v2.1.2+ v2.2.2(March 23th2025) - Fixed a bug where the Merc (unique VSS) would have missing world model
v2.1.1+ v2.2.1(March 7th 2025) - Merged miscellanous changes from the 1.3 patch - Increased headshot damage multiplier from 3x -> 4x - Removed custom magazine for the Gambit/Krivenko, now uses vanilla magazine behaviour in order to avoid compatibility issues. If you have issues with your Gambit in game, try respawning through console - for v2.1.1: new file naming structure
v2.2-beta (March 7th 2025) Weapon Damage Changes: - Reworked weapon range: + Full emulation of damage and armor piercing fall off: weapons will have an initial range in which damage/penetration is dealt in full, but after that damage/AP starts to fall off + So far this only covers in-game handguns, support for all weapon types will be added in a future update Mod Loading Changes: - New refurl loading method - most of the files in the Main .pak are now converted into refurl, for better compatibility with large overhaul mods + Things might go wrong, so inform me if anything doesn’t add up + Due to a limitation of the refurl loading method, WeaponGeneralSetupPrototypes.cfg will still use .cfg override to maintain compability with Oxide's eXpanded Armory mod - New file naming structure + If you’re updating from previous Better Ballistics version, please go to your ~mods folder and delete the oldBetter Ballistics .pak files to avoid conflict issues - Removed UpgradePrototypes.cfg tweaks temporarily
Hey dude, I love your mod, I think it's a good mod, a beautiful mod, an amazing mod... It is my most must have mod and I think you did a wonderful job with it. I love realistic mods for modern FPS games like these, I know it's not 100% realistic and more towards balance, but still the top mod.
But I just wanted to point out that the Glutton (PKM) that used the 7.62x39 rounds do the same damage as the regular PKM which uses 7.62x54 and we all know the 7.62x54 is the Russian variant of the 7.62x51 (.308 civi). Will you be fixing this in a future update by chance? Would be amazing, love your work!
Oh and also, could you make the raging bull use .45 ACP and not the 9x39 or maybe even add in a custom .500 round to the game for it? I don't know, .45 ACP is fine regardless. Just seems sooooo odd that a revolver uses a rifle round. If not no worries, I'll just avoid using the raging bull LoL.
Thanks for your comment. For the unique PKM, I kinda left it there as a consolation for the people wanting a 7.62x39 PKM so yeah it's intentional. Most likely going to be reverted though, if GSC adds the already-existing-in-game-files RPD in the future.
As for the Rhino, I intend to leave it using 9x39 for now since it's not really reasonable to add one ammo type, just for one obscure weapon. Wouldn't mind adding in .50 if there's a way to add new weapons to the game, but that's for the future
Like the mod for sure! Have a bit of a problem: in my game the displayed Rate Of Fire for all weapons is just a bar stretched all the way in the UI. I suspect something is off in the CoreVariables file but I don't know for sure what it might be. Any ideas? P.S.: No other mods at the moment, starting new, so not sure what and where the problem is.
OK, I see. Thanks a lot for the reply. Actually I recall that I got fixed at some point but not for long, it looks like. :) And perhaps it is sensible to bring in your own CoreVariables settings for this and perhaps other reasons. Also, along the lines of what I mentioned earlier to someone else is that it would perhaps be reasonable to equalize the stated the AK-damage times the rate of fire (fire interval) vs. the same for AR/HK-M16 - from the real life standpoint. At present AK's dps is at 350 and AR/HK_m16 is at 468 giving 34% difference and this is too much of a difference in my opinion from the real life experience. In short, both platforms are carbines and the gas system draw is similar. So, the "equalized" AK damage gets up to 46.875 which is reasonable for 600 rpm fire rate (0.1 fire interval). Cheers & thanks for the mod. :)
Back to the matter of the "rate of fire". OK, patch 1.3.2 fixed Penetration . But, for me the Rate of Fire is still displayed as a one full bar regardless of the weapon - for any weapon. Is it just me or others have that as well?
Unfortunately there's no easy way to just mod that in without having to maintain another set of config files just for that. So no, you'll have to modify the files yourself I afraid
I haven't tested the mod myself as I'm still looking for mods for my next playthrough. Does this mod basically allows you to finish the game with AKS74? My main problem with vanilla gunplay was that weapons like M4 were becoming really weak in second half of the game.
Sure, you can because this mod treats penetration (AP) more reasonably. In "vanilla" the penetration is intended to make a rather questionable "line of progression" with weapons and has little reflection of the reality, sadly. So yeah, with in-game 30% AP boost AK is viable. One thing though, you might want to adjust the AK damage manually to be on par with M16/AR rifle - meaning, to equalize the stated the AK-damage times the rate of fire (fire interval) vs. the same for AR/M16. That would make it even better. :) Best, have fun!
Good! Perhaps keep in mind that AK's damage is 35 and the fire interval is 0.1 (600 rpm which is reasonable) - giving you 350 dps. But, AR/M16 is about 32 times 0.068 (882rpm) giving you 468 dps. And one knows that those dps items should not be so different. So, AK's damage should be up by about 30% (33.94) to be on par with other platforms in terms of dps - as it is actually in real life. :) One can easily fix this in the mod files on PC. That adjustment makes the feeling much better and is logical, in my opinion. :) Cheers.
I'm incurring in a bug where some of my weapons turn invisible when held (MP5 for example). The bug appears when I install your mod, and disappears when I uninstall it, so I'm 100% sure it's the culprit. Funnily enough things like the mag, sights and attachment stay visible.
Here is my curreny modlist. https://imgur.com/a/wP9OcGP
I'm using the latest version of the mod and the game.
I'm guessing it's a mod conflict issue, but I can't figure out which other mod is causing the problem.
Yeah it's a classic case of conflict here, another mod is also editing WeaponGeneralSetupPrototypes.cfg though I'm not sure which one. Try using this tool to check for conflict and then remove or merge, if needed: https://www.nexusmods.com/stalker2heartofchornobyl/mods/326
Alright, here's what I did. 1) re-install better ballistics (I had uninstalled it, which fixed the issue) 2) download the File Merger, follow its instructions 3) run it: no conflicts found (https://imgur.com/a/SXzdRsn) 4) oh great, run the game then 5) Unfortunately, bug has re-appeared.
No clue what it could be at this point. Is no one else having this problem?
alright, this is very interesting...which version of this mod are you using here? for starters, this really should've been resolved with the latest patch.
Alright, just a suspicion but this issue might be related to your savefile...back on 1.0 for me, sometimes savefile might not read WeaponGeneralSetupPrototypes.cfg correctly. Try rolling back to an earlier save or start a new game and spawn items in through console, see if that fixes the problem for you.
outside of that though, I'm afraid I don't know what else to suggest with your situation - so far your case is out of my troubleshooting ability for now.
Generally this mod works fine with vanilla difficulty, so anything is good. As for mod conflict you can use this tool to check: https://www.nexusmods.com/stalker2heartofchornobyl/mods/326
Are the ingame displayed values for damage and armor penetration of the weapons correct? I ask because it is not the case for some other mods which adjust the weapon damage.
Yeah I'm aware, that's actually the vanilla buckshot spread and so far this mod haven't touched weapon dispersion yet generally. I'm considering on taking a look at this later, thanks - there's still a lot that needs to be done for this mod anyways
450 comments
v2.1.2 + v2.2.2 (March 23th2025)
- Fixed a bug where the Merc (unique VSS) would have missing world model
v2.1.1 + v2.2.1 (March 7th 2025)
- Merged miscellanous changes from the 1.3 patch
- Increased headshot damage multiplier from 3x -> 4x
- Removed custom magazine for the Gambit/Krivenko, now uses vanilla magazine behaviour in order to avoid compatibility issues. If you have issues with your Gambit in game, try respawning through console
- for v2.1.1: new file naming structure
v2.2-beta (March 7th 2025)
Weapon Damage Changes:
- Reworked weapon range:
+ Full emulation of damage and armor piercing fall off: weapons will have an initial range in which damage/penetration is dealt in full, but after that damage/AP starts to fall off
+ So far this only covers in-game handguns, support for all weapon types will be added in a future update
Mod Loading Changes:
- New refurl loading method - most of the files in the Main .pak are now converted into refurl, for better compatibility with large overhaul mods
+ Things might go wrong, so inform me if anything doesn’t add up
+ Due to a limitation of the refurl loading method, WeaponGeneralSetupPrototypes.cfg will still use .cfg override to maintain compability with Oxide's eXpanded Armory mod
- New file naming structure
+ If you’re updating from previous Better Ballistics version, please go to your ~mods folder and delete the oldBetter Ballistics .pak files to avoid conflict issues
- Removed UpgradePrototypes.cfg tweaks temporarily
But I just wanted to point out that the Glutton (PKM) that used the 7.62x39 rounds do the same damage as the regular PKM which uses 7.62x54 and we all know the 7.62x54 is the Russian variant of the 7.62x51 (.308 civi). Will you be fixing this in a future update by chance? Would be amazing, love your work!
Oh and also, could you make the raging bull use .45 ACP and not the 9x39 or maybe even add in a custom .500 round to the game for it? I don't know, .45 ACP is fine regardless. Just seems sooooo odd that a revolver uses a rifle round. If not no worries, I'll just avoid using the raging bull LoL.
As for the Rhino, I intend to leave it using 9x39 for now since it's not really reasonable to add one ammo type, just for one obscure weapon. Wouldn't mind adding in .50 if there's a way to add new weapons to the game, but that's for the future
I'm considering on adding back the CoreVariables tweaks for this again at some point, fwiw
OK, patch 1.3.2 fixed Penetration . But, for me the Rate of Fire is still displayed as a one full bar regardless of the weapon - for any weapon. Is it just me or others have that as well?
Funnily enough things like the mag, sights and attachment stay visible.
Here is my curreny modlist.
https://imgur.com/a/wP9OcGP
I'm using the latest version of the mod and the game.
I'm guessing it's a mod conflict issue, but I can't figure out which other mod is causing the problem.
1) re-install better ballistics (I had uninstalled it, which fixed the issue)
2) download the File Merger, follow its instructions
3) run it: no conflicts found (https://imgur.com/a/SXzdRsn)
4) oh great, run the game then
5) Unfortunately, bug has re-appeared.
No clue what it could be at this point. Is no one else having this problem?
outside of that though, I'm afraid I don't know what else to suggest with your situation - so far your case is out of my troubleshooting ability for now.
Are the ingame displayed values for damage and armor penetration of the weapons correct? I ask because it is not the case for some other mods which adjust the weapon damage.