch?v=9YwLqG3NwWk&t=118s

TS
  00:39:53  1 June 2020
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Derell Licht
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On forum: 05/31/2020
Messages: 14
So... is there supposed to actually be something to do here???

Other than collect food for loners, and act as a hit man for others??

asking for a fiend...
  01:54:34  1 June 2020
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Tejas Stalker
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Message edited by:
Tejas Stalker
06/01/2020 2:18:23
Messages: 27001
Call of Chernobyl mod (Official Thread)

Derell Licht

Welcome to the GSC Forums!

The biggest change you can decide on in CoC, is to click on the box for "Story Mode" when you begin your Game. This action enables the traditional overall mission of visiting all the Underground levels and X-Labs to find the documents and other items from the original Games. You need to find Doc in the Marshes ( hangs out between Clear Sky Base and Anomaly island ) to trigger the full listing that appears on your PDA.

However, even if you do that there's no actual requirement to visit them all unless your goal is to see the final result. That's not really what CoC is about in my opinion. CoC is not necessarily a start to finish Game but more like a Zone Life simulator. You have the option to choose from 1 of 9 Factions. You get to experience what it is like to be a member and travel anywhere you want to, but limited to the restrictions of neutral, friendly and/or enemies of your Faction choice. Likewise this may affect the equipment you start with and are able to buy.

Since some Faction starts may have your own Faction neutral to you ( Loners, Clear Sky, etc. ) you have to do small jobs for your Faction Leader, Trader, Repair Tech and other NPCs to earn points ( in addition to money, stash activations and other items ) to turn your Faction friendly "green" to yourself. As you do that prices will get better for buying and selling and eventually you will be able to "hire" Companions to join you in your travels. You can also enable Companions by giving medkits to wounded squad leaders in any neutral Faction.

Companions have dialogue and keyboard commands. It is recommended to use keyboard commands as they will not always be close enough to you to engage the dialogue window. You will find you need to control their actions ( passive, defensive, aggressive ) or movement ( follow, stay ) as they can blow your cover, run off after mutants or enemy NPCs when you are trying to go in another direction or use stealth. You can also park them in safe locations and go off on your own. You can call them to you no matter where you are in the same level. It is not recommended to leave them in one level and go to another as that has proven wonky and commands will be broken if you restart or reload a Save.

Now getting back to the Zone Life concept. Since CoC uses all the levels from CoP, all the levels featured in Clear Sky ( where the SoC ones have been redundant ) and all the SoC levels that are exclusive, you get the entire Zone. You can also act like everything is a giant Free-Play Zone. Regardless of the Story Mode tasks, you basically have the ability to simply wake up each day ( sleeping is an option ) and go out in any direction and do anything you want. Returning to your home base as darkness falls is very satisfying and gives a realism to being an individual. The small jobs and tasks other neutral Factions offer you have the same result: earning Faction points to turn whichever Faction "green" for better buying/selling, money and item rewards. Easy Factions to turn green: ( as a Loner for example ) Loners, Clear Sky, Freedom. Medium: Ecologists. Difficult: Duty, Mercenaries.

Not all jobs are the same. You can shop around if you don't like the job offered by ordinary NPCs ( walk up to another ) or Leaders or Traders may offer different targets, weapons needed or whatever if you make a Save before asking and reload it as needed. Additionally I always make a Manual Save before getting my reward since not every reward includes a stash activation. I keep reloading until I get my money or item AND the stash activation.

While most stash activations ( stash items ) are garbage ( Faction patches, vodka, etc. ) every once in awhile you'll get something needed or rare like a Veles or Svarog Detector, Artifacts or even the big prize an armor like the Mercenary Exo. You may very well depend on stash activations to get needed tool kits or other items but also know, the basic, advanced and expert tool kits are sold by most Faction Traders if you visit or reload your Save when looking at their inventory.

The satisfaction to me in CoC is living the Zone Life. Going out, in any direction ( some locations are safe, some are hazardous, some are suicide ) and doing your own thing. Returning to safe territory with your loot, selling and buying better supplies, getting your weapons and armors repaired and being able to buy upgrades is very satisfying. Turn the Zone "green" with friendly neighbor Factions. Help other Factions fight their enemies and control their territory. Clean-up the Zone from rampant mutants. You can make the most money transporting mutant parts ( not mutant meat ) and unneeded Artifacts to the Mobile Labs in Yantar and Jupiter.

Two of the best Games I ever had were being a Bandit and having a Dark Valley start and another was being Monolith and starting in Pripyat. Each was unique for armors and weapons they may only have. Having so many more enemies is challenging and flipping the safe territories and bases you are used to, becoming enemy bases and areas is quite a challenge. CoC offers the experience of being in a different Faction ( that you may have always wondered about ) and through the use of Companions, to go it alone or with a squad under your control. If you have any questions or need help, please come back.

TS
  04:16:30  1 June 2020
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
06/01/2020 15:34:11
Messages: 27001
Call of Chernobyl mod (Official Thread)

I forgot to mention a few things:

While you can choose your Faction, you can keep clicking on the various Faction badges, and for example, see over a dozen or so different Loner load outs. Probably over 50 different load outs among the 9 Factions. Before you hit start, be sure to change your name and choose among the various avatar pictures.

In the base CoC Mod, one of the biggest reasons to earn your Faction ( and other Faction ) relations is to hire Companions. Companions are the only ones that will buy severely damaged ( down to about 30% quality or better ) weapons from you ( unlike Traders and other NPCs that usually like about 85% quality ) and a major source of income. Once you make your Faction ( or others ) friendly, you can hire/fire Companions in heavy rotation to take their money selling them things. Also when NPCs die, you can grab what you sold them and re-sell it again.

Just be aware when you hire Companions from a different Faction. You can't take a Freedom Companion into Duty territory. Mercenary Companions will be attacked by both Freedom and Duty. Freedom doesn't like Clear Sky. You get the idea.

TS
  08:32:07  2 June 2020
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Tejas Stalker
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On forum: 05/12/2007
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Call of Chernobyl mod (Official Thread)

"Act like a Rookie" ( Part 2 )


Call of Chernobyl 1.4.22 with added Mods: Arsenal Overhaul 3.1 ( you must install this add-on first ) then Outfit Addon 1.4.7 ( adds 26 new suits ) then next the included AO Patch that comes with Outfit Addon. Next 3 small Mods added: CoC Fast Travel v 15 ( adjustable in Game Menu ) next: Artifact Expansion v 1.32 ( adds 50 new artifacts ) and lastly: Better Night Vision. Game is a Loner start in Rostok. This is the third video in that series. It is called "Act like a Rookie" ( Part 2 )


CoC 1.4.22 - AO 3.1 / OA 1.4.7 / FT v 15 / AE v 1.32 / BNV: Act like a Rookie ( Part 2 )
https://www.youtube.com/watch?v=JPwElGY-ZHE

TS
  02:34:18  3 June 2020
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Derell Licht
(Novice)
 
On forum: 05/31/2020
Messages: 14
how do I deal with psi-lent night ??

I just got sent into Red Forest by the leader of Freedom faction; I fought all the enemies at the gateway to there, and then entered... but the psi field is not survivable there.

I have Heavy Seva suit, fully upgraded, which gives me a little over 50% psi resistance, but I still die before I can cover any meaningful ground...

That whole chain of events in SoC which led to me having the psi helmet, does not appear to exist in CoC... how am I supposed to deal with this??
  02:38:53  3 June 2020
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
06/03/2020 2:41:44
Messages: 27001
Call of Chernobyl mod (Official Thread)

As far as I know, you have to enact "Story Mode" at the beginning of your game to get the Psi Helmet. I tried non-story mode one time and found it really crippled a lot of things in the Game. Otherwise you can go north by the alternate path of the other Red Forest ( from Clear Sky, not the SoC one ) to Jupiter. However without turning off the Brain Scorcher you will find Jupiter and Zaton empty of friendly NPCs. Both just have Zombies and Zaton a lot of Monolith.

TS
  02:46:59  3 June 2020
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Derell Licht
(Novice)
 
On forum: 05/31/2020
Messages: 14

---QUOTATION---
Call of Chernobyl mod (Official Thread)

As far as I know, you have to enact "Story Mode" at the beginning of your game to get the Psi Helmet. I tried non-story mode one time and found it really crippled a lot of things in the Game. Otherwise you can go north by the alternate path of the other Red Forest ( from Clear Sky, not the SoC one ) to Jupiter. However without turning off the Brain Scorcher you will find Jupiter and Zaton empty of friendly NPCs. Both just have Zombies and Zaton a lot of Monolith.

TS
---END QUOTATION---



BTW, in CoC, the area where I need to go for that quest, is labeled as "Radar", though the map is the same as Red Forest from SoC ... and I *still* need the psi protection there...
 
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