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  1. krillkongen
    krillkongen
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    There is a Unique 9mm USP in the game, called Gambit, is it possible to change the magazine size back up for that one?
    1. whynexusmodswhy1231
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      Yep, I believe so since it just inherits from the UDP(USP) MagDefault template, should be able to overwrite the MaxAmmo value. Will be giving it a shot now and hopefully get something up very soon.

      EDIT: This one does not inherit from a template sadly, its just straight up the same mag(SMH), still possible to create a whole new mag and associate it with the Gambit, but i'll probably have to encroach on other config files - will take a deeper look shortly.
    2. Omno25
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      This can be done quite easily, just did it myself as a test. You'll need to edit AttachPrototypes.cfg, WeaponGeneralSetupPrototypes.cfg, and in my case the localization, since I created a 25 increase mag for the Gambit. USP default goes from .45 12 mag to 20 mag increase, Gambit goes from 9x19 15 mag to 25 mag increase. No firing, reloading, or gameplay issues that I've noticed in my limited testing.
    3. whynexusmodswhy1231
      whynexusmodswhy1231
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      Yep, thanks for the tip. Got it figured out earlier by creating a new mag in AttachPrototypes using the UDP_MagDefault as template with modified MaxAmmo, I then swapped the default base mag SID in the PreinstalledAttachmentsItemPrototypeSIDs struct for the Krivenko pistol in WeaponGeneralSetupPrototypes .

      Got a few other caliber changes/uniques going as well but still debating if/how to best release it. Probably will do optional file here but WeaponGeneralSetupPrototypes is gonna conflict with a lot more mods, including the basic APB one I made.

      Thankfully unpacking, merging, and packing UE cfg mods is stupid easy and more people than ever have got it down thanks to Stalker 2. Still though, I'd hate to create more conflicts - will probably combine the 5-6 realism 'mods' I made into one file and hope someone making a full overhaul(or really anyone with a bigger scope than my rather tiny tweaks) will just take my changes(or re-do them) and combine all in one big mod to make it easier on everyone.
    4. Omno25
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      Not overly difficult to do. Just have to add the unique item into the trader/loot list somewhere and it should feel pretty naturally coming across it. Decided to go with a default 15 mag and an extended 18 mag.
  2. BlackJaguar8888
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    what is the difference between the 2 files? one is 1.0.2 and one 1.0.2 fixed, description is the same

    i run the previous version. weapon descriptions in inventory still show the vanilla mag size values, at least i have seen it on the USP tactical showing 15 mag size
    1. whynexusmodswhy1231
      whynexusmodswhy1231
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      My bad, Nexus was caching a file because of same zip name and kept serving old version, I must have missed that one. Non Fixed was the old one(Although it looks like nexus fixed it, I removed it anyway just to be safe and avoid confusion).



      Regarding incorrect size in inventory, you need to reload the gun first if you had already loaded it(or found it?) prior to installing the mod.


      I just did a quick test with the dead-eye from a old save where I hadn't installed the mod.

      BEFORE reloading:



      AFTER reloading the gun:
  3. MedicalOfficer
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    Also remember that the drum magazine for the Grom is completely wrong.
    It's 45 in game, but should be 50 rounds.
    1. whynexusmodswhy1231
      whynexusmodswhy1231
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      Can you find a source on this? From what I can find, the 9x39 variant of the Groza(OTs-14) didn't even have drum mags. Thanks!
    2. MedicalOfficer
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      You are correct. My bad.
      There is no 9x39 drum mag. 
      But... if there were, the one in the game would be 50 rounds, just like this one: https://promagindustries.com/ak-47-7-62x39mm-50-rd-black-polymer-drum/
      Keep in mind that 9x39 is just a necked up 7.62 x 39.
      Normal Soviet AK drum mags are either 75 or 95. But those are much larger than then the one fitted to the Grom in game.
    3. s1l3ntsold13r
      s1l3ntsold13r
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      I apologize in advance for the textbook...:

      Indeed, this is not a real mag so there is no source. Just like they said though, it is the same design as real magazines. It is just smaller. Think about it. Can you cite a source for ANY 45 round drum mags in existence, period? No. It is quite literally always 40/50/60/75/95/100-150+. Knowing this, adding 5 bullets for 50rd total is neither incorrect nor imbalanced. (I prefer the classic 5.45 conversion variant of the Groza you can find in endgame, which would make a 75 round drum plausible! OP.. probably, but not 100% fantasy!)

      While there isn't any white paper we can point at to definitively prove a 50 rd (or 75 lol) groza drum is a valid idea, regardless of our educated inferences, I think it is simply visually obvious that there are more than 45 rounds in that magazine. If you really wanted to, since the bullets seem to be modeled inside of the magazines and reflect current ammo count in this game, you could literally count the rounds manually: see if there is actually any extra space left over! In addition, as the previous poster pointed out; 9x39, despite functioning very differently from 762x39, is pretty much the exact same size as 762x39. The exact same amount of bullets, with less than 1 mm difference in size, would surely fit into the exact same amount of space! As stated previously, if this magazine was the actual size of what it was based on, this should be a 75 rd 762x39 drum.

      Deductive reasoning leads us to assume a theoretical smaller version of this 75 rd magazine (like the one featured in game) would be the next standard drum size down: 50rd. Unless we are talking about the 5.45 groza, since those rounds are practically 50% or smaller than the size of 762. (We can only assume the reasoning for mag reductions of 3-10 rounds for various guns is for "balance" purposes. I don't think this fictional groza mag is any different, real life logic did not play into this decision based on the fact the mag in question isn't real. Actual logic would dictate that there has never been a 45 rd drum magazine in history, therefore, even a fictional one would follow historical standards based in reality.)
  4. CloakDagger
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    Please make a mod to make the PKP use 7.62x54.

    I will die if I have to use a 7.62x39 or 5.45x39 PKP.
    1. whynexusmodswhy1231
      whynexusmodswhy1231
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      Surprised no one has tackled this one yet. I'll take a peak when I get a chance tomorrow, would definitely be another mod as it'll be in a completely different cfg file.
    2. Redneckbricksmith
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      Would love to see this. Was really surprised when there was no 7.63x39 akm and the bullets were just for the PKM.
    3. Omno25
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      //Ammo
         MaxAmmo = 100
         AmmoCaliber = EAmmoCaliber::A762Sniper
         AmmoTypeProjectiles : struct.begin
            [0] : struct.begin
               AmmoType = EAmmoType::Default
               ProjectilePrototypeSID = P762Sniper
            struct.end
            [1] : struct.begin
               AmmoType = EAmmoType::ArmorPiercing
               ProjectilePrototypeSID = P762Sniper
            struct.end
            [2] : struct.begin
               AmmoType = EAmmoType::Expanding
               ProjectilePrototypeSID = P762Sniper
            struct.end
         struct.end

      It's in WeaponGeneralSetupPrototypes.cfg, starting at line 5560
    4. HnK416
      HnK416
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      Genuinely don't know why anyone is complaining about this, a 7.62x39 PKM would absolutely fucking rule. 
    5. Ohgodscorpions
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      Because the in game model is clearly loaded with 7.62x54r and there is an unusable rpd model in the game
    6. Redneckbricksmith
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      You're a hero bro, I'd of ended up thinking about how it's just so wrong every time I use the darn thing.
    7. MedicalOfficer
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      I'm not sure if its a PKP, looks more like a PKM. Either way, it taking x39 rather than x54r is an atrocity to all Slav firearms.

      But if you do make it 54r, we need to find some way to make that ammo more easily accessible, otherwise the PKM would not be viable.
  5. Bloodplague
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    is this mod functional if used along side https://www.nexusmods.com/stalker2heartofchornobyl/mods/379 the realistic weapon stats mod?
    1. whynexusmodswhy1231
      whynexusmodswhy1231
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      There should be zero conflicts as that mod modifies PlayerWeaponSettingsPrototypes.cfg and optionally NPCWeaponSettingsPrototypes.cfg.
  6. Tallinn13
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    I's this compatible with real gun names by madmanskii
    1. whynexusmodswhy1231
      whynexusmodswhy1231
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      Shouldn't be an issue, anything localization wise shouldn't mess with this mod, as is. Everything is referenced by SID and I only modified MaxAmmo var.
    2. Tallinn13
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      thanks i just installed maklanes total overhaul 

      i just found the drum mag for the HK416 it says 50 i think maklanes overhaul mod is conflicting 
      i put your mod bellow 
  7. Servalion
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    Nicely done, I was just discussing this with other people the other night.  But I think there's still some more to do.  Did you have plans on doing more?

    I think the MP5 drum and Extended MAC-10 mags should be 50 rounders as well, but feel free to correct me if I'm wrong.  The C-Mag for the G36 is potentially up to 100 rounds, but is stuck at 90.

    In any case, the Vector capacity was a big issue for some people I know.  While they might not like its base capacity reduced further, they should all know where to find the extended ones by now.  Thanks again!
    1. whynexusmodswhy1231
      whynexusmodswhy1231
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      Sure do, this was just a quick first pass for the ones that were bothering me.

      There were quite a few that seemed high/low on first pass but I wasn't sure if the game used box mags or drums since I hadn't encountered them. I'll take a look at those and push out an update shortly.
    2. lSBNl
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      I also believe the AR-416 has a drum mag that holds 50 rounds in the game but it's based on a drum magazine from Magpul called PMAG D-60 which holds 60 rounds. I'm sure there are other drum mags I've seen in game that this mod doesn't change (yet) but I don't know the real life counterparts of those mags, so I'm not sure how many rounds they should hold.
    3. whynexusmodswhy1231
      whynexusmodswhy1231
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      Thanks again for the feedback. You are indeed correct on the MP5 and the Beta C-Mag, i have pushed an update to correct those.

      Regarding the Mac 10, I really can't tell if that's a 40 or 50 rounder, I tried to find its irl counterpart(If it exists for the specific model in game), but couldn't come up with anything. Appreciate any pointers if you find anything.
    4. Servalion
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      I also found it difficult to track down as it doesn't seem to be the right caliber actually.  Closest I could find matching its design are aftermarket Polymer mags for 9mm, but those are also only 30 rounds.  That puts the MAC in a strange state.  I think GSC goofed on this one, even though 40 & 50 rounders definitely exist, but most examples are long, straight steel mags.
    5. Servalion
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      Oh, had another thought.  The SVU has an extended magazine option, and while 20 round mags do exist, they're generally more associated with the SVD since they're far more common and they tend to use the same mags.  Do you see any particular reason why this mag shouldn't work in an SVD as well?
    6. whynexusmodswhy1231
      whynexusmodswhy1231
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      I don't, the SVU and SVD mags appear to be interchangable, although not much literature is out there. I'll do some more research and see what I can do, it shouldn't be a difficult change if stats are similar, I can just have it inherit from the same template.


      PMAG D-60 is fixed in 1.0.2 btw(Had to reupload a few times because Nexus was caching file with same name), so if anyone downloaded before this comment, download again.
  8. FL4NKey
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    I cant seem to be able to unpack the mod with unrealUnpack :/ would love to merge it with disabled lasers, until we can toggle them off in game <3 its super ugly laser implementation that is also in the attachment file

    could you maybe do optional? or do I need different unpacker?
    Thanks!
    1. whynexusmodswhy1231
      whynexusmodswhy1231
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      Very odd, not the first time i've gotten this report and I have no clue what that tool/bat-script is doing. I just tested downloading from Nexus and unpacking via UnrealPak and didn't have any issues. Here is the command I just used:

      G:\"Epic Library"\UE_5.1\Engine\Binaries\Win64\UnrealPak.exe -Extract .\z_ProperMagCaps_P.pak G:\mods\stalker2\ProperMagCaps_test_unpack

      Syntax:
      UnrealPak.exe -Extract $DOWNLOADED_PAK_NAME $UNPACKED_DESTINATION_FOLDER
  9. Serenity9438
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    Good mod, weapon attachments are pretty messy in this game and i want to ask if you can make extended and drum magazines for Groza also be usable on Val and VSS?  Would be very appreciative! VSS, Val, Groza and SR-3M irlall have interchangeable magazines, so if its fits for Groza, it should fit for all of them, and VSS with a drum mag. feels very stalker!
    1. whynexusmodswhy1231
      whynexusmodswhy1231
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      It can be done if its true irl. Can you find me a source on this? I tried searching but couldn't come up with anything.
    2. Serenity9438
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      about Groza itself there is no specifics i could find either, but the 30 round extended mag for it in game that looks exactly like steel 30 round 9x39 mag that was made for SR-3M as more reliable and durable alternative to cheap plastic mags from val/vss, and it could be use on them awell (sr-3m its just upgraded val, u can google about it) you can use this steel mag in tarkov on val and vss for example aswell, so if its possible to add this attachment to them in stalker it should be there

      and regarding the drum mag, i never hear about 9x39 drum mags, but Groza was suppose to be universal assault weapon so there is might be some prototypes exist and there is no way they would make 9x39 gun that cant change mags with already existing and well used weapons of same caliber
    3. Serenity9438
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      oh and also there is 30 rounds mag for val in game that cant be used on vss! now thats just a crime, u must save us from it!
    4. whynexusmodswhy1231
      whynexusmodswhy1231
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      Oh yeah, forgot about that one - that is indeed a crime lol. I'll fix that in the next iteration in the coming ~24 hours or so. Thanks for the heads up!


      On the Groza note though, I believe those would have been for the Groza-1(OTs-14-1A) chambered in 7.62, that shared a lot of components, including the mag, with the AKM - Although it looks like it wasn't put into production according to Wikipedia.
    5. Serenity9438
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      Would be very appreciative!

      And about Groza, i was mostly interestend is its possible to make extended 30 rounds mag from it be usable on val and vss, as i say its just looks exactly the same as sr-3m steel mag, when i found it in game i was looking forward to put it on my vss, but then i realize its exclusive to Groza attachment in game and was dissapointed
  10. TheFatherofPork
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    Now we just need the as-vals fire rate to be 900 rpm and the .45 acp vector to have a 1250 rpm, then we are truly eating well.

    1. xRonaldx
      xRonaldx
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      Its doable. Fire rate for the Integral (Vector) is 0.06 in the cfg,  whatever that equates to. I've yet to get my hands either gun so I'll refrain from modifying them yet