About this mod
Weapons & ammo rework that adjusts damage to be more realistic, keeping vanilla progression and balance in a way.
A lot of unique weapons are rechambered to become really unique. Attachment weights and stats are adjusted to be realistic.
Ballistics fixed with FUBAR by inf_solv: https://www.nexusmods.com/stalker2heartofchornobyl/mods/6
- Requirements
- Permissions and credits
- Changelogs
Includes FUBAR for real ballistics, thanks to inf_solv.
Unique weapons felt boring, that's why I've changed caliber for most of them and slightly increased stats for all. (DLC uniques are currently unchanged)
Attachment weights and stats were messed up in vanilla and got retuned to be more realistic.
Weapon base damage and pen have been adjusted to be more realistic, but with vanilla balance and progression system in mind - getting new gun rewards with slight increase in power, but trusty AK-74 isn't going to become crap in the endgame.
HP/AP/SS ammo matters more and will be required to comfortably dispatch high threat targets in the endgame.
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FILES
WAR_Main.pak has all player weapon changes, including FUBAR ballistics, tuned dmg values and caliber conversions.
WAR_NPC_Weapons.pak contains FUBAR changes for NPCs and requires Maklane's Better gunfights.
WAR_Mutants_HPAC.rar now contains loose file WAR_Mutants_HPAC.cfg that will override all mutants HP and Strike protection values, doesn't affect other parts of mutants configs and is fully compatible with any mutant mod.
WAR_Explosives.pak contains minor changes to grenades' weight and RPG-7 ammunition damage.
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REQUIREMENTS
Maklane's Better gunfights is MANDATORY if you install WAR_NPC_Weapons.pak.
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RECOMMENDED MODS
OXA - Oxide's eXpanded Armory - for scopes availability and customizable unique's attachments. (requires new savegame or console hacks for existing save)
Accendo's Trader Tweaks - for ammo availability at vendors.
Lore Accurate Controllers - to fix weak and helpless Controllers.
Shay's Living Zone (SLZ) - to fix completely broken A-Life and get better experience with random encounters.
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KNOWN ISSUES & TROUBLESHOOTING
For existing savegames weapon will display new caliber/mag size in UI only after taking gun into your hands.
If you have found weapons that have a caliber conversion upgrade disabled in changelog (for ex. Viper5, Decider) before installing the mod - upgrade will be available, but will most likely crash your game if you try to install it.
GROM S-15 has 5.45x39 mentioned in description instead of 7.62x39.
If you already have found Gambit - it will have invisible mag in UI and during reload animation: to fix that add new one with console.
If you already have found Gangster - it will have compensator instead of suppressor. Same solution applies, commands:
XCreateItemInInventoryByID Gun_Krivenko_HG 0 1 1 - Gambit
XCreateItemInInventoryByID Gun_GStreet_HG 0 1 1 - Gangster
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INSTALLATION
Put .pak file into "\S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods" folder
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HOW TO UNINSTALL
Remove .pak file from "\S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods" folder
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MODIFIED FILES
\Stalker2\Content\GameLite\GameData\
ProjectilePrototypes.cfg
ItemPrototypes\
AmmoPrototypes.cfg
AttachPrototypes.cfg
WeaponPrototypes.cfg
WeaponData\
CharacterWeaponSettingsPrototypes.cfg
WeaponGeneralSetupPrototypes.cfg
CharacterWeaponSettingsPrototypes\
PlayerWeaponSettingsPrototypes.cfg
WeaponAttributesPrototypes\
PlayerWeaponAttributesPrototypes.cfg
Other mods modifying these files will be incompatible.
How2add More side weapons guide is in the comment section.
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DETAILS
Are available in this google sheet. RTK table contains calculations for approx number of body hits required on Veteran difficulty to kill the target.
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CHANGELOG v1.21
Hotfix for Partner SR (unique Mark1) crashing the game when equipped.
Removed UpgradePrototypes.cfg for better mod compatibility - Integral/Riemann .45 conversion lost 8% damage, DNIPRO 7.62 conversion got +8% damage. That's kinda bad for balance, because DNIPRO conversion into 7.62x39 is quite OP now and Integral conversion gives not that much to shoot more expensive and heavy ammo. I'll try to find a way to implement these tweaks with refurl/refkey later.
CHANGELOG v1.2
Ammo modifier values were recalculated using RTK table and NPC Strike protection values from Armor table.
Weapon base damage and pen values were recalculated using RTK table. Now weapon damage is in line with vanilla progression and ammunition prices.
CHANGELOG v1.11
Fix for RU_Grip_1 / _2 / _3 weight values - in 1.1 values were missing.
CHANGELOG v1.1
Weapons and attachments weights were adjusted to resemble real life values. Default mags and scopes now have weight, but overall weapon weight have not changed dramatically. Muzzle breaks, flash hiders and grip upgrades weight around 0.1kg instead of 0.5kg; Iron sights weight 0.025kg instead of 0.5kg. All weight details are in tables, weapon weight in table is w/o any mag/sight attached.
Removed all unique weapons from ammo descriptions, except Grom S-15.
Fixes for Gambit invisible mag (still needs console-add hacks on existing save).
CHANGELOG v1.03
Adjusted ammo weight and pricing, most changed are buckshots, slugs and 7.62x39.
CHANGELOG v1.02
Fixed missing unique stats - several unique weapons had the same stats as Stock versions.
CHANGELOG v1.01
Fixed crashes when trying to upgrade existing Gangster with RU_SinMuz_2 muzzle attachment.
CHANGELOG v1.0
Compatible with game version 1.1.3
Is now based on FUBAR by inf_solv, with all realistic ballistics improvements.
Ammo stats from FUBAR (subject to change).
Weapon degradation levels from FUBAR (slightly tuned).
Weapon damage from FUBAR, changed from realistic to vanila style gun progression (small gradual increase in damage and pen for guns that are found later in the game). Uniques have buffed stats - approx. 5-12% improvements compared to stock version if caliber stayed the same.
Caliber swaps:
1) M10Gordon (MAC-10): now is 9x19, Gangster unique version is a .45 suppressed.
2) Shakh's Mate (Unique MP5) is now .45, stock Viper5 conversion upgrade is disabled
3) Spitter (Unique Buket) is now 9x19.
4) Unknown Stalker's AR416 is now 5.45x39.
5) Decider (Unique Fora-221) is now 5.56x45, to resemble TAR-21 rifle. Caliber conversion upgrade is disabled.
6) Special (Unique AKS-74U with silencer and magpul style mag) is now 5.56x45.
7) Spitfire (Unique AKS-74U with RPK47 steel mag) is now 7.62x39.
8) Drowned and Combatant (AK74 unique) are now 7.62x39.
9) GROM S-15 is now 7.62x39.
10) Trophy (Unique VAL) is now 7.62x39.
11) All LMGs (PKP) are now shooting 7.62x54 as they do in real life.
Magazine adjustments:
1) USP .45 cal: 12 round regular and 17 round increased.
2) Gambit (USP 9mm) has increased mag pre-installed with 20 round capacity.
3) APS: 20 round regular mag.
4) MP5 drum mag is 50 rounds, but Shakh's Mate is 40 rounds.
5) Ratkiller (Bizon 9x18) has 64 round mag installed.
6) Vector has 19 round regular mag and 33 round increased.
7) HK416 increased capacity mag is 60 rounds.
8) G36 increased capacity mag is 100 rounds.
9) LMG increased mags have 200 and 250 round capacity.
10) Special reload time is slightly decreased with default mag (10%).
11) AS Lavina reload time is slightly decreased for regular (10%) and inreased mags (5%).
Suppressors give less range bonus: 15% for pistol calibers and 10% for rifle. (30/20 before).
APB and M10Gordon fire modes adjusted to Automatic & Semiautomatic
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Other mods I use atm:
UETools
SLZ
Maklane's Better gunfights
OXA - Oxide's eXpanded Armory
Accendo's Trader Tweaks
Lore Accurate Controllers
Novichok's AI Overhaul
BetterVaulting2xStam (merge with NAIO)
LargeLootBox
RealWeaponNames
ReadableAmmo_descriptive
HMC_V1 (Hardcore Consumables - merge with 1.1.3 EffectPrototypes.cfg)
NoBeeping
DetectorRangeLegend
ArtifactCost3x
QuestRewards2x
Longer_DayNight_Cycle_2h_AdjWeight100