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Author Topic: STALKER COP Mod: Dade's CoP MOD (1.3)  (Read 3099 times)

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Online Last.Exile

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This modification attempts to provide a new level of intensity, while emphasizing aspects of realism.

GamePlay
- Max. weight to run 25 kg
- Max. weight to walk 50 kg
- Review of all weights of objects, weapons and armors
- Predator Night Vision
- Limping added
- Your view will move with big impacts (also the rest of stalkers)
- No energy loss when jumping
- Larger sprints
- No default health recover
- Acid rains
- Death corpses disappears after 96 hours of his death (of the game)
- Added possibility of moving objects
- When starting the game, we won't get the detectors and some supplies have been changed
- Depending on KGB budget you will start with 2000 RU (50 euros approx.) or 8000 RU (200 euros approx.)
- You will have high chances to find some objects in certain localizations of the Zone
- Aiming Sway
- Money loot from dead bodies
- Items spawn system rebalanced
- Little more chances to weapons in good conditions

Zone Warfare
- Reworked factions relations
- Real fights between mutants
- New Faction: Renegades! (similar to bandits but hostile towards the player)
- More battles between factions
- Pripyat is now more populated
- Stalkers rank and faction is going to affect their combat behaviour

Graphics
- Added AtmosFear CoP 1.3 & AtmosFear Fallout
- Added new textures for guitars (My Guitar 2)
- Enhanced textures of maps for PDA and MiniMap (Hight Quality Maps :: for the low PCs folks)
- Better Svarog display (Svarog MK2)
- Greener Zone (Green Zone 2.0)
- Added S.T.A.L.K.E.R. CoP Ceano's Graphic Compilation
- Zombied stalkers necrosis is noticeable
- Added C.O.P. Variation Mod Pre-Release
- Gnomus scopes
- Some weapons animations improved by Gosuke Weapon Mod 6
- Improved NightVision

Sound
- Improved weapon sounds
- Improved Sound Effects Mod included
- Some sounds from Call of Pripyat Sound overhaul 1.2

Artificial Intelligence
- 150º Field of View
- Enhanced distance of view (200 Meters). If meteorological circumstances allows it:
· Up to 300 meters when the day is clear
· No more than 50 meters with heavy fog
- Stalkers heal have been increased (50% more)
- Moral is now important for stalkers
- Better aiming of stalkers when crouching
- Some stalkers, if needed, will comply a full crouch ('lay down' of X-Ray Engine)
- Stalkers now play harmonica
- Added by AI Additions Mod:
· NPCs now uses medic kits and banages (depending on health and wounds, and of course, if they are covered)
· NPCs now reload weapons
· If an NPC become the lucky owner of a grenade launcher, be sure he will use it (if he dont risks his life using it)
· Now NPCs fight each others if they are from rival factions
· NPcs are now able to attache sights, silencer or grenade launchers on their weapons
· NPCs will stop shooting if a friend is in their line of fire
- Stalkers travels more trough the Zone
- Panic and morale implemented
- Sound perception enhanced

Protections
- Weight reduced on almost all the armors
- The Exo suit can increment your weight capacity up to 300 Kg
- Armors and helms protection changed
- Fixed suit durability

Economy
- Reworked based on Demand and Offer law
- Opening of market with stalkers and traders (¡be carefull with ratios!)
- Added mutant parts to the economy system
- Trading overhauled:
· Stalkers are going to pay generally more than most traders (as it's cheaper for them to buy from you than from traders)
· Synch is a bandit trader, hence he wont buy anything from you that can be stealed to other stalkers at Zaton
· Medics are going to sell/buy medical stuff at lower rates than before
· Scientists are the higher buyers of Zone related stuff. On the other hand, they sell medical and high tech stuff at lower prices

HUD
- Sound and vision indicators off
- Minimalist crosshair
- Power indicator when throwing nades off
- Damage indicator off
- Grenades indicator off
- Bleed and radiation effects
- Masks overlay if wearing helmets
- Suit overlay if suit has helmet
- Hit effect

Armament
- Real weapons value (WikiPedia)
- Weapons no longer zoom when aiming with the ironsights
- Devasting grenades
- Improved Winchester 1300 animation
- Ballistic system reworked

Bestiary
- Bear (v1.2)
- PseudoDog
· Resistence values changed
· Pseudodog tail
- Blind Dog
· Field and distance of view consistently reduced
· Blind Dog is now a world perceptive creature (you can void them by not making any noise)
· Faster movements while attacking or panic
· Mutant dog tail
- Cat
· Speed increased
- Fracture
- PseudoGiant
· Pseudogiant hand
- Zombie
· Zombie hand
- Zombied S.T.A.L.K.E.R.
· Field and distance of view enhanced
· Resistence values changed
- Boar
· Boar leg
- BloodSucker
· Bloodsucker tentacles
- Flesh
· Mutant flesh eye
- Snork
· Snork leg
- Rat
· Tushkano face
- Controller
· Controller hand
- Poltergeist
· Poltergeist glas
- Chimera
· Chimera teeth
· Fire Chimera properly implemented

Download: http://stalker.filefront.com/file/Dades_CoP_MOD;112479

Offline KillSlim

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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #1 on: 24-07-2010 »
I'll try this out, I havn't modded CoP yet but I may as well give this a go.
"Yes, we will be changed and we will march with him, then all the world will have his colour and his light and His madness."


Ace: Howdy-do, Killslim.
Paintcheck: Uh...
Paintcheck: Wrong window

Offline Naota

  • Zombified Cat
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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #2 on: 12-08-2010 »
I hope the camera sway when you get hit isn't rediculous since usally it goes spining around in all directions with other mods.

Offline lolKieck

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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #3 on: 12-08-2010 »
God damn it, I must write to get my CoP back for this mod.
The code to play with it I mean.

Offline Dug

  • Werewolf
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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #4 on: 23-08-2010 »
Nice mod. Sorry for necroing. But it's well made.

Offline ㅎㅎLocke

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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #5 on: 01-09-2010 »
Fucking cheap KGB only gives you 200 euros. What the hell, they probably make more than that in an hour. Assholes.

Offline lolKieck

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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #6 on: 01-09-2010 »
Fucking cheap KGB only gives you 200 euros. What the hell, they probably make more than that in an hour. Assholes.

True dat bro, they give you a shitty AKSu too. You can't fend yourself off with it.

Offline Dug

  • Werewolf
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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #7 on: 24-01-2011 »
There's a new version. 1.4.

Offline lolKieck

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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #8 on: 24-01-2011 »
There's a new version. 1.4.
Oh god hopefully it'll be less crashy. Also, got link :) ?

Offline Dug

  • Werewolf
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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #9 on: 24-01-2011 »
There's a new version. 1.4.
Oh god hopefully it'll be less crashy. Also, got link :) ?

Google is your friend.

Offline Legit|Brandon

  • Sumarai
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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #10 on: 26-01-2011 »
Don't like having to go through Some Spanish Web Site
For Freedom


Offline Hemiriffic

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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #11 on: 13-04-2011 »
I'm in love with this mod <3

Offline lolKieck

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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #12 on: 13-04-2011 »
I'm in love with this mod <3
I'm in hate with fucking cats. They're worse than fucking Chimera's.

Offline Poopship

  • Police Officer
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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #13 on: 29-04-2011 »
Nice! You are a genious!

Offline TheScareCrow

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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #14 on: 22-05-2011 »
Good job.

Offline lolKieck

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Re: STALKER COP Mod: Dade's CoP MOD (1.3)
« Reply #15 on: 22-05-2011 »
Good job.
You just necro'd a thread.
Please refrain from posting in a thread which was resolved and/or the last post was made 1-2 weeks ago.

 

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