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Feliche

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felicheat

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About this mod

This mod should make enemies and yourself much easier to kill. Additionally, it balances out some grindy elements of Veteran Difficulty.

Permissions and credits
Changelogs
Disclaimer
I believe the developers of the gameplay planned in great detail the difficulty of the game ahead of release, meaning that by installing this mod you understand that things will break, the game will play differently as intended and you might miss on the intentions of GSC Game World's S.T.A.L.K.E.R 2.


Mod Balancing

Rebalanced Veteran difficulty for a more Master difficulty feeling from the previous games and a less grindy experience.

  • Weapon_BaseDamage = 0.75 => 1.70 (This is player damage to everything else)
  • NPC_Weapon_BaseDamage = 1.02 => 2.0 (Enemies with guns will hurt a lot more, no more tanking shotgun rounds)
  • Mutant_BaseDamage = 1.35 => 1.77 (Mutants are lethal now, make sure to think of your positioning first before engaging)
  • Explosions now deal 50% more damage. Yours and theirs.
  • Sprinting uses much less stamina, but speed has been reduced. Jumping and melee attack cost half as much stamina.
  • Walking/Running backwards is now faster.
  • Bleeding effects will happen more often now, and the DOT is higher as well. 
  • Selling will generate more coupons, so you will generally have more money to spend.
  • Durability of weapons and armors increased. (Weapons especially won't be a nightmare to maintain)
  • Repairs and upgarde are a bit more expensive to compensate.
  • Quests and side missions now provide with much more (200% for Main line and 275% for Side missions) coupons. No longer needed, but the quest rewards are set to 100%, instead of 75% on Vanila Veteran difficulty.
  • Ammo and consumables are 75% more expensive. They should represent a bigger drain of your hard earned coupons.
  • Anomaly_Damage = 1.45 => 1.65 (Anomalies now require a bit more maneuvering)
  • Radiation dosage has increased. Radiation in this game doesn't really degenerate health much.
  • Headshot to human enemies reduced by almost half to account for already double damage (To prevent pistols one shotting even highly armored enemies)
  • Adjusted the way armor works in the game to make the power difference between weak and strong armor less extreme.
  • Adjusted player ammo to compensate. Armor piercing is now guaranteed to do more damage to AI, as you will now have generally less armor as well.
  • Human AI is a bit more cautious and will not stand in the open as much.
  • Human AI will now move faster (Also helps with following NPCs)

Changes to Mutants

The game seemed like it didn't really have headshot multipliers for most Mutants. I have added resistances for most body parts, and a multiplier for headshots. Fighting mutants should now feel better, and requires that the player aims for the head for success in combat. They also have reduced armor and/or increased health instead. Here are the changes done to Mutants, for testing purposes I would like feedback on these:

General Changes
  • Headshots Matter: Most mutants now take increased damage from headshots, rewarding precision aiming.
  • Location-Specific Damage: Damage varies depending on where you hit the mutant (head, body, limbs).
  • Most enemies will now sprint when ambushing the player.
Specific Mutant Changes
  • Blind Dog: ~20% more health, movement slowed, now sprints towards enemies.
  • Bloodsucker: Reduced armor, resistant to body and limb shots, and has better HP regen.
  • Boar: Increased stamina, health, and armor; slower movement; headshots deal a bit more damage.
  • Burer: 10% more health, regenerates health, more resistant to headshots and limb shots, reduced armor.
  • Cat: Faster, retreats quicker when injured, resistant to body and limb shots, reduced armor.
  • Chimera: Reduced armor, resistant to body and limb shots.
  • Controller: 15% more health, regenerates health, 50% less armor, weaker to limb shots.
  • Deer: Faster sprint attacks, resistant to body shots.
  • Flesh: 10% more HP. Retreats quicker when injured, resistant to body and limb shots, slightly more vulnerable to headshots.
  • Poltergeist: 20% more health, 50% less armor.
  • Pseudo Dog: Retreats more often, resistant to body and limb shots, 50% less armor.
  • Pseudo Giant: Regenerates health, can now throw objects (base version has less range), collar version is faster.
  • Snork: 15% more health, significantly less armor, resistent to body and limb shots.
  • Tushkan: ~20% more health, resistant to limb shots.

Compatibility and Modular Installation
Due to demand and better compatibility support. You can now install the mods modules, or in one complete Pak.It is recommended to play with the complete package, but at least I would like to give everyone the option.

Will include all the changes in a convenient pak
zz_masterdifficulty_complete_P.pak

The brackets next to .cfg files in ones included in the Modular Paks:
Stalker2\Content\GameLite\GameData
DifficultyPrototypes.cfg [zz_masterdifficulty_basedifficulty_P]
ObjPrototypes.cfg [zz_masterdifficulty_basedifficulty_P]

\Stalker2\Content\GameLite\GameData\ItemPrototypes
AmmoPrototypes.cfg [zz_masterdifficulty_ammo_P]
ArmorPrototypes.cfg [zz_masterdifficulty_armor_P]

\Stalker2\Content\GameLite\GameData\ObjPrototypes
GeneralNPCObjPrototypes.cfg [zz_masterdifficulty_basedifficulty_P]
Snork.cfg[zz_masterdifficulty_mutants_P]
PseudoDog.cfg[zz_masterdifficulty_mutants_P]
Poltergeist.cfg[zz_masterdifficulty_mutants_P]
Controller.cfg[zz_masterdifficulty_mutants_P]
Chimera.cfg[zz_masterdifficulty_mutants_P]
Cat.cfg[zz_masterdifficulty_mutants_P]
Boar.cfg[zz_masterdifficulty_mutants_P]
Bloodsucker.cfg[zz_masterdifficulty_mutants_P]
Deer.cfg[zz_masterdifficulty_mutants_P]
Flesh.cfg[zz_masterdifficulty_mutants_P]
Burer.cfg[zz_masterdifficulty_mutants_P]
BlindDog.cfg[zz_masterdifficulty_mutants_P]
Tushkan.cfg[zz_masterdifficulty_mutants_P]
Pseudogiant.cfg[zz_masterdifficulty_mutants_P]

Mutant Loot Compatibility
The mod has been made compatible with Mutant Loot. You will need to rename and add an additional z to this mod so it is not overwritten. By adding a reference to the mutant loot generation table, even if its not found in reference, will not crash the game. (I tested on various mutant kills and did not crash, but you should any ways get the mod!)

Master Healing (Optional)

Additionally I've added an optional mod that makes all healing items heal over time.

  • Medkits heal 10 ticks of health a second. 
Red Medkits heal 65 HP over 6.5. 
Military Medkits heal 75 over 7.5 seconds, and reduce more bleeding effects
Science Medkits heal 100 over 10 seconds, and vanilla reduce radiation
  • Foods now heal over a much longer period, up to 30 seconds
  • Bandages heal very little

Compatibility
This mod is not compatible with mods that modify the following .cfg files in Paks:
Stalker2\Content\GameLite\GameData
EffectPrototypes.cfg

Installation

1. Unzip to get the .pak files:

zz_masterdifficulty_complete_P.pak

2. Add the .pak files to the following folder (if the ~mods folder doesn't exist, create it):

S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods

This should work for both Steam and Gamepass version of the game.

My Other mods:
Longer Days
Dynamic Weather



zz_masterdifficulty_complete_P.pak