*Updated to v1.1 on 5/27/2018* When Call of Misery is too much, but Call of Chernobyl is too little. Full simulation A-Life enabled. (1.4.22 only)

Comrade Chernobyl - Communist Package

Glorious CCCP make brave comrade cower shame like!

by spam_hustler

!DISCLAIMER!

I do not claim ownership of any mods that were used as part of this one! Any material contained within is not to be redistributed. Below is a list of all the mods, and their known authors, that were used in this one. They can all be downloaded elsewhere at the behest of their original creators.

IF UPGRADING FROM v1.0:

Upgrading from v1.0 is save game compatible on its own. However, should you decide to use it, the Extra Lives For Ironman Mode optional mod does require a new game to work.

GOOGLE DRIVE DOWNLOAD:

Drive.google.com

INTRODUCTION:

Greetings to all my comrades in the zone! This mod is a project that I've spent a good amount time on, so I thought that I would share it on the off-chance that anybody is looking for the same style of gameplay that I was when I started all this. Simply put, this mod is a merge and tweak of many other mods in order to make CoC more difficult and expansive. I have played both CoM and CoM Last Day, and while they are both amazing, I ended up preferring the simplicity of CoC's gameplay. Eventually I would go back and play CoC, but then I would inevitably find myself missing the difficulty of CoM. What I have here for you is a compilation of difficulty and immersion mods that I have customized to fit what my idea of a middle ground would be. Ok, on to the important details. First, this mod is for Call of Chernobyl 1.4.22 only. I have no plans to support 1.5 at least until it moves out of beta, or any other variant of CoC for that matter. Also, it is built around STCOP 2.8.0.7, Outfit Addon 1.4.7, and DocX Questlines 1.25.

INSTALL:

This mod cannot be used with a pre-existing gamedata folder, and is not save game compatible. If you have one already, make a backup of your original gamedata folder before installing this mod! After a backup is made, delete gamedata from your CoC directory and replace it with the one included in this mod. To uninstall, simply delete the CCCP gamedata folder and replace it with your backup if you like. If you do not follow these directions, you're gonna have a bad time!

-OPTIONAL FILES-

All of the optional mods are compatible with each other. If you are asked to overwrite anything when dropping them in, say yes to all for each mod that you decide to use. However, some mods have multiple options within them to choose from. You must use one or the other, but not both!

Almost Default Faction Relations - These are the original relations that were used in the file that the mod was built around. I have no plans to further edit this set of relationships, but I will upgrade it if I make any additions to the original mod file. Thanks again for your awesome work DoctorX!

Dynamic Faction Relations - There are two options to choose from. You can use the default DoctorX faction relationships, or you can use the relationships changes that I made for CCCP. These relationship settings are only used at the start of a new game. Also, the ability to recruit neutral stalkers based on rank and reputation is not available with the use of this addon. I recommend the usage of Invulnerable and Non-Combative Traders with this.

Extra Lives For Ironman Mode - This gives you a few extra chances to keep your character and saves if you die in Ironman Mode. It also has settings that can be configured in gamedata\configs\ironman.ltx such as the amount of lives you have. Unfortunately it does not work with Azazel Mode enabled. Azazel Mode automatically loads up a new character upon death regardless of the extra lives. Hopefully, I will be able to come up with a workaround for it at some point.

Invulnerable and Non-Combative Traders & Gunsmiths - This does exactly as the title says. Traders and gunsmiths will not attack you even if you are an enemy. As an enemy, you still won't be able to use their services. I recommend that it be used alongside Dynamic Faction Relations, but its a good one to use even without Dynamic Factions.

Invulnerable Companions - I put this in here just in case anybody might want it. That is all.

Restrictive Saving - This will make it so that you can only save when you are not hungry, irradiated, bleeding, in combat, or low on health. I put in another option that does all of the above, except the part about not being able to save when low on health.

MODS USED:

Azazel Mode Bleeding Fix by Roll-and

Bandit and neutral v 1.5 Meloch by Grelka by DizeL_Grelka

Dan's Monster Mods by DeadlyDanDaMan

Dan's Rare and Random Drops by DeadlyDanDaMan

Disable Anomaly Detector Beep by Denmonari

Disable NPC Detector Beep by Denmonari

DoctorX Dynamic Faction Relations 1.8 by DoctorX01

DoctorX Faction Relations 1.6 by DoctorX01

DoctorX Questlines 1.25 by DoctorX01

Dodge these Gnomus scopes 1.04 by MegaTomG

Enhanced Sun Effects 1.12b by brainscorcher

Faction Goodwill Multiplier by sLoPpYdOtBiGhOlE

Fix emission and psy storm by av661194

Fixed buggy guard in the Rookie Village by av661194

Gun Jam Swearing v2 by draug89

Gunsmith Kit - UI & Re-balance by n0ps

High rank and high/low reputation pay off by PaterBrown87

HunGarrey's Custom STCoP weapons sounds by HunGarrey

HunGarrey's Hardcore Consumables V1.06 by HunGarrey

Ignite or Extinguish Campfires by Alundaio, uploaded by Roll-and

Invulnerable Gunsmiths & Traders by Domin6o

Ironman Second Wind 2.0 by zxcv64

Lens Flare Remover by fridgebro

Limited Game Saving 1.0 by xqdcss

lootmoney for CoC by tsěsarĭ

Max Carry Weight by sLoPpYdOtBiGhOlE

Modified Pay for DocX Questlines by TheRealSlimShady1

New Death Sounds (Adjusted for Setting) by eikson, and Merio420

No Megaphones by starfarts

Outfit Addon 1.4.7 by VodkaChicken

Patched Gore Mod 1.2 by Kahvana

S.W.T.C. - Call of Chernobyl Edition by brainscorcher

Smarch config for STCoP by smarch

STCoP Weapon Pack 2.8.0.7 by Gaz1k , ported by Darryl123

TRX: A-Life Revamp (3.0) by Tronex

TRX: Dynamic News Revamp (3.3) by Tronex

TRX: Global Weather (2.2) by Tronex

TRX: Sounds Revamp (8.0) by Tronex

Unload All Weapons by sLoPpYdOtBiGhOlE

W.A.R.F.I.G.H.T.E.R. Realism Addon by WarfighterAddon



PRICES:

A lot of work was spent on changing the value of almost everything in the game. Nothing comes cheap, and you will often need to think strategically with your resources. You get paid a good deal more from jobs than in vanilla Questlines, but you still need to be thrifty if you want to replace/upgrade your equipment. To give you an idea of the new economy, the cost of bread is now at a base price of 1900. Mid tier equipment sells for about 35,000 apiece, again, at base. Ammo is affordable, but not so much that you can buy a warehouse of ammunition for the price of a heartfelt cheeki breeki.

All traders, at all times, carry two of every weapon and helmet in STCOP/Outfit Addon. They also carry a good supply of every type of ammo, anomaly detector, technician toolkit, and weapon attachment. Outfits are carried in pairs as well, but the selection is faction dependent. I set up trader inventories to be this way because otherwise, I would constantly reload my saves until the item I wanted showed up. Why not cut out the middle man? Consumable items are still stocked at random. Be prepared to pay with your first born child *or first born bloodsucker if you're with Freedom* if you choose to buy detectors or technician toolkits rather than find them in the world.

JOB PAYOUTS:

On average you will make between 7500 and 10,000 per job, but it depends on who you got the job from. Faction leaders pay more than regular npc's, but will only have new jobs to give once in a while. Stash locations are given upon completion of any job. Taking jobs is not the only good way to earn money though. Killing npc's and selling their patches to your victim's opposing faction will make you a decent amount of money. You won't get rich doing this, but it might be enough to at least feed you.

HUNTING AND FOOD:

Hunting has also been overhauled as both a source of income and food. It is now viable to consume mutant meat in place of clean food. You still take rads and health damage from doing so, but the amount depends on the food source. Keeping a bottle of vodka on hand is recommended, though you will never need to use more than two bottles in a full meal. Bottom-feeder mutants are the easiest to hunt, but also the most hazardous to eat. Health and radiation effects are based on meat quality and the amount that it fills you up.

The value of clean food scales with how filling it is. For example bread is the cheapest in price but costs the most to make a full meal out of. Clean food no longer restores health. Vodka will make you more drunk than it used to and the effects last longer. WUBBA LUBBA DUB DUB!

DRUGS AND HEALING:

Not much to say here. Medkits heal over time. Some drugs last longer while others are less effective than they used to be.

FACTION RELATIONS:

At any time, you can now recruit squad members from any faction that your selected faction is allied with including your own. Your rank and reputation will also allow you to recruit neutral stalkers. This depends on what your rank is compared to theirs, and also if you share similar reputations.

Faction relations have been altered to fit my idea of what makes sense according to the motives of each faction. They aren't based solely on canon. The changes are as follows...

Bandit – Allied: None – Neutral: Freedom, Merc, Loner – Enemy: Duty, Ecologist, Military, Monolith

>Bandits function like a mafia in some ways, so I figured that they would go after high value targets rather than the hobo-like loners. They are neutral with Freedom not only because Freedom fights against those who would hinder their work, but also because the Bandits probably have a hand in occasionally supplying them with drugs. Mercs are also neutral because the Bandits would use them as hired muscle if need be.<

Duty – Allied: None – Neutral: Ecologist, Military, Loner, Clear Sky – Enemy: Bandit, Freedom, Merc, Monolith

>I left Duty relations alone for the most part. Their only goal is to destroy the zone. So long as that isn't hindered they don't care what anyone else does. Mercs remained as an enemy because they use the Zone as a source of steady employment. They don't want Duty to take that away from them. The Military sees Duty as a necessary evil, so they are unofficially allowed to operate within the Zone.<

Ecologist – Allied: Military – Neutral: Duty, Freedom, Merc, Loner, Clear Sky – Enemy: Bandit, Monolith

>Ecologists are sanctioned by the government to study the Zone. This means that the Military would be ordered to protect them if necessary. I can imagine that the Ecologists would have some conflicting viewpoints with Duty, but I also know that Duty would probably rely on them for information regarding the Zone. Also, Duty wouldn't want to ruffle any feathers with the Military by declaring war on the Ecologists. All in all, I decided that the only group they would be enemies with would be Bandits.<

Freedom – Allied: Clear Sky – Neutral: Bandit, Ecologist, Merc, Loner – Enemy: Duty, Military, Monolith

>I couldn't really think of a reason why Freedom wouldn't be allied with Clear Sky. Both Freedom and Clear Sky want a denationalized Zone, and will fight against the Military to see it happen.<

Merc – Allied: None – Neutral: Bandit, Ecologist, Freedom, Loner, Clear Sky – Enemy: Duty, Monolith

>Mercs are guns for hire, so they would be neutral to everyone. Maybe I'm way off the mark on this, but I think that Mercs would have been permitted by the government to work in the zone. The Military would only attack their members if they saw that they were working for an opposing faction.<

Military – Allied: Ecologist – Neutral: Duty, Merc, Loner – Enemy: Bandit, Freedom, Monolith, Clear Sky

>Loners are neutral with the Military for two reasons: bribes and corruption. More often than not in the Military, if you get assigned to the zone it's because you messed up in some way. Military officers would be paid off by Sidrovich to disregard the Loners. However, Bandit, Freedom, Monolith, and Clear Sky are all seen as unsanctioned criminals.<

Monolith – Allied: Zombies – Neutral: None – Enemy: All

>Even Monolith needs a friend!<

Loner – Allied: None – Neutral: Bandit, Duty, Ecologist, Freedom, Merc, Military, Clear Sky – Enemy: Monolith

>Loners are the only truly neutral faction. They are freelancers in every sense of the word.<

Clear Sky – Allied: Freedom – Neutral: Duty, Ecologist, Merc, Loner – Enemy: Bandit, Military, Monolith

>I already talked about their alliance with Freedom, so I'll just mention that the Bandits steal <

Faction relationships are set in stone! I can hear the heavy breathing from all the purists reading this, but I doth care not! It is my opinion that the game is more balanced in this way. The only change I might make would be to have Duty and Clear Sky be enemies.

CORPSE LOOTING AND WEAPON REPAIRING:

Corpses have a very small amount of loot and money on them. Weapons dropped by npc's will not be in better condition than 40%. More often than not, weapons will be found at a condition of 0. If you use a weapon repair kit to fix a gun, it will improve by 25% if used together with a similar weapon. Otherwise, it will only repair by 5%.

WEAPON STATS:

I'm using W.A.R.F.I.G.H.T.E.R in this mod which means that damage modeling is significantly more realistic than in vanilla CoC. If you haven't heard of it, I would advise that you google it. It is very comprehensive.

I'm still working on it, but the reliability, accuracy, and price of every weapon has been or will be overhauled. All weapon prices are done, but reliability and accuracy changes are a WIP. Shotguns are completely finished, but I might fine tune things more later on. I'm nearly done with pistols and smg's. All I need to do is configure their reliability. Assault rifles are next on my list. Prices may still need to be adjusted with some of the more expensive weapons, but this is something else that I will work on as I see fit.

Shotguns have been altered to reflect their role, barrel length, and action type. I am trying to apply that system or at least a similar one with the other weapon types, but keeping things in relative balance is more difficult than I had originally anticipated. Not everything was changed to be 100% realistic, but it's pretty close. The problem with 100% realism is that certain guns become completely obsolete while others become what my brother and I call "spam cannons." My online/gaming handle might make more sense to some of you now :) With that in mind, I want to make each gun have advantages and disadvantages when compared. There should be no right or wrong choice when it comes to choosing a gun.

EXAMPLE OF WEAPON CHANGES:

Let's look at the Mossberg 590 vs Remington 870 vs Saiga vs SPAS 12. The M590 and R870 are pump action with an emphasis on defensive usage. Being pump action means that they are significantly more reliable than an automatic, but in this case they are also slightly more accurate than the Saiga due to having slightly longer barrels. The M590 and R870 are almost identical in stats, but each still has its advantages over the other. The R870 can mount optics, but it is also a little more heavy and unreliable than the M590. Now, lets look at the Saiga and SPAS. Both of these guns are semi-automatic with an emphasis on offensive usage. Being semi-automatic means that they will jam more often, even if the weapon is properly maintained. Having said that, the chance of a jam on a good to perfect condition weapon is low. The Saiga is generally better than the SPAS, with the exception of accuracy. The SPAS is effective up to medium range, but the Saiga is only effective at close range.

MISCELLANEOUS:

Starting loadouts were changed to have more of a hobo feel. You can now select your max carry weight and faction goodwill multiplier in the options menu after loading a save or starting a new game. The NPC detector and anomaly warning beeps have been removed. In-game sounds have been greatly expanded. Campfires can be lit or extinguished with the “use” key. All non-equipped weapons in your inventory can be unloaded with the press of a button. The A-Life system has been reconfigured, and is set to have full a-life simulation mode enabled. The dynamic news system has also received large additions. Weather now carries over between levels. Bloodsuckers are no longer invisible because not being able to defend against them is annoying and stupid. Don't be sad though; that's why they call it schpupel!

NOTES:

-Weapons must be holstered to light campfires.

-To access the dynamic news options menu, press Page Down at the pause screen after starting or loading a game. If that does not work, press numpad1.

-The "unload all" key can be set in the keybinds menu in options.

-You can select your max carry weight and faction goodwill multiplier in the options menu after loading a save or starting a new game.

IN CONCLUSION...

I hope you guys enjoy my mod. If you like it, let me know. If you hate it, write a letter to your political leaders, and BAN THIS FILTH! I would like to point out that my part in this mod was only in merging and tweaking. The real grunt work was done by the authors of all the mods listed above, so I would like to give a big thank you to them.

CHANGELOG:

v1.1

-Fixed a crash that would sometimes occur when opening a new stash.

-Fixed a quest reward that would cause a crash.

-Added mods by av661194 that fix the rookie village guard animation, and also the stat counter for survived emissions.

-Added in the optional mods folder.

-DoctorX Default Relations moved to optional mods.