Tired of venturing into The Zone feeling that everything is unfair? Sick of enemies shooting at you with Aimbot from afar? Do the mechanics feel too arcadey? Then this mod is for you!
Requirements
This mod does not have any known dependencies other than the base game.
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Changelogs
Version 1.8.5
-Implemented all changes and effects added in Stalker 2 v1.3 (vanilla) patch.
-Adjusted accuracy when shooting. See new video uploaded in the video section of this mod. For example, in vanilla there is a very exaggerated MOA multiplier for the bullet to deflect, this means that even if the barrel is aligned with the target, the bullet will deflect greatly. If in reality the gun would have a MOA of 1-2, here the equivalence would be almost 100 times more. This is independent of the recoil, which is still balanced, and in general, in this mod the recoil is higher, but by not having that artificial MOA, you can control the recoil with some skill. Try it out. The changes made in this version of the mod are almost identical to the accurate feel of shooting from the hip in a game like Escape From Tarkov, which is as close to the real thing as you can get. I'll keep improving it but the feel of the gunplay is a before and after and very enjoyable.
-Adjusted the bullet drop to make it more realistic and entertaining(check video uploaded as above). This is more enjoyable if you use mods like Shay A-Life and Let'sWoolGather.
-Increased the distance at which NPCs deal damage to you, as the Better Gunfights NO AIMBOT NPCs mod greatly decreases their TTK.
-Reduced the healing time of the red medkit from 8.5 seconds to 7.5 seconds.
-Increased Vodka's stamina penalty from 20% to 33% and reduced its duration from 40 seconds to 30 seconds (vanilla 200% and 20 seconds).
-Reduced the level of drunkenness Vodka produces compared to Stalker 2 v1.3.
Significantly increased the amount of time you can hold your breath while aiming through the scope.
-Reduced the effectiveness of energy drinks and water compared to the previous version of this mod. Still higher than in Vanilla.
-Snork: Stalker 2 v1.3 has completely changed to Snorks so for now it stays Vanilla minus the armour, which is still 2 instead of 3.
-Tushkan: Increased armour damage from 4 to 5 (wears your armour faster). Vanilla is 2
-Increased the price of some ammo.
-Adjusted the weight of some consumables
Version 1.8.1
- Fixed an issue with ammunition names in the UI.
Version 1.8
THIS MOD IS INTENDED TO BE PLAYED ON HARD.
CHANGES REFER TO VANILLA VALUES FOR THIS DIFFICULTY.
- Added hundreds of effects and fixes incorporated in Vanilla Stalker 2 v1.2 from 13th february 2025
- Increased the damage multiplier of player weapons from 0.75 to 1.0 (damage is controlled by the Better Weapons Feeling module/mod).
- Increased NPC weapon damage multiplier from 1.02 to 1.45.
- Increased the damage multiplier of mutant weapons from 1.35 to 1.39.
- Reduced the coupons reward of side quests due to changes made in Stalker 2 v1.2 (vanilla) by -10% (+0% overall).
- Reduced weapon wear multiplier from 1.25 to 0.77.
- Increased armour durability multiplier from 0.9 to 1.14
- Reduced hunger multiplier from 2.0 to 1.3 (less need to eat).
- Increased health point regeneration multiplier from 0.75 to 1.0 (health points are restored by Better Healing module/mod).
- Reduced the multiplier for the rate at which radiation accumulates from 1.5 to 1.11
- Reduced anomaly damage multiplier from 1.45 to 1.22
- Reduced upgrade cost multiplier from 1.25 to 1.14
- Increased ammunition value multiplier from 1.0 to 1.33
- Increased artifact value multiplier from 1.0 to 1.1
- Adjusted the chance of the weapon failing to fire. Weapon no longer fails at 96-99% durability, some weapons may now fail earlier or later based on actual weapon data. Some weapons will have a small chance to fail below 96% durability and the chance will increase the more damaged the weapon is (The general feeling is that weapons are failing less compared to previous versions of this mod).
- Increased the visual effect of the smoking barrel on several weapons, especially shotguns.
- Adjusted weapon cover penetration (walls etc).
- Adjusted the Better Gunfights module/mod by correcting some values to make gunfights even more natural and fair.
- Reduced the camera blocking effect and the suppression effect received when getting shot and other types of damage.
- Removed the ‘Hercules’ injector penalty when its effect ends. This means that after its effect of increasing maximum weight ends, there will no longer be a 20kg penalty for 300 seconds (vanilla).
- Reduced bleed points healed by bandages from 85 -> 75
- Reduced PseudoGiant armour from 2 -> 1 (Vanilla is 4).
- Reduced Snorks armour from 3 -> 2
- Increased Tushkan's jump height from 20 -> 26
- Reduced Tushkan's movement speed by -15 (now 550 same as Vanilla).
Other minor adjustments made.
Version 1.7.7
Updated for Stalker 1.1.4
Version 1.7.5
- Fixed an issue where NPCs would stop throwing grenades.
- Increased the coldown of NPCs to throw grenades.
Regarding NPC behavior, I recommend using LetsWoolGather mods as well, they are 100% compatible with Maklane's Better Zone Overhaul.
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- Increased overall damage of NPCs by +6% (+45% total).
- Increased overall damage of mutants by +6% (+45% total).
- Slightly increased weapon damage of NPCs.
- Reduced the damage of NPC Guards' weapons.
- Reduced rotational speed of the Burer dragged weapons.
- Increased armor of PseudoGiant 1.4 -> 2.0 (-2.0 total, Vanilla was 4.0).
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- Adjusted ‘Maklane's Better Gunfights’ module to avoid the feeling that NPCs miss too much sometimes or too little other times.
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The following calibres have been nerfed for the player. These changes will be noticeable with mutants, most human NPCs will still die with one headshot.
- Adjusted 7.62x39 calibre penetration.
- Adjusted 7.62x51 calibre penetration.
- Adjusted 7.62x54 calibre penetration.
Version 1.7.3
- Nerfed the water stamina boost from update 1.7.2, it was way too op, much more than intended.
Version 1.7.2
MAJOR UPDATE: This update, while also fixing some bugs with mutants and NPCs and adding new features that were missing from the last Stalker 2 update, aims to make my Overhaul a bit more difficult on the economy side. With the proliferation of mods that give a boost to the economy, such as Mutant Loot and Project Itemization and their widespread use by a good part of the users, it was necessary to adjust the economy even more.
Now more than ever, if you are going to start a new game, I recommend using my optional mod Better Items Spawns and enjoy Stalker at a slower and more strategic pace.
- Updated Maklane's Better Gunfights v2.4
- Fixed a bug in the mod that caused NPCs to throw more grenades than expected.
- Increased repair cost by +6% (+0% total, as in Vanilla).
- Reduced overall damage of player's weapons by -9% (+12% total)
- Decreased money received from selling by -7%.
- Increased overall cost of vendors by +12% (now 1.31, Vanilla = 1.25)
- Increased weapon durability damage by +33% (previously 0.44, now 0.77, Vanilla = 1.25)
- Boar: reduced HP from 375 ->315 (Vanilla = 220).
- Removed ‘ControllerAbilities.cfg’, ‘PoltergeistAbilities.cfg’ file as I consider the Vanilla version to be fine as is.
- Reduced the number of PseudoDog copies/ghosts from 9 -> 8.
- Reduced PseudoDog coldown from 20 -> 17.
- Fixed bugs in several functions from the last Stalker update.
- Fixed a bug that caused physical protection artifacts to make you practically invincible.
- Decreased camera shake effect when getting shot.
Version 1.6.7
Fixed a bug with the Poltergeist's sound effect (thanks to Muteu for reporting it).
Version 1.6.5
- Fixed the gunfights Aimbot NPCs and tweaked minor stuff regarding NPC shotguns range.
Version 1.6
- Removed my armor module. Stalker version 1.1 now does pretty much the same thing my module did with Psy protection among other things, so except for the weight, everything else is fine or needs more time to be tested and adjusted if needed.
- Reduced the weight of the VOG-25 grenade to 250g to match irl.
- Reduced HEDP grenade weight to 230g to match irl.
- Reduced overall damage multiplier of player's weapons by -12% (+21% total)
- Increased weapon wear by +3% over previous updates
- Increased anomaly damage by +5% (+19% total).
- Snork: Increased dodge coldown from 0 to 1 (Vanilla is 7).
// My Snork still differs from Vanilla 1.1 in increased laceration bleed damage and increased damage to your armour, giving it in my opinion more of its own personality compared to other mutants.
BloodSucker: Slightly increased the damage of some attacks.
BloodSucker: increased speed while crouching from 150 -> 170
BloodSucker: increased armour from 1.0 -> 1.2 compared to previous updates (still has way less armour than Vanilla).
Version 1.5
- Slightly adjusted the % weapon jamming.
- Zubr-19 now shows correct penetration.
- Slightly increased the price and weight of some armour compared to previous versions.
- Adjusted the chance of a bullet hit causing you to bleed.
- Adjusted the amount of bleed points a bullet inflicts on you
- Adjusted the damage of ranged NPC weapons, they now sustain damage better even if they are far away.
- Increased NPC damage by +3% (+39% total)
- Increased coupons reward from side quests by +10%.
- Increased overall mutant damage by +7%.
- Increased PseudoGiant armour from 1.0 to 1.4 compared to previous updates.
- Updated the dispersion, coldown and amount of bullets fired by NPCs at a distance (Maklane's Better Gunfights v2.2)
Version 1.4
- Increased damage of player's sniper rifles.
- Improved the effect of the energy drink, it now reduces stamina expenditure by -33%.
- Energy drink no longer increases your urge to eat
- Water no longer reduces your desire to eat
- Reduced stamina penalty when drinking vodka by 40%.
- Reduced stamina penalty when drinking beer by 50%.
- Increased stamina restoration from water
- Increased the radiation reduction when drinking beer from -5 to -20
- Increased effect time from 2s to 3s
- Adjusted the capacity of the AKS magazine, in the last update it was wrong and had the same capacity as an extended MP5.
- Drastically reduced the range of NPCs shotguns
- Reduced the range of other NPCs weapons
- Recommended to use an A-Life mod like Shay's Living Zone
- Reduced the concussion effect when being shot at
- Increased the amount of time you can hold your breath when aiming
- Reduced walking speed while aiming through the sights
- Adjusted the ammo capacity of magazines to match reality.
- Reduced base damage of APB, PTM, UDP, Rhino and Mac10 pistols.
- Slightly reduced the damage of 9x39 and PKP ammunition compared to the last update.
- Slightly lowered the price of RPGs
- Increased the price of all ammunition
- Chimera: increased armour from 1.0 -> 1.7
- Reduced armour durability from +53% to +21% (overall)
- Adjusted damage of bolt-action rifles, they now hold damage better at long distances.
Version 1.2
Reduced Regular Med Kit healing speed from 8s -> 8.5s
Increased Army Med Kit healing speed from 8s -> 6.5s
Increased Ecologist Med Kit healing speed from 4s -> 3s
Increased repair cost by +11% (-6% total)
Increased upgrade cost by +5.5% (-9% total)
Adjusted overall weapon jam chance by +1% compared to last update
Mutant Loot compatible version is already patched. Make sure to load the compatible version after Mutant Loot.
Version 1.1
- Slightly reduced weapon wear and tear
- Reduced base damage of pistols, SMGs and assault rifles around 7% since 1.0
- Slightly reduced weapon jam chance compared to update 1.0
- Slightly reduced the damage done by the Chimera and reduced its Armor Piercing.
- Increased the duration of the visual effect of smoking barrels.
Version 1.0
I have developed a calculator to maintain consistency with weapon changes. The calculator calculates damage, range, weapon wear, accuracy and bullet dispersion by taking into account barrel length, weapon gas system, ammunition calibre and an extra modifier that adds a multiplier based on progression.
How much does the weapon cost?
How far do you have to progress to get it?
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Decreased the amount of 5.45x39 and 5.56x45 ammo found in dead NPCs from 1-10 to 0-6.
- Increased the overall recoil of assault rifles and shotguns
- Adjusted weapon ergonomics
- Increased weapon jamming probability
- Slightly increased reload time of some shotguns
- Slightly increased aiming time for some shotguns
- Changed the ballistic system of the shotguns. They are now more realistic, more brutal and have more range (I recommend the Painter of the Zone Bloody Wounds mod).
- Increased upgrade cost from -20,1% -> -14,5% overall
- Reduced armour durability from +61% to +53% overall
- Increased repair cost from -15% to -11% total
- Increased the cost of all ammunition by about 20-30%.
Version 0.9.8
- Increased damage done by NPC weapons: +6% (+36% total)
- Increased NPC health by +17% (+36% total)
- Increased base damage of mutants by +8% (+39% total)
- Increased cost of equipment upgrades by +6% (-20.1% total)
- Reduced armour durability by -8% (+61% total)
Economy
- Reduced the coupons reward for main and side quests to counteract the increase of the last official update.
- Reduced the general price of artefacts to respect the Vanilla price increase.
Weapons
- Increased weapon wear by +9% (-59% total)
- Increased the recoil of the Rhino weapon to balance it with the current damage increase and improve the feel when firing.
- Slightly increased Rhino bullet drop.
- Slightly reduced PTM pistol damage from 23 to 21
- Reduced UDP pistol damage from 34.5 to 28. Was too powerful
- Increased the damage of the M10 from 14.5 to 17
Decreased base damage of player's weapons by -33% (+0% total). Overall multiplier is now x1, damage is 100% based
on base damage of weapon, ammo/calibre, distance and ingame upgrades.
- Increased the chance of weapon jamming from 4.5 -> 4.9
Version 0.9.7
- A version of this mod is now available without modifying the mutants. This version is compatible with the Mutant Loot mod and can be found by unzipping the downloaded file. Choose one of the two and enjoy.
- Adjusted HEDP weight to make sense with VOG-25
- Updated Better Gunfights module NO Aimbot NPCs to version 2.0 - Zombies edition
- Increased BlindDog health: 51 -> 64
- Increased BloodSucker health: 460 -> 545
- Boar health increased: 215 -> 280
- Chimera health increased: 1800 -> 2225
- Increased Flesh health: 175 -> 230
- Increased Snork's health: 130 -> 155
Version 0.9.6 - TTK Update
- Reduced radiation build-up to base values, may make it impossible to enter some areas due to radiation levels.
- Reduced anomaly damage from +59% to +14% total damage.
- Increased base damage of NPC weapons by +4% (+31% total)
- Increased ammo weight slightly
- Adjusted Gunplay mechanics
- Ammunition damage and penetration adjusted
- Slightly improved aiming when crouched down
Mutants
Fully adjusted the health of mutants. Their armour has been reduced to 1 base armour point, so they will now be really affected by HP (expanding) ammo, as this ammo's only real function is to take out unarmoured targets and it seems the base game missed to take this more into account.
BlindDog
Health increased from 34 -> 41
Sprint speed reduced from 655 -> 635
BloodSucker
Health increased 330 -> 460
Sprint speed reduced from 840 -> 825
Boar
Health points increased from 155 -> 215
Burer
Health points increased from 310 -> 325
Armour has been dropped by 4 points as he is wearing some kind of clothing/armour.
Cat
Health points increased from 285 -> 360
Sprint speed reduced from 580 -> 565
Chimera
With the armour reduction, it is now more viable to take on one of these dear creatures.
Health points increased from 1250 -> 1800
Sprint speed reduced from 825 -> 805
Controller
Health points increased from 515 -> 580
Deer
Health points increased from 400 -> 470
Flesh
Health points increased from 135 -> 175
Pseudogiant
Health points increased from 2450 -> 2700
Snork
Maintains your armour by 3 points
Version 0.9.4
-Increased chance of weapon jamming to recover mechanics after increased weapon durability.
-Increased accuracy when shooting from a crouch.
-Slightly increased ammunition weight.
Avoiding bullet sponges in both directions.
-Increased damage done by the player by +33%
-Increased the damage done by NPC firearms by +27% overall
-Slightly adjusted the damage of the 9x18 PTM (with previous changes it was too low).
-Slightly adjusted the damage of the UDP pistol.
-Slightly adjusted the damage of the APB pistol.
-Slightly adjusted Uzi M10 damage.
-Adjusted the damage of the different calibres to better reflect the difference between them.
-Reduced the damage of anomalies by -3% (+53% overall)
Adjusted the time to heal of med kits compared to the last update, as there were sections where the difficulty became almost impossible due to slow healing.
Med kit
-Reduced time to heal from 25s to 8s
Army Med Kit
Reduced time to heal from 20s to 8s
Echo Med Kit
Reduced time to heal from 10s to 4s
Bloodsucker
- Increased health 225 -> 330
Cat
- Reduced sprint speed 615 -> 580
Version 0.9.2
Update v0.9.2 - Economy, Time to Heal & Better Weapons first update
26 November 2024
This version has taken me many hours of testing and listening to feedback from the community. I hope you like it.
The Zone is now harder, fairer, more fun.
Meds, Food & Elissir!
This is my version for healing effects, food and elissir, based on SnNakeEe's Medkits and Consumables Rebalance.
Bread
- Heals 15 health over 60 seconds
Fresh Bread
- Heals 20 health over 40 seconds
Canned Food
- Heals 35 health over 80 seconds
Spoiled Canned Food
Fulfils its hunger-satisfying function
- Deals 12 points of damage
Sausage
- Heals 30 health points over 60 seconds
Energy Drink
- Its effect lasts for 5 minutes
Energy Drink Limited Edition
- Its effect lasts 8 minutes
Bandages
- Does not increase health points but cuts off bleeding by -85
Med Kit
- Heals between 50 and 65 health points for 25 seconds
- Reduces bleeding by 15 points for 5 seconds
Army Med Kit
- Heals between 75 and 95 health points for 20 seconds
- Reduces bleeding by 40 points for 5 seconds
Eco Med Kit
- Heals 100 health points in 10 seconds
- Reduces bleeding by 30 points over 5 seconds
- Heals 60 points of radiation in 10 seconds
Antirad Pills
- Heals 100 points of radiation in 5 seconds
Water
- Increases stamina by 25% for 10 minutes
Hercules
- Increases the maximum weight you can carry by 20% for 8 minutes
Cinnamon
- Its effect lasts 180 seconds
Balances
- Increased damage taken from firearms by +21%.
- Increased the feeling of aiming/accuracy when shooting at things.
- It is now more viable to play shooting from the hip at short distances.
- Completely rebalanced the gunplay of shotguns. They are now more brutal, fun and realistic. Try them!
- Improved shotgun performance compared to the initial version of this mod.
- Increased armour durability by +7% (+69% total)
- Reduced hunger by -4%.
- Increased main mission coupons rewards by +69% (+92% total)
- Increased secondary quest voucher rewards by +95% (+128% total)
- Increased damage from anomalies by +3.5% (+59% total)
- Reduced the cost of upgrades by -9% (-26'1% total)
- Reduced the cost of repair by -79% (-15% total)
- Increased the market price of artefacts by +4% (+19% total)
- Reduced the Chimera's health by -200 health (1250 HP total).
- Reduced overall Chimera damage by -23%.
- Reduced the Chimera's armour penetration by -25%.
- Adjusted the NPC's chance to throw a grenade, it had been reduced by half. Now it has been raised a little bit but still hovers around 50%.
Donations
No donations accepted
Check out the changes in the latest version in the ‘Changelogs’ section just above.
Many thanks to GSC Game World for this great game, if I didn't like it so much I wouldn't be making this mod. I hope they are very, very successful as a studio and that the people involved can soon go back and start rebuilding their homes and lives in the best possible way after all. I can only say that I am deeply sorry and thank you very much once again for your work and perseverance. Stalker 2: Hearth of Chornobyl has been worth every minute we have waited for.
I really appreciate all the attention my mods are getting and the good feedback I am receiving. I try to answer all the messages and pay attention to the feedback, but there are hundreds of comments and messages on the mod pages, direct messages and Discord. I can't answer them all but I do read each and every one of them. Thanks for your support and feedback <3
Maklane's Better Zone - Overhaul - Hard & Fair v1.8.5 Compatible with Stalker 2 v1.3.1
Tired of venturing into The Zone feeling that everything is unfair? Sick of enemies shooting at you with Aimbot from afar? Do the mechanics feel too arcadey? Then this mod is for you!
This mod is intended to be played on ‘Hard/Veteran’ difficulty. (Seriously, try it!)
*** This is a compilation and tweaks of all my mods to date (and some brand new ones). If you have this mod, you have every other mod that I've done. Enjoy <3
This mod is safe to install/uninstall and won't ruin your saved game
Maklane's Better Items Spawns (Optional download file) You can use this mod separately, but I recommend you use it in conjunction with my Maklane's Better Zone Overhaul mod, as it is intended for you to sell what you don't need and buy ammo and consumables before venturing into The Zone. - Drastically reduced the spawn of all types of consumables and ammunition. - Slightly increased the stock of some ammunition in traders. - Some spawns and modifications of this mod require a new game, but generally, you will see a major change after a few hours of play in your current save game. Patience <3 This Optional file edits the following files: - BenchmarkItemGeneratorPrototypes - Gamepass_ItemGenerators - StashPrototypes - ItemGeneratorPrototypes
Maklane's Better Time To Heal (optional download file) - An optional file in the files section of this mod for those who do NOT want the complete overhaul. Includes changes and balances made to med kits and consumables such as food and drink. - Med kits now heal a certain amount of health for a few seconds. - Bandages only cut bleeding, they do not heal health points. - The effect of energy drinks lasts longer - The effect of stimulants has been tuned and now last longer in time
Maklane's Better Gunfights - NO Aimbot NPCs - One of the most popular mods for Stalker 2. Decreases the probability of NPCs hitting you at medium, long and now, also at short distance (CQB) making combat more fair. This also has an optional file (included in my Overhaul) that reduces the NPC weapon range (no more NPCs with shotguns shooting at you from 200m).
Maklane's Better Weight Balances - Three separate files that adjust the weight and price of ammunition, consumables and grenades. Use any or all of them, whatever you prefer!
Maklane's Better Mutants - Modifies the health, armour and damage of mutants, making them less resistant to expanding ammunition (HP). Modified the damage of mutant attacks, e.g. BloodSucker now does slightly less damage, but causes much more dangerous bleeds (makes sense, doesn't it?).
Maklane's Better Weapons (NOTE: yes, weapon penetration will show as "1" in the UI, because now penetration is based in ammunition and there is no way I can show it in the UI). - It adjusts the parameters of all weapons based on a calculator I have developed. It takes into account factors such as calibre, barrel length, gas system, gas loss, weapon wear, weapon dispersion and range as well as accuracy. It makes gunplay feel better, shotguns are infinitely more enjoyable and sniper rifles now have their uses (especially if you play with mods like Shay's Living Zone).
What my Total Overhaul has improved? (All the following from here is included in the main mod)
Meds, Food & Elissir! This is my version for healing effects, food and elissir, based on SnNakeEe's Medkits and Consumables Rebalance. Bread - Heals 15 health over 60 seconds Fresh Bread - Heals 20 health over 40 seconds
Canned Food - Heals 35 health over 80 seconds
Spoiled Canned Food Fulfils its hunger-satisfying function - Deals 12 points of damage
Sausage - Heals 30 health points over 60 seconds
Energy Drink - Its effect lasts for 5 minutes
Energy Drink Limited Edition - Its effect lasts 8 minutes
Water - Its effect last for 5 minutes - Increased stamina reduction when drinking water from -10% -> -15%.
Bandages - Does not increase health points but cuts off bleeding by -85
Med Kit - Heals between 50 and 65 health points in 8.5 seconds - Reduces bleeding by 15 points for 5 seconds
Army Med Kit - Heals between 75 and 95 health points in 6.5 seconds - Reduces bleeding by 40 points for 5 seconds
Eco Med Kit - Heals 100 health points in 3 seconds - Reduces bleeding by 30 points over 5 seconds - Heals 60 points of radiation in 10 seconds
Antirad Pills - Heals 100 points of radiation in 4 seconds
Water - Increases stamina by 25% for 10 minutes Hercules - Increases the maximum weight you can carry by 20% for 8 minutes Cinnamon - Its effect lasts 180 seconds
Balances
Gunplay & Ballistics Rebalanced weapon jamming mechanics. This is a ‘fun’ mechanic that adds depth and variety and should be present. Adjusted so as not to lose it due to increased weapon durability and reduced wear and tear.
- Avoiding bullet sponges in both directions. - Increased damage done by the player by +21% - Increased damage done by NPC firearms by +45% - Reduced total life of NPCs by -17% - Drastically reduced the range of NPCs shotguns - Reduced the range of other NPCs weapons - Increased the feeling of aiming/accuracy when shooting at things. - Reduced the concussion effect when being shot at. - Increased the amount of time you can hold your breath when aiming. - Reduced walking speed while aiming through the sights - It is now more viable to play shooting from the hip at short distances. - Completely rebalanced the gunplay of shotguns. They are now more brutal, fun and realistic. Try them! - Improved feel when playing with bolt-action rifles - Adjusted damage of bolt-action rifles, they now hold damage better at long distances. - Increased damage of player's sniper rifles. - Adjusted the ammo capacity of magazines to match reality.
Weapons I have developed a calculator to maintain consistency with weapon changes. The calculator calculates damage, range, weapon wear, accuracy and bullet dispersion by taking into account barrel length, weapon gas system, ammunition calibre and an extra modifier that adds a multiplier based on progression. How much does the weapon cost? How far do you have to progress to get it? You can see the calculator and copy the code to use it. It is on the Stalker GAMMA Discord in the original post of this mod.
Decreased the amount of 5.45x39 and 5.56x45 ammo found in dead NPCs from 1-10 to 0-6. - Increased the overall recoil of assault rifles and shotguns - Adjusted weapon ergonomics - Increased weapon jamming probability - Slightly increased reload time of some shotguns - Slightly increased aiming time for some shotguns - Changed the ballistic system of the shotguns. They are now more realistic, more brutal and have more range (I recommend the Painter of the Zone Bloody Wounds mod). - Reduced weapon wear and tear when firing. - Weapon durability has been increased, so you will need to repair weapons less often. - Weapon weight has been adjusted - Adjusted the overall damage of weapons and they now do more damage, except for the PM 9x18 which has had its base damage reduced from 30 -> 22. - Increased the duration of the visual effect of smoking barrels.
Shotguns - Improved feel when shooting shotguns, they are now more brutal. Adjusted pellet dispersion and increased accuracy of slug ammunition. Enjoy
Grenades (Maklane's) - Grenades are now more dangerous. - Grenade damage has been increased. - Explosion area has been increased by 17%. - F1 grenade will do more damage to heavily armoured NPCs. - Coldown for NPC grenades has been increased
Gunfights -> Maklane's Better Gunfights - No Aimbot NPCs This mod is being used/integrated/merged by most modpacks. Please, don't do that :( It is included in A-Life Extended and other mods.
For NPCs only: Increased the amount of bullets affected by the dispersion coefficient at medium and long distances, making gunfights more entertaining and fair.
NPCs fire in bursts, by default the amount of bullets in each burst varies depending on the weapon equipped by the NPC and the distance from target and within that burst, a minimum amount of bullets will be affected by the dispersion coefficient.
This mod increases the amount of bullets affected by the dispersion coefficient at medium and long distances, making gunfights more entertaining.
The dispersion at short distances (CQB) has not been modified.
Economy - Increased armour durability by +21% - Increased all weapons durability between +21% and +33'5% - Increased main mission coupons rewards by +0% - Increased secondary quest coupons rewards by +10% - Reduced the cost of upgrades by -14.5% - Reduced the cost of repair by -11% - Increased the market price of artefacts by +10% (Affects while buying and selling). - Slightly lowered the price of RPGs. - Reduced the value of ammunition. - Adjusted the coefficient of sale and purchase value. - Reduced the value of various consumables such as bandages, beer, bread, sausages etc. - Slightly increased the price of medicines and medical kits.
Misc - Reduced hunger. - Increased damage caused by mutants by +45% total in addition to changes made to individual mutants - Increased damage from anomalies by +19% - Reduced the speed penalty for walking in water. - Reduced the stamina penalty for drinking vodka - Improved the effect of the energy drink, it now reduces stamina expenditure by -33%. - Energy drink no longer increases your hunger - Water no longer reduces your hunger - Reduced stamina penalty when drinking vodka by 40%. - Reduced stamina penalty when drinking beer by 50%. - Increased stamina restoration from water - Increased the radiation reduction when drinking beer from -5 -> -20 - Increased effect time from 2s -> 3s - Increased stamina regeneration from water by +350 points over 180 seconds (slower but longer lasting effect). - Reduced stamina penalty from energy drink (now -50%, Vanilla = -10%). Energy drink effect lasts 180 seconds (Vanilla = 30s). - Hercules now lasts 10 minutes (Vanilla 5) and increases weight by 16.0 (Vanilla = 20.0). - You can now hold your breath longer while aiming through the scope. - Reduced stamina penalty when walking in water (now 50%, Vanilla = 200%).
Armour (this module is no longer in my mod, maybe it will come back in the future with other changes) Update 1.1 added pretty much all the changes I had made to armours except for the weight reduction. - Adjusted armour prices, weights, durability and protections to make progression make more sense. It also gives more variety to armour stats, making their differences between factions and their purpose more noticeable, so you'll have to pay more attention to using the armour and artifacts you have properly.
***** PLEASE, READ THIS NOW *****
Penetration is based on ammunition. All weapons will show 1.0 pen but each caliber has different penetration wich can't be shown in the UI. - AP (armor piercing) ammunition Will reduce the armor value of the target by X and that reduction will be added to the base damage, in turn, this type of ammunition has a penalty to the base damage. This is because it is intended to penetrate armour and therefore loses its expansive capability. To make it clear: AP ammunition is more effective the more armour the target has.
- HP (expansive) ammunition Works in the opposite way to AP ammunition. It has a penalty to armour penetration, but multiplies the base damage. Therefore, it does more damage the less armour the target has. Like, for example, mutants.
Ammo - The price and weight of ammo has been balanced, so you can choose which weapon to use and enjoy your gaming experience more (thanks to Grok for the idea). The price of AP and HP ammo has been reduced but to a lesser extent, this ammo is still meta and you will have to manage it. - Increased AP ammo penetration. - Increased the damage of HP ammo and reduced its penetration. - Reduced Time To Kill (TTK). - Adjusted shotgun ammo. The pellets now act more like buckshot and the slugs type (single pellet) are more accurate, with more penetrating power.
Mutants -> Maklane's Better Mutants - Fear & Fair Tired of burning gunpowder to kill a piece of meat? Getting bored standing on a box? Pigs still won't fly? Then this mod is for you! (Note, pigs doesn't fly!).
This mod is designed to make your adventure in The Zone fairer and more entertaining. It adjusts the parameters of mutants to reduce their "Time to kill", but also balances in depth the type of damage they inflict and the amount.
Their armour has been reduced to 1 base point of armour, so they will now be really affected by HP (expansive) ammo, as this ammo's only real function is to take out unarmoured targets and it seems that the base game missed to take this more into account.
**The following damage values refer to the damage done by mutants to other NPCs and to you as a player
Blind Dog Total HP: 64 -> 41 Sprint Speed: 600 -> 635 Base damage slightly increased. Less bleed damage, less armour penetration and a bit more armour wear. What you'll notice the most is that if you're wearing good armour, it will protect you as it should, in return they'll damage the armour a bit more. They're also a bit more agile.
Bloodsucker Total HP: 500 -> 545 Sprint Speed: 900 -> 825 Crouch Speed: 150 -> 170 Less direct damage, higher lacerations that inflict more bleed. Increased armour penetration on claw attacks. These changes live up to its name and make it a fearsome but fair opponent.
Boar Total HP: 220 -> 315 Sprint Speed: 750 -> 820 They now deal more armour damage, have higher armour penetration and are slightly faster.
Burer Total HP: 500 -> 325 Sprint Speed: 300 -> 280 Dragged Weapon Rotation Speed: 10 -> 4 I have left his armour at 4 points as he is wearing some kind of clothing/armour. (You should use AP ammo). Just balanced his one melee attack, now with lower armour wear and higher bleed damage. The rest is untouched, he's still as friendly as ever ;).
Cat Total HP: 400 -> 360 Sprint Speed: 570 -> 565 Less direct damage, less armour wear, more bleed damage, slightly faster Changes resemble more laceration damage.
Chimera Total HP: 2500 -> 2225 Overall Damage: -23% Armour Penetration: -25% Strike/physical armor: 4.0 -> 1.7 Less base damage, less armour penetration. More armour wear. More bleed. It used to be complicated, now it's complicatedly expensive.
Controller Total HP: 500 -> 580 Sprint Speed: No change Strike/physical armor: 4.0 -> 1.0 Nothing has been changed apart from his health points.
Deer Total HP: 600 -> 470 Sprint Speed: 700 -> 715 Strike/physical armor: 3.0 -> 1.0 Increased damage, increased armour wear, increased bleed, less armour penetration. Ever hit an empty can with a stick?
Flesh Total HP: 280 -> 285 Sprint Speed: 400 -> 425 Jump: 20 -> 25 Max Bleeding: 100 -> 15 (the pig will bleed out easily) Modified slightly to become a direct source of dopamine and fulfil its function, a piece of meat to shoot at while going from point A to point B. Now these will go down with two good shotgun blasts or bleed out while running away.
Poltergeist Total HP: 400 -> 310 Sprint Speed: No change Strike/physical armor: 3.0 -> 1.0 Only his HP has been touched
PseudoDog Total HP: 300 -> 185 Sprint Speed: 550 -> 535 Strike/physical armor: 3.0 -> 1.0 Only his HP has been changed and its speed has been slightly decreased.
PseudoGiant Total HP: 4000 -> 3600 Sprint Speed: 500 -> 515 Strike/physical armor: 4.0 -> 2.0 Same damage, higher armour wear. Don't forget the grenades, he's still a tank.
Snork Total HP: 150 -> 155 Sprint Speed: No change Evade coldown: 7 -> 3 Still has 3 points of armor (You should use AP ammo). Slightly more damage and more armour wear. Space bar spammers, don't you love them?
Tushkan Total HP: 19 -> 17 Sprint Speed: 550 -> 565 Jump: 20 -> 23 Lower damage, lower armour penetration, higher bleed, more armour wear. These now jump a bit higher, so you can use your pistol to practice a bit more.
Installation
Unzip the 7z file to get the .pak file.
Move the ".pak" files to the ‘~mods’ folder which you can find at:
Steam: S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods
Gamepass: XboxGames/S.T.A.L.K.E.R. 2- Heart of Chornobyl (Windows)/Content/Stalker2/Content/Paks/~mods
**If the "~mods" folder doesn't exist, create it!
Compatibility
Compatible with any mod that does not modify the following files:
Do you enjoy this mod? (or any). Remember to endorse/like so others may find it as well :)
Issues & Feedback
Have you found a bug? Would you like to give your opinion so that the mod can be improved? Let me know in the comments/posts.
Before reporting that there is a bug, that the mod does not work or that the game crashes, be sure to:
- Unzip the downloaded .7z file using 7-zip - Test the mod alone, without other external modifications - Some changes may take a while to be seen due to the nature of the game mechanics themselves.
Especial thanks Araara, for helping a lot testing changes <3 Grok's, Shay, LetsWoolGather, Fede, DorrajD, GAMMA Staff and moderators. And A LOT of other nice people that helps with feedback!
Contact Please don't use it to report bugs, use the Nexusmods built-in bug reporting tool, thanks. Discord: Maklane