A comprehensive overhaul of the S.T.A.L.K.E.R 2 gameplay systems with multi-layered balancing. Includes 100+ New Items, Integrated community mod support, New Armors, New Upgrades, New consumables, rebalanced economy structure based on game design documents & more
Requirements
This mod does not have any known dependencies other than the base game.
For Unrestricted Equipment Upgrades - AIO MHM version
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Grok for inspiring me GSC Game World and Ukraine for S.T.A.L.K.E.R 2 and all the love and passion they've poured into it.
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Changelogs
Version 2.0.8S
2.0 Balance Pass Finalization 4/4. Future updates will be only for community mod updates and official updates until 2.1.0
Moderate changes to all ballistic values. All have been slightly buffed in some capacity or another. Please refer to the ammo statistics on info cards to see updated values.
FMJ Armor penetration penalty has been reduced across the board for all ammo types but will still be less viable against targets outside of bandits and low class mutants.
FMJ Base damage has been improved.
Removed special ammo config for standard difficulty, now universal.
Increased Weapon Damage in Standard from 0.9 -> 1.0
Increased Headshot damage in Standard from 5.4 -> 5.5
Decreased NPC Damage dealt in Relaxed from 1.0 -> 0.9
Decreased Mutant Damage dealt in Relaxed from 1.37 -> 1.35
Boar Movement speed for Hardcore / Master has been slightly reduced.
Common Stashes will now contain more valueable / junk items on average.
Swapped out over 20 common stashes for rare stash contents.
Increased the chance of Loot case item generators by 1% to a total of 4% for all ranks.
Increased the chance of artifacts appearing in stashes by 1% for all ranks.
Increased the chance of detectors appearing in stashes by 1% for all ranks.
Increased the chance of armors appearing in stashes by 1% for all ranks.
Increased the amount of possible ammunition found inside rare stashes (T2/T3)
Increased the amount of possible ammunition found inside common stashes (T1)
Removed spoiled food entries from drug related consumable lists for stash drops and npcs.
Greatly Increased the amount of possible FLAT ammunition found inside rare stashes (T4)
Most mutants will now be less affected by penetration values on weapons and ammo, making hollow point rounds even more viable than before.
Lowered Lummox and Unknown penetration.
Added the possibility of finding FMJ sniper rounds in stashes in small quantities.
Fixed an issue of 762 receiving improper ammo quantities in vendors.
Version 2.0.8R
Natural suppression regen increased from 2.0 -> 3.0
Increased the time it takes for an NPC to fire at near distance from 0.4 -> 0.7
Added 3 more campfire save locations that were missed for Campfire Saves & Master
Increased the damage of Controller's Psy Attack. (Warp In/Knockdown)
Armor durability decreased from 25 -> 20 for master, 35 -> 25 for hardcore
Anomaly damage slightly increased for Master.
Increased suppression flyby projectiles from 5 -> 8
Version 2.0.8Q3
Campfire & Master Mode Addon: Added 3 additional campfire save spots to Cordon.
Fixed an issue when attempting to Fast Travel using Wolf in Cordon when using Campfire Saves Addon or Master Mode.
Version 2.0.8Q2
Tiny hotfix:
Fixed an issue that caused Combatant to malfunction.
Version 2.0.8Q1
Updated Russian Localization (MrStarman)
Lowered weight values for Light Rain to appear less often for MHM Weather Cycle Addon for DWO.
Version 2.0.8Q
Heavy Armors (Suits) will now incur a movement speed debuff for certain upgrade nodes. Typically physical protection nodes.
Upgrade costs have been reduced for Standard (2.2 -> 2.0), Hardcore and Master (2.8 -> 2.5) MHM difficulties to incentivize more of a choice between upgrades, repair items, utility items and survival supplies through the mid into late game. These costs need to come down due to the amount of supplies and new utility items players typically need or want to buy, especially on higher MHM difficulties, where the amount of artifact hunting required was abit too grindy if wanting to upgrade certain weapons or armors along with needing to resupply.
Updated Weather cycle Addon, restored clear weather to normal DWO timers so when they do occur - they won't be so brief.
Fixed rarity category for Lantern Artifact localization (EN)
Slightly reduced the physical protection stats of Corpus armors excluding the exoskeleton.
Removed the movement speed upgrade from Corpus Heavy Armor.
Show/Hide Equip time for M870 reduced.
Veteran Rank will now supply higher tier traders with more expansive ammunition ranges.
Master Rank traders will now supply higher tier traders with more armor piercing and special ammunition ranges. (depending on the ammunition types)
Experienced Rank will now supply traders with more expansive ammunition ranges.
Arena combat weapons have been replaced with deteriorated variants of different weapons. This is to combat cheesing/cheating weapons out of the arena (Why you'd play MHM if you don't plan to respect the weapon progression is beyond my understanding). Ammo counts and types have been increased to account for the overall difficulty of this questline. Dnipro, M701, Kharod, Rhino removed and replaced with other weapons.
Arena Unique Weapon roulette selection has been reduced as to what can be pulled from the pool, this is to once again, combat meta chasers from rushing this quest early on in hopes to obtain near end game unique weapons earlier than intended.
Added FaW 1.6.x Beta patch under miscellaneous downloads for regular difficulties and master.
Version 2.0.8P
Updated for Official Patch 1.3.2
Slight Edits to MHM Gloom, Restores aqua and blue tones slightly. No more monochrome effect.
* Removed a unneeded config in MHM DWO Weather pattern edit to be compatible with future releases for DWO.
* Fixed a Lesser Zone World Spawn issue with a small handful of higher tier items spawning before they should be and have been replaced with variants that are more acceptable for their position.
* Removed Corpus helmets from spawning in experienced rank and lowered the chances of Mask I spawning in stashes in experienced.
* Removed Eclipsed Sentinel Legendary Remnant from spawning in experienced rank and now only available from veteran & master.
* Removed the chances of Corpus heavy & exosuits from some world spawn locations.
* There is now a chance that world spawns might generate nothing in place of a weapon or armor, for extra randomness.
Version 2.0.8O
Additional Artifact belt slot upgrades have been globally reduced in price outside of exoskeletons and exosuits to incentivize players to utilize artifacts and utility items more.
Armor durability has been adjusted further to ensure Armor repair kits are being consumed on a more regular basis. This will still vary on player skill and knowledge above all else, but will now be more meaningful compared to before. This will also depend entirely on the difficulty chosen, due to the average amount of damage a player can handle before death.
Removed Corpus Helmets from randomized static world spawns due to the possibility of them being accessible far too early on.
Reduced the weight chance of finding Mask I from randomized static world spawns.
Grim Armor Penetration Increased
Vintar Armor Penetration Increased
Vintar Damage Increased
Lavina Armor Penetration Increased
Lavina Damage Increased
Restored missing 9x39 AP rounds on regular tier 3 vendors due to an oversight.
SPSA Base Damage slightly decreased, AP Slightly increased.
DP12 Base Damage and Armor Penetration slightly Increased.
Reduced the psi damage aura for Controller by 15%. Use medkits to temporarily counter the DoT. The damage dealt to the player will also vary depending on their Psi resistance as it is considered Psi Damage. This also goes for the controllers roar ability.
Increased the armor penetration penalty of buckshot from -0.88 -> -0.96. This does not affect standard and relaxed difficulty options.
Increased the rarity and value of St.George and Pochea Icons.
556 & .45 Expansive rounds are now more accessible in quantity for experienced rank.
Increased Stress (Suppression) natural regen from 1.5 -> 2.0
Ram2 Base Damage increased.
More Russian Localization fixes and updates thanks to Mr.Starman
Version 2.0.8N
Added MHM Gloom Color Grading preset.
Lowered the overall armor protection for low tier bandits armors and helmets.
Increased Hardcore & Master PC Headshot damage by 5%
Version 2.0.8M
2.0 Finalization Update Pt.3. One more small update to be expected potentially, but for an addon.
"Budmo!" Quest Stashes have been revised.
Remington M700 SR no longer comes with a scope attached and will need to be acquired separately. Previous M700 scopes may need to be right clicked "Remove All" to function properly.
Fixed an issue that wasn't applying updated koupon rewards for RSQ's. You should now be receiving 1k coupons more per RSQ as intended.
Increased the Armor Penetration upgrade for Saiga.
Minor misc changes.
Version 2.0.8L
Minor Finalization Update pt.2
Fixed a GSC pricing error with "Pellicle" Artifact, while rare - it still provided the price cost of an uncommon artifact. Now worth the same as other rares.
Bumped food consumable chances for some stalker faction members.
Added Milk to the available food list at bartenders. Still somewhat rare.
Added an additional quantity of Canned Food at general merchants 2->3 max spawn.
Low chance for Gold Standard Tuchanka at General Merchants.
Freedom Stalkers will now purchase guns from players if they meet the durability threshold requirement
Loner Stalkers will now purchase armor from players if they meet the durability threshold requirement
Bandits will now purchase armors from players at a lower durability threshold requirement
Bandits will now purchase weapons from players at a lower durability threshold requirement
* Fixed Xanax that was missing Stress Reduction effect.
* Added Xanax and Valium to New Game Intro level inventory.
Version 2.0.8K
2.0.8 minor finalization update part 1, anything from here on out will be for official update compatibility, exterior mod updates, localization updates & emergency bug fixes. Patching and updates should slow down for awhile.
Small changes to a few trader and technician buy prices and acceptable durability thresholds.
Slightly lowered the price of a few psy related buff consumables due to psy being more common in early and mid game via stress mechanic.
Fixed Caffeine Tablets not displaying new debuff stat on info card.
Adjustment to a few mutants armor damage and potential bleed points on hit.
Fixed Combat Boots missing their negative effect due to a missing 0.
Version 2.0.8J.Hotfix.1
Reverted OXA Magazine reload changes as this was causing an issue with several weapons and their attachments. Will restore once resolved. Entries were brought over 1:1 so I'm not entirely sure what is going on there.
Version 2.0.8J
Fixed an issue that was causing translucency errors that on rare occasions caused NPC's to detect players behind walls. (Thanks to LetsWoolTogether for bringing it to my attention)
Fixed an issue that was causing Bleed to apply stress too buildup too fast on new saves (Thanks to Shay for bringing it to my attention)
Increased Stress Degen from 0.75 / 0.5 -> 1.5, the lack of natural restoration would cause stress to build up too fast , causing Psy to kick in and stay present for more than a minute to two minutes when high enough. This would only occur on saves that were started after the mechanic was implemented.
Added several new visual and mechanic effects to Low Health Status.
Low Health Status moved from 30% -> 25%
Added several new visual and mechanic effects to a new "Very Low Health Status." Very Low Health Status 10% HP Remaining
Added New visual effects to Stress (Suppression) mechanic when reaching stage 2 (35)
Removed PsyNPC's from spawning when reaching 30 points of Psy Damage, Replaced with traditional mutant only Psy Phantoms which are much more manageable. Psy Phantom occurrence will increase when reaching Stage 2 Psy (60) and PsyNPC's will now appear with a low amount of Psy Phantoms at third Stage (85)
Slightly increased Hunger to Caffeine Tablets
Added Bleeding Degen debuff to Ceffeine Tablets, Lasts 5 minutes.
Some of the new effects due to how GSC has effects setup require a new game to appear properly, but won't bother current mid game saves.
Removed RelationPrototypes.cfg due to faction relations being an extremely limited system currently and needs better modding tools to make proper changes.
Increased availability and Lowered the price of Xanax in Newbie Rank
Increased RSQ Quest Rewards by 1000 koupons for all quests.
Moved many duplicate shared configs found across Difficulty and Economy module to Core Module since it is a strict requirement.
Added two additional Campfire save areas to Wild Island Region.
Updated Several Patches and Addons
Updated to OXA 2.2.4. Please Update OXA if using AIO or Loot Full. Once starting a new game or mid save, please hold down the following keys on keyboard SHIFT M to activate Modular Hard Mode compatibility with OXA.
Version 2.0.8I.Hotfix 1
Restored missing config for some weapon data. Apologies.
Version 2.0.8I
Damage and penetration adjustments to early and mid game deteriorated weapons to make them slightly more viable early on.
Combatant recoil pattern & recoil overhauled.
Combatant moved to Experienced rank+ stashes
Slight increase to Combatant Damage Drop off range and Min Effective Distance. Increase to Accuracy.
Decider removed from Experienced rank stash pool, moved to Veteran Rank+.
Most SMG's have had their damage and/or penetration slightly increased.
Slight recoil increase for Decider.
Boar Hooves price slightly lowered due to boars now potentially dropping two instead of one.
OXA environmental protection utility item stats reworked from percentages to raw stat increases and decreases.
Fixed a OXA bug with pouch not granting proper inventory weight adjustments.
Adjustments to M416 Recoil
Adjustments to AK74 Recoil
Adjustments to Fora Recoil
Adjustments to G37 Recoil
Adjustments to Lavina Recoil
Adjustments to Vintar Recoil
All Laser compatible weapons have been given slight adjustments to ADS Times to encourage the acquirement and use of laser attachments.
Updated Russian Localization with a few fixes. (MrStarman)
Version 2.0.8H
NPC Weapons will now deal additional damage to Armor Durability depending on the type of weapon a NPC uses. Deteriorated weapons will deal slightly less damage to armor. This only affects Hardcore and Master. This will help the use of armor based repair kits for more higher difficulties due to forcing players to utilize cover and take less direct shots.
Degen Suppression 0.75 -> 0.5 for Master Mode.
Degen Bleeding 0.2 -> 0.1 for Master Mode
Increased the chance of Sealed Faction Case generators triggering in stashes by 1%
Increased a few mutant attack armor damage for Chimera, Boar, Cat and Bloodsucker.
Slightly increased the chance of unique mutant parts spawning off of mutants.
Psuedogiant unique is now guaranteed and is worth more due to the average amount of ammunition required to take the beast down. Also has a chance to drop two hides instead of one.
Boars now have a chance to drop two hooves.
Chimera now has a chance to drop up to 4 fangs instead of 3.
Controller Spinal Fluid is now guaranteed due to mutant difficulty.
Version 2.0.8G
New Addon: Less Clear Skies, More Emission Weather. Clear Weather is considered rare, while Fog, Cloudy, Rain and Light Rain are more common and last longer along with slight boosts to Thunder and Storm Weathers depending on the region. Requires Dynamic Weather Overhaul.
Razor Anomalies will now inflict tier 2 bleeding.
Increased bleed chances on weapons slightly for Hardcore and Master.
5% Headshot damage increase for Hardcore & Master
NPC Shotgun Armor piercing slightly reduced for Master.
Version 2.0.8F.2
Updated NPC weapon bleed values for Hardcore, W&B & Master mode to take advantage of the new bleed consumable tier system. No need to update if you don't use these modes.
Version 2.0.8F
Small loot pass.
Valuables & Junk have had their drop chances increased for all factions NPC classes.
Valuables & Junk have had their drop chances increased for all stash types.
Slight chance increase to rarer item drops for all faction NPC classes.
Increased the amount of military bandages appearing at medics.
Lowered natural stress (suppression) degen from 3.0 -> 0.75
Flyby projectile stress (suppression) increase from 3 -> 5
Fixed a potential issue with technicians causing crashes for some users.
Repair Kit prices will now increase as you progress throughout the game due to story events.
Technicians reverted back to 24 hour reset due to 48 hours causing crashes for some users.
Selling to higher tier technicians will now yield slightly more income.
Nexus causing issues with uploads. Please redownload if downloaded recently. :/
Version 2.0.8E Hotfix 1
Fixed an issue with pistols being dropped by stalkers having their durabilities reverted to vanilla.
Removed Weapons with multiple attachment chance spawns from Bandits outside of heavy class in Master Rank.
Reduced the save radius for Player beds when using Campfire Saves to help with game stability.
Slight chance increase to Faction Case item generators for a few specific factions depending on their class.
ES, ESLT, Russian Localization updated.
Version 2.0.8E.Hotfix2
Fixed Tourniquet and Trauma Kit Quick bar icons not appearing properly.
Version 2.0.8E
Added Vignette to Stress (Suppression) mechanic to give a visual indicator that the player is being affected by stress (suppression).
Greatly reduced Vignette when crouched.
Greatly reduced the amount of natural suppression (Stress) recovery.
Added Stress Suppression to Fentanyl
Added Stress Decrease to Xanax
Added New Consumable: Valium as a Stress Countering Consumable.
High Combat Stress will now cause the player to become slightly disoriented.
Tier 3 Bleeds will now cause the player to become disoriented due to blood loss.
Bandage: Reduced Cure bleeding from 75 -> 30
Added New Aid Consumable: Military Bandage: Cures Bleeding: 60
Added New Aid Consumable: Combat Application Tourniquet: Cures Bleeding: 100
Added New Aid Consumable: Trauma Medical Kit: Cures Bleeding: 100, Restores 50 health over 20 seconds.
New Icons for Gab, Ephedrine, Xanax and Yudalin
Added 12 new valuables items to collect or sell.
Reworked 20 Project Itemization Icons into better HQ variants.
Fixed a OXA holster bug with NVG's. Not recommended to update to 2.2.0+ due to current repair changes.
Added additional LNA weapon attachment loadouts that allow for a very, very low chance of more than one attachment spawning on a NPC weapons.
Lowered cost of Ephedrine & Caffeine Tablets
Added Stress Relief mini icons to appropriate consumables.
Localization updated. Please update.
MHMTextures updated. Please update.
Version 2.0.8D
Added Additional Campfire save spot to Plant Boiler Station
Added Additional Campfire save spot outside Heap Slag
Added Save points around Guides to fix an issue with not being able to utilize their services when using Master Mode or Campfire Saves
Changes to Nestor Stash Generator, Randomized Weapon and attachment reward. No longer guarantees an artifact & M870
Increased the chance of OXA Gadgets appearing in stashes by 1%
Instead of moving Bubble artifact to having T1 stats, reverted to T2 stats but fixed spawn rates, price and item description (as moving to T1 stats only gives players a single T2 radiation artifact option)
Fixed SID mismatch which was causing technicians to not regenerate item stock.
Adjusted pricing of a few technician repair kits. Increased lower end pricing on a few, decreased higher end pricing. Higher tier Technicians will be slightly more expensive.
Lowered the volume of Blind Dog footsteps by a moderate amount. (Nowhere near Bloodsucker though.)
Version 2.0.8C
Lowered the audible volume of Bloodsucker run and sprint footsteps.
Passive Idle distant Dog Growl sounds removed.
Technician Repair Kit cost lowered by another 10%. Now restocks every 2 days instead of 1 day.
Increased afew potential chances of quantity for some repair kits items that technicians supply from 1 -> 2 while lowering the chance of them spawning from 100% -> 75% for higher repair value items with a quantity of more than 1 (items that restore 10%+)
Utilizes OXA's latest update with Technician repairs disabled. Recommended to leave on.
Lowered cost of the Armor and Helmet that Hamster sells.
Hotfix: Removed test file that was causing radiation artifacts to apply protection rather than degen.
Version 2.0.8B
General Faction Stalkers will now offer you a decent discount depending on your standing with their faction and now generally sell what they have on them for a fair bit less than before to encourage players to utilize purchasing useful consumables off of random stalkers.
Reduced the cost of repair kits on vendors by 10%.
Adjustments to Aim time for SMG's and Pistols
Most weapons will now begin jamming at 80% threshold rather than 70% to encourage more repair kit use. Some weapons such as some uniques will have slightly lower jam thresholds.
Made Sidearm repair kits slightly less common in stashes due to players not needing to repair them near as often as other types of repair kits and so that those have a higher chance of spawning instead.
Reduced the amount of ammo received with Shah's SMG.
Swapped the wording to describe some English ammo statistics. Penetration -> Armor Penetration, Flatness -> Trajectory, Dispersion -> Spread, Cover Penetration -> Surface Penetration
Reduced the Armor Penetration penalty for 556 and 545 Tier 1 ammo for Hardcore and Master
Localization Updated
ES, ESLT, Russian Localization updated.
Removed Pre installed x4 Scope on Lynx. Might require "removing all or remove scope" if currently using or obtained this weapon.
Reuploaded due to afew missing files.
Version 2.0.8A
Updated to OXA 2.1.5
Fixed an issue with a OXA Consumable still showing when opening inventory
Fixed an issue with Xanax icon not showing properly.
Repositioned Effect Icons on consumables.
Fixed an issue with Found A Way patch spitting out a format error when opening the game.
Updated MHMTextures.pak. Please update and overwrite.
Added Feliche's Weapon Reposition to the recommended mods list on the description page.
Version 2.0.8
Removed OXA Top Right Watermark. Removed OXA Repair UI from inventory screen since MHM doesn't utilize this repair system.
Added New Texture files for UI
Added New Shader Compilation Background
Added New Pause and Main Menu Logo
New Main Menu & Music for AIO
Added MHM Splash Screen
Added Effect Mini Icons to Consumables
Revamped Textures for Inventory, Stash, Trade Menus, Info Card, Weapon Wheel, Pause Screen, etc for AIO
Removed the ugly backgrounds for HP/STA, Quick Slots and Ammo Counter HUD for AIO
Moved C4 to Vendor only.
Added new generator types for RSQ quests to fix a GSC imbalance of multiple stash generators generating inside a single stash for specific RSQ quests.
No longer requires Pillhead texture files, Pillhead fully integrated into MHM.
Added new Lighter Icon for Project Itemization Lighter
Added new Effect Icon for Stamina Regeneration effects, Instant Stamina Restore and Stam Regen/Stam Cost effects have seperate Icons now.
Added UI/Hud visual overhaul as a seperate optional module for modular users.
Lowered the duration and effect of natural bleed degeneration. Medium and High Bleeds will no longer provide natural degen and will need to be treated. Movement speed debuffs added to Medium and Heavy Bleeds. (Applies to NG Only due to engine limitations)
Improved and added a few new effect mechanics that will make prolonged gunfights dangerous amongst other mechanics to certain status effects. (Applies to NG Only due to engine limitations)
Adjusted UI Calculations for Recoil & Accuracy
Adjustments to General Shotgun Recoil.
Increased No hand weapon zoom to help faction identification temporarily until better alternatives for utility items are available.
Limited Edition Energy Drinks now have a chance to drop from rare stashes since most were removed from world loot.
MHM Texture files renamed. Ensure you delete your old ones.
Updated Russian Localization. Other Localization languages do not require an update.
Version 2.0.7B
Added a campfire save spot to Commissionary.
Slight adjustment upward to Master and Hardcore Human NPC damage for some non deteriorated weapons. (Penetration untouched)
Limited OXA's NVG Stack count to 1 so they don't stack like regular consumables if you happen to pick up more than one.
Increased Artifact jump delay back to (near) normal since rapid speed artifact jump bug from 1.2.0 was fixed. Should still be slightly faster now.
Moved Ephedrine, Cocaine and Amphetamine to Stamina Sorting to allow it to be paired with a buff on quickbar.
Moved Protection Strike Drugs from HP Sorting to Buff Sorting to Allow for Medkit & Protection Strike consumables on Quick bar.
Fixed an issue that would cause repair items to overwrite OXA NVG's quickslot if repair items are moved to or from the inventory. The only downside is due to the limited sorting categories & groups - when a food item stack is consumed via quick slot, and you have no other food, it will be filled with a repair kit. luckily those slots are typically used for buffs, bleeding, healing and stamina items. Hopefully once we have SDK access we'll be able to create more categories and groups for specialized items, or just be able to turn off auto fill slots period. Note: From further reports this seems to also be a 1.3.0 base game bug with some consumables quickbar swapping out on game load and moving same types into / out of inventory
Version 2.0.7A
Updated to OXA 2.1.0. Official Patch 1.3.0 Ready Version. Please update OXA if using Loot Module Full or AIO.
Version 2.0.7
Updated to OXA 2.0.4. Please update OXA! Repair System unchanged for the time being.
Increased Vendor Spawn chances for Nightvision Gen 1
Fixed an issue with Granit Squad missing weapons outside of sniper units.
Repair System Rework, Repair Kits Bundle texture files no longer necessary.
Most maintenance/ repair items no longer repair multiple slots unless specified in item description.
New Repair & Maintenance Kits added, Repair Kit Icons completely replaced, Much higher quality. Afew used from OXA repair items, but different color schemes.
Repair Kits no longer repair a random value up to a certain %. What you see on the Item Card is what you get.
Pistol Slot, Head slot exclusive repair / maintenance items added.
Proper effect descriptions for repair kit items added detailing which item repairs what specific equip slot/slots.
Resolved a handful of missing campfire save triggers.
Update compatibility with Official Patch 1.3.0
Version 2.0.6J
Added two additional Campfire save areas to Garbage area.
Increased Stamina buffs for Ephedrine (Replaced reduced hunger with Instant Stamina Recovery), Cocaine and Amphetamine.
Reduced Morphine Armor Physical Protection by .10
Reduced Physical Protection for OXA Armor plates
Reduced Tier III armor plate spawn rates for Veteran & Master rank vendors, Tier IV Plates removed from spawning at vendors, must be found from stashes.
Reduced the Stamina cost of Melee attacks and Jumping.
Converted Armor Penetration upgrades for Toz-34 & M870 into Raw Damage Upgrades.
Added two Barrel Upgrades to DP-12, 25% Raw Damage or 25% Armor Penetration. Requires New blueprints. Spawning a new technician may be needed for mid game saves to apply these upgrades.
Saiga Penetration upgrade output from 15 -> 20% Penetration.
Added Armor Penetration upgrade for SPAS. Requires New Blueprint.
Increased Damage Output of PG-7V
Weapons with Attachments now have a higher chance to drop from Mercenaries.
Version 2.0.6I
Updated Alife Found a Way patch to latest update
Fixed an issue with a few Covenant Heavy Exo upgrades not being accessible. If on mid game save and you use this armor - use the command (`) XSpawnObjBySID AllTechnicianNPC 1 false 0 0 0 to spawn a new technician to perform the necessary upgrades.
Fixed a slight penetration issue with AP sniper rounds.
Version 2.0.6H
Slight reductions to health damage and radiation to afew spoiled consumables.
Added Quest Area Saves to Sphere for MHM Campfire Saves Addon & Master Mode
*Fixed an issue with AR 416 & AK74 armor penetration Barrel upgrade statastic not displaying properly in upgrade screen.
Version 2.0.6G Hotfix
Restored Velocity dispersion for Master Mode Addon that was previosuly fixed but managed to sneak its way back into 2.0.6G release.
Version 2.0.6G
3/9/25 Added Campfire Saving for Master Mode. You will only be allowed to save once you reach a "Rest Area" Which are traditional campfires and Player Beds at Hubs. Swamp also has proper spots at well. 100 in total, not including quest area save triggers. There will be designated Bed icons(We can't add new marker types currently) on the map once discovered that you'll be able to save at. Certain Intro & quest areas and post intro areas allow for saving. Due to them being new markers and triggers added, This will require a new game for this for map Icons function correctly, Will still work without a new game, you'll just be missing map icons. Not compatible with Quick Start Skip Intro mods.
Added MHM Campfire Saves Addon for other difficulties outside of Master Mode and for those that use seperate modules. Not compatible with Quick Start Skip Intro mods. Requires a new game for map icons to function correctly.
Simple Mod Loader now a hard requirement for AIO (Already was needed for OXA integration) (Due to Hardcore / Master Campfire Saves and Campfire Saves Addon) If starting a new game, there is no longer a need to use the OXA command as it triggers on new game load.
Added Prerendered Intro Cutscene Skip.
Added New Weather type for Intro.
Increased Master Mode Headshot damage to player from 1.35 -> 1.5
Slightly increased some weapon distance damage and base damage in Master Mode
Fixed a tiny oversight with some NPC Guard loadouts.
Fixed an Issue with Poppy Weapon retrieval quest that was requiring the wrong ammo type
Fixed an issue with some icons displaying as "Low Res" on 1080p and lower displays. Update MHMTextures if this applies to you. If not, no need to update.
Localization Updated. Please update!
Added new "Addons" section to description page found under "Quality of Life" near the top for more information on MHM Addons.
Version 2.0.6F
3/7/25 Added Master Mode Addon for Hardcore AIO. 35% Headshot multiplier to player, NPC Weapons are far more effective, even at a distance. Non Deteriorated weapons even more so. 3% Higher Mutant Damage (Doesn't need much adjustment from Hardcore.) Bleed increased from 3.65 -> 5.0, Radiation Accumulation 1.70 -> 1.78, Grenades deal more damage to player, Anomalies and Anomaly Fields deal more damage. Extra Punishing, but reasonable. Made with Masochists in mind.
Resolved an issue with some Technicians not generating Repair Kit loot tables.
Temporarily removed a OXA 2.0 repair item from loot tables that isn't fully functional yet. (Still exists in the game itself)
Added ALife Found a Way Master Mode patch.
Updated regular ALife Found a Way Patch.
*Master Mode Hotfix for NPC dispersion.
Version 2.0.6D
Added Bartender Loot table to Sidorovich due to having no bartender in Rookie Village.
Fixed a OXA 2.0 Lining Item that was given the wrong negative stat. Electrical -12.5 -> Thermal -12.5
NPC Damage Distance Modifiers have been increased for hardcore. This will depend on the weapon and weapon type, For Shotguns only D12 and Ram have been slightly increased. Obrez decreased.
Updated Alife Found a Way Patch.
Increased damage output of 12g HP rounds 2.90 -> 3.00
Increased damage output of 12g RIP rounds 3.40 -> 3.60 , Decreased AP Penalty 0.80 -> 0.70
Protection Strike buffs from consumables have been converted from percentage base to raw value. Ibuprofen = 0.35 / 5.0, Yadulin = 0.75 / 5.0, Morphine 1.10 / 5.0, Gabapentin = 0.55 / 5.0.
Ibuprofen Protection Strike Uptime has been increased by 10 seconds.
Version 2.0.6C
Removed Global NPC Weapon Damage modifier from "Difficulty and Economy" in difficultyprototypes.cfg and reverted it to 1.0. This is now controlled by Weapons and Ballistics where the modifier values were moved into weapon data. This solves the long standing vanilla issue of Human NPC's constantly dying to mutants as their weapon damage was too low. They now stand a much better fighting chance as a result(Which depends on their weapon) . NPC Weapon damage output per MHM difficulty has not changed, only converted using the same percentages. NPC -> NPC damage modifier was slightly lowered to ensure their fights don't end too quickly. If using "Difficulty and Economy" only - these changes will still apply and doesn't require Weapons and Ballistics module although it's still recommended.
Fixed an issue with some of Burers attacks not triggering due to a missed struct.end.
Localization updated.
Corrected Faction Patches having incorrect spelling for IPSF patch for Main Eng Localization.
Fixed space formatting for added details in OXA 2.0 night vision description for Main Eng Localization.
Added additional information to Lummox and Unknown HK416 that may be valuable to players when choosing to use these early game weapons for Main Eng Localization.
Added missing HUD Ammo counter localization for RPG ammunition for all Localizations.
Version 2.0.6B
Fixed Augmented Hydration Pack displaying Red Stamina Regen.
Fixed Pricing on many OXA 2.0 Items. Were far too high due to being classified as either consumable or artifact which have seperate multipliers.
Poltergeist Thrown Object Knockdown chance reduced from 80% -> 35% in order to avoid chance of chaining knockdowns.
Poltergeist Anomaly Detonation time increased from 2 ->3
Updated Loose JSON Localization
Version 2.0.6A
New! Introduces Explosive Traps, Affordable traps that are great for setting up before engaging Mutants. Sadly there is a limitation with radius and damage due to the game applying "default" damage when shooting them. So only C4 is available for now to reduce redundency. Will restore the other two when we have access to blueprints.
New! Adds support for OXA 2.0 which Includes Night Vision items and all the other new goodies. Check out the OXA page for more. Rebalanced Item effects and some items to better fit MHM progression. Ensure you read the updated Installation instructions near the bottom of the description page.
Fixed a bug with Corps SEVA Upgrade Artwork not appearing
Fixed a bug with 100C-Sky Suit missing player mesh.
Fixed a bug with Corps Heavy Suit applying a Exoskeleton mesh.
Localization Updated, Full Russian 2.0.6 localization support added thanks to Mr.Starman
Enabled the sell of weapons to Technicians. However, their requirements are more strict than Armor. T1 Vendors -> 90% T2 Vendors ->80% T3 Vendors ->70% T4 Vendors 60% T5 Vendors -> 85% (You'll see why)
Version 2.0.6 Hotfix
No Version Change.
Fixed a potential issue with mid game saves experiencing crashes when opening personal stashes (does not fix the base game rostok memory leak personal stash bug)
Added a new item to Skif when starting a new game. Protect it with your life!
Added more potential HP 9x18 & 9x19 spawning from Hamster in Zelyissa
Updated MHMTextures.pak. Please update and overwrite.
Fixed an issue with Prologue Science bunker stash not spawning intended loot.
Removed yellow strip from dufflebag stashes.
Removed gamey item type Icons from breakable crates
Known small issue: Shotgun crosshair still present. Seems to be entirely missing from accessible data?
Version 2.0.6
New! "Photo of a Loved One" returns! 7 in total.
New! Secured Faction Crates! Very rare valuables that can be exchanged for koupons, but they'll serve another purpose down the road.
New! New valuable and junk items. 50 New Items in total. World models included. (textures are base game, can't add new materials until SDK or method is solved)
New! Added Corps Helmets & Armors to the game. 6 new gear pieces to hunt down.
Added Value and Rarity statistics for Valuables and Mutant loots.
Increased the value of PDA's & some other quest related items for better consistency with MHM's economy model.
Rebalanced several of the mid - late game deteriorated weapons to make them more worth using.
Further Adjustments to 556 / 545 / Sniper round FMJ
Further Buffs to 9x39 Family & Ammunition
Removed HUD Crosshair (Again) Now that UI issues are identified to not be caused by MHM.
Removed Preset Settings for Easy and Normal difficulty settings for Veteran and Hardcore. Regardless of difficulty, MHM's settings will apply.
Setup adjustments for upcoming OXA mod with new utility items and mechanics.
Added temporary new world model for Controller unique item for Mutant Loot
Added temporary new world model for Deer unique item for Mutant Loot
Added temporary new world model for Bloodsucker unique item for Mutant Loot
Added temporary new world model for Chimera unique item for Mutant Loot
Added new world model for Burer Face unique item for Mutant Loot
Added new world model for Zombie Hand unique item for Mutant Loot
Added new world model for Boar Hoof unique item for Mutant Loot
Added new world model for Psuedodog and Dog Tail unique items for Mutant Loot
Added new world model for Mutant Blood for Mutant Loot
Added temporary new world models to replace the rest of mutant loots.
Added new world model for Cocaine for Project Itemization
Added new world model for Old Rusty Keys for Project Itemization
Added new world model for Pencil for Project Itemization
Added new world model for Glass Cup for Project Itemization
Added new world model for Old Boots for Project Itemization
Added new world model for Broken Walkie Talkie for Project Itemization
Added new world model for Screwdriver for Project Itemization
Added new world model for Wrench for Project Itemization
Added new world model for Hammer for Project Itemization
Added new world model for Frying Pan for Project Itemization
Added new world model for Cooking Pot for Project Itemization
Added new world model for Old Book for Project Itemization
Added new world model for Pysanka Eggs for Project Itemization
Added new world model for Repair kits for Repair Kits
Added new world model for Glass Jar for Project Itemization
Added new world model for Dog Collar for Project Itemization
Added new world model for Leather Belt for Project Itemization
Added new world model for Medical Clamp for Project Itemization
Added new world model for Toilet Paper for Project Itemization
Added new world model for Silverware for Project Itemization
Slight adjustments to SPSA, D12, Ram.
Slight adjustments to afew unique weapons.
Increase to lummox penetration to account for 545 FMJ adjustments.
Added additional potential helmet spawns to a few vendors.
Decreased the time it takes for Poltergeist Anomaly Activation to trigger
Increased the activation distance of Poltergeist Anomaly Activation
Decreased the Ability cooldown of Poltergeist Anomaly Activation
Poltergeist Object throw and Passthrough AoE will now cause the player to be knocked down and cause a concussion.
Increased the Poltergeist Anomaly Activation duration.
Decreased the cooldown of Burer's throw ability, Increased the distance. Added Knockdown on player hit.
Decreased the cooldown of Burer's Rise and Shoot ability.
Increased the Maximum shooting duration to 8 seconds for Rise and Shoot.
Increased the Movement speed for Rise and Shoot
Increased the Rotation speed for Rise and Shoot
Decreased the Shoot delay for Rise and Shoot.
Reduced the (vanilla game) damage area of effect radius of Snork Jump attack.
Added Recoil Statistics for Ammunition calibers and types. Ensure you update MHM Localization.
Increased the cost of Armor Piercing and Damage Falloff Weapon upgrades.
Decreased the Armor Piercing upgrade percentage of the AK74 from 30% -> 20% to align it better with the other weapon types of its tier.
Decreased the Armor Piercing upgrade percentage of the M16 from 30% -> 25% to align it better with the other weapon types of its tier.
Updated Relaxed Economy & Difficulty Settings.
Added Relaxed Mode patch for Veteran AIO in the patches folder.
Increased Headshot Multiplier for MHM Veteran AIO
Increased Global Player weapon damage modifier for MHM Veteran AIO by 5%
Veteran AIO No longer contains Mutant movement speed changes. Now limited to Hardcore.
Removed Gamepad Patch for Veteran AIO, as Veteran is now considered Gamepad friendly by default.
Lowered Ammo balancing penetration penalties for all ammo types for Veteran AIO
Reduced Radiation Accumulation for Veteran from 1.65 -> 1.58
Reduced Anomaly Damage for Veteran from 1.9 -> 1.75
Veteran relabeled as "Standard"
Fixed a MHM Bug that was causing Tier 4 Ammo Trader inventories to not generate correctly in a location.
Fixed a MHM Bug that was causing Common Military armor randomized world spawn pools to not spawn.
Fixed a MHM Bug that was causing new toxic cloud debuffs to not apply.
Fixed a MHM Bug that caused Deteriorated AKU's to not count towards Pomor's optional quest objective completion for retrieving the Religious Icon in the Poppy field.
Fixed a MHM Bug that was causing upgrade weapon artwork for deteriorated weapons to not display.
Fixed two mismatched SID's in Repair Kits mod.
Fixed a base game bug that had placed Military outfit into Corps NPC Armor loadouts.
Fixed a base game bug that was causing "Light Mercenary Armor" to not apply a electrical / chemical resistance upgrade.
Fixed a base game bug that was causing "Exoskeleton Neutral" to not apply a electrical / chemical resistance upgrade.
Fixed a base game bug that was causing "M860" to not apply a barrel upgrade.
Fixed a base game bug that was causing ward helmet to not apply a durability upgrade.
Fixed three base game bugs that was causing certain quest stash item generators to not generate.
Fixed a bug with Rookie Village medic having 0 koupons.
Fixed several unique weapon descriptions being too long causing weapon names to not show for main RWNG localizaiton
Added chance of Vodka spawning for General Traders
Improved chance of Vodka spawning at bartenders.
Slight damage buff to bleed tiers.
Lowered the price of several new drugs so they're more accessible early on.
Lowered the cost of 556, 545, 9x39 & 12g HP rounds.
Raised the cost of 556, 545 FMJ
Improved NPC Fire distance drop off for assault rifles and SMG's
Small buffs to 556, 545 & 12g HP rounds.
Further neutering of 556, 545 FMJ
One final nudge buff to AK74 distance damage falloff range.
No Ver Change Hotfix
Fixed Sultansk medic not having currency.
Adjustment to wound hp requirement for downed npcs (To potentially fix needing to use an additional expired medkit to heal them)
Hotfix 2:
Price fixes for Mutant Loot for AIO. HC & Veteran as the updated values weren't carried over in last hotfix.
Version 2.0.5M
Increased Radiation protection on a few Helmets and full suits to make the new radiation checks a little less demanding.
Increased the availability of Science Suit at a small handful of vendors.
Reduced the cost of Antirad & Psyblock
Hotfix: Forgot to include config for price changes.
Version 2.0.5L
M416 Rate of Fire, Dispersion, Recoil, Accuracy and Damage improved to bring it towards being aligned better in T2 (Excells at Accuracy and RoF compared to other T2 AR's, Also takes the least durability per shot)
Penetration increase for AK74. (Excells at distance damage compared to other T2 AR's) Slight increase to AK74 Rate of Fire, Recoil reduced.
Slight decrease to Fora 221 Rate of Fire, increase to dispersion
G37 dispersion decreased
Final Arena Reward will now award the player with a random unique weapon instead of a guaranteed Sledgehammer. Master rank equivelant uniques are not included.
Added 60 rounds of 545 Armor piercing Ammunition for Tyrant arena fight. Slightly increased the durability of the weapons. Added 10 additional 9x39 AP rounds for Rhino.
Slightly lowered the NPC drop chances for good quality Fort-221 & G37 in experienced rank.
Added 2 Ephedrine for the player during the Chimera Arena fight & added additional ammunition.. Added 1 Ephedrine for player during Tyrant arena fight.
Localization weapon stastics updated to show changes.
Fixed Tier 2 Pricing consistency with 416, Viper-5, AKU, AK74 & significantly lowered the upgrade cost of Buket (Kiparis) to encourage upgrading it in newbie rank.
(most) Repair Kits now have less randomized range, so higher repair kits have a higher chance to repair in an acceptable range. tier 1's will also never repair just a single one digit of durability anymore.
Fixed a invisible weapon bug with a specific named duty npc.
Radiation fields will now require more radiation protection in order to null the effects of radiation. Light: 15 -> 30, Medium: 45 -> 55, Heavy: 75 -> 80. Ensure you keep radiation protection artifacts on you as they may now be more necessary than before. This does not affect how much damage radiation deals, but affects the amount of protection you will need to not be affected in radiation fields. This also helps enforce more usage of radiation relief consumables.
Hotfix: Slight reduction to Light Radiation Field threshold, 30 -> 25.
Hotfix 2: Fixed Vanilla (Old & Less Features) Localization.
Hotfix 2: Raised chances and possible amount of 556 HP Ammunition at T2 vendors.
Version 2.0.5K
Buffed M416 & AK74 to better align with other tier 2 weapons such as Fort-221 & G37 (Since they are now considered T2 weapons). This should offer more variety with pros and cons to each weapon in this category and become more preference based rather than "what is mid game meta?"
Nerfed the damage output, penetration, damage distance modifier, and falloff distance of Fort-221 to better align it with other tier 2 weapons.
Slightly buffed G37 base damage and damage falloff distance.
Buffed the base damage, penetration, falloff and effective distance of Viper-5
Slightly nerf to damage falloff of the AKU.
Slight reduction to Kharod Penetration
Fixed an issue which was causing "file" repair item to sometimes spawn a duplicate in stashes.
Actually fixed Gold Standard Tushanka's pricing this time
Damage & accuracy increase to Lavina
Slight buffs to 9x39 ammunition.
Increased the penalty for 545 & 556 FMJ penetration a tad more.
Enabled a feature that allows all Stalkers (not just guards) to raise their guns at the player if a weapon is drawn in their direction (Might not be consistent, still testing if reputation affects this like in SoC)
When NPC Shotguns & Snipers fire at the player and inflict bleed, it is now a guaranteed tier 2 bleed. When bleed is applied again it will rise to tier 3. Deteriorated early game shotguns will inflict 5 points below the tier 2 threshold.
Slightly lowered the weight chances of the Monolith Battle Suit & afew of the Seva suits dropping from stashes in experienced rank as they were a tad too high due to the selection of armors being abit more limited than veteran rank drops.
Updated localization values for tuned weapons and ammunition statistics.
Updated Russian Localization (MrStarman)
Version 2.0.5J
Dispersion increased for 556, 545 & 9x39, .45 FMJ ammunition
Armor Penetration penalty has been greatly increased for 556, 545 & 9x39 FMJ ammunition.
Mid / Late game NPC Armor / helmet penetration resistance has been increased to further encourage the use of AP rounds in that segment of the game. FMJ shouldn't be a viable ammunition option by this point of the game.
Buffs to 9x18, 9x19, .45 AP/HP rounds.
Slight Increase to APB Armor Piercing
M10 Slight decrease to base damage and Armor Piercing.
Fixed a pricing consistency with Gold Standard Tuchanka
Fixed pricing consistency with 9x18S, HP, AP ammo
5% damage penalty for body shots.
Removed OXA support from Lummox AK74. If you currently use or have this weapon you will need to spawn a new one on mid saves or right click the weapon and "Remove All" will fix the weapon. Then dispose of the scope, or keep it although unintended. its your game!
Attempt at fixing a base game bug causing mutant corpses to whimper when in spawn range of corpse.
Updated Localization
Updated to OXA 1.9.2
Fixed afew destructible & stash refkeys not applying correctly.
Added Localization support for Artifacts Reforged for MHM Supported Languages (ART)
Version 2.0.5I
Slightly increased NPC Shotgun dispersion.
Fixed an issue with "Unknown" M416 not functioning.
Slightly raised NPC time to fire.
Version 2.0.5H
Ensure you update LNA before starting a new game to resolve a official patch 1.2.0 bug causing a couple of quest NPC's to not equip proper weapons. Potentially resolves Final Gauntlet issues as well.(This official patch has been a disaster.)
Slight price adjustment to afew consumables and ammunition.
Decreased the chances of finding Uncommon Artifacts in Newbie rank.
Slightly decreased the chances of finding rare artifacts in Experienced Rank
Decreased the chance of Heavy Freedom Helmet (Mark) dropping from stashes in Experienced Rank.
Slightly increased the chances of finding low value junk items in all Stash types.
Added Rookie Duty & Freedom outfits to potential newbie stash drops, but at very low chances.
Reduced the weight chance of Toz 34 stash drops for newbie rank.
Fixed an issue that was causing Mutant Loot stash drops to not apply to newbie rank.
Reduced the chances of extended / drum magazines to appear on NPC weapons for all ranks and all factions.
Added a RNG spawn to a sneaky PSZ-20W Convoy suit static world placement that was missed. (Only takes effect on NG)
Richter now provides you 2 Medkits, 12 9x18 Rounds, and 1 Bandage for SQ1. Zhorik will now take 1 Medkit from the player instead of 2.
Slightly increased the durability of the Viper-5 found in the crashed chopper.
Moved "Weird" Artifacts to their own Category, labeled as Unique instead of being lumped up in the same Category as "Legendary" artifacts.
Fixed Localization descriptions for some common artifacts that were being displayed as uncommon. (GSC Errors)
Main (RWNG) English Localization updated.
Updated CoreVar, Ensure you use the updated Alife Found a Way patch if you use it
Quick hotfix to resolve a Duffel bag related stash issue.
Version 2.0.5G Hotfix
Reverted Bandit helmet change. No longer drop ballistic helmets as they always guaranteed drop
Reduced the base price of ballistic helmets from 22000 -> 11000.to better match their range and use case.
Version 2.0.5G
Updated Russian Localization. Thanks to MrStarman
Updated Gamepad addon values
Slightly reduced the chance of weapons with attachments for most factions in experienced, veteran and master rank
Fixed an issue with some later repair kits showing up earlier than intended at technicians.
Part II
Added Ibuprofen to additional world spawn drop pools.
Health % for Limp activation slightly too low for first implementation. 20% HP -> 25% HP (Should be same as heart beat crititcal health indicator. Movement speed reduction 40% -> 45%
Slight reduction to energy drink drop rates to promote buying them from vendors more.
Slight reduction to drink consumable world spawns.
Version 2.0.5F
Added a Color Grading fix for Stalker 2 found in the Patches & Addons folder.
Added Low Health Limp Injury Mechanic to the game. Due to this being a new effect, and how awful UE5 handles new effects, this only works with new saves. Mid game saves will be uneffected by this change. Slight movement speed penalty below 40% HP. Limping will now occur at 20% HP.
Improved Player Incoming Hit feedback from Projectiles and Mutant attacks.
Added Ephedrine to the list of stimulate world drops.
Reduced Technician Repair Kit sell prices by an additional 10%
Reduced Radiation Accumulation for Veteran by 2%
Increased Radiation Accumulation for Hardcore by 3%
Increased damage taken from Human NPC's in Hardcore by 2%
Reduced the amount of Anti Radiation drug world drops by 25%
Reduced the weight chance of Armor Field Toolkit stash drops as it was slightly too high for its value.
Spoiled Medkit now applies radiation over 6 seconds instead of being instant. This makes it possible to apply a counter without losing any health in the process from the radiation build up.
Slightly Increased the amount of satiety Spoiled Sausage restores
Slightly Decreased the amount of damage the player takes from contaminated vodka
Slightly Increased the amount of radiation contaminated vodka recovers
Slightly Decreased the amount of damage the player takes from contaminated beer
Updated to OXA 1.9.1. Please update OXA_1 & OXA_2.
Swapped out Leshy's SVD with something more appropriate.
Updated the following descriptions: "Bread", "Fresh Bread", "Gold Standard Tushonka"
Added the following missing MHM-updated descriptions:"Kolobok", "Night Star", "Thorn"
Localization Updated.
Slightly reduced the overall repair cost by 4% for Hardcore.
reduced the additional repair cost when upgrades are applied from 0.20 -> 0.12 for Hardcore, 0.15 for Veteran (Slightly higher due to the large upgrade cost difference between the two)
Removed story rank vendor discounts from Hardcore, vendors prices will now vary slightly more depending on location (Hardcore only)
Armor piercing rounds for several ammo types have had their prices adjusted.
Armor Durability has been reduced due to being far too high with Armor upgrades providing far more overall durability increases.
Lowered the Weight chance of "Lucky Pysanka" rare valueable.
Version 2.0.5E
Slight bump to Medkits spawning in Rare Stashes. Just one last tiny nudge!
Temporarily removed Monolith spawning with weapon attachments in master rank as a temporary solution to solve a final fight bug. Will return once more focused testing is done. Monoltih guards at master rank will still have attachments.
More adjustments made to Lummox's AK
Bleed Adjustments for Hardcore
Newbie Rank stash drop chances for repair kits have been of doubled. 12% -> 24%.
Slightly raised the chance of repair kits dropping in all other ranks from stashes.
PDA's, Notes, Diaries and Reports are now categorized as INFORMATION, rather than QUEST ITEM so players aren't lead to believe they need to hold onto them.
Rare stashes now have a low chance to drop double the amount of repair kits, up to 4 in total.
Rare stashes will provide very slightly more max ammo from 4 -> 6 rounds max (HP / AP)
Re adjusted reference item generator pathing to new config lines rather than using the old paths found in DynamicItemGenerators for NPC Armor generation that were edited some time ago. Should see slightly even more diversity with NPC armor than before.
Fixed a lingering oversight that was causing some rare stash item types to not drop.
Increased the weight chance of Veles dropping from Stashes in Veteran
Decreased the weight chance of Echo dropping in Experienced, Veteran and Master.
Slightly Increased the weight chance of Svarog dropping from Stashes in Master, Still rare.
Version 2.0.5D2
Fixed an issue that was causing Skif's Pistol to inherit testing values that was causing the weapon to vastly underperform.
Fixed an issue with Nightingale dropping an incorrect weapon.
Slightly raised the Human NPC Headshot multiplier by .25
Version 2.0.5D1
Quick Hotfix to add localization support for ammo counter tooltips to new ammo types from 2.1.0
Hotfix: Added in missing additions from module updates this morning for both AIO and a few modules. oops!
Version 2.0.5D
Player Weapons now deal 6% more damage using MHM Veteran. Hardcore is not effected.
Human Enemies now deal 5% less damage using MHM Veteran. Hardcore is not effected. (13% Difference between HC and Vet)
Mutant Cooldowns are now 7% slower using MHM Veteran. Hardcore is not effected.
Mutants Now deal 6% less damage using MHM Veteran. Hardcore is not effected.
Ammo damage and Penetration has been increased slightly for most ammo types. (Most) SMG's have also had a slight damage and penetration increase to their respected weapons. AKU Slight nerf.
Kharrod Weight increased, Durability decreased, Price and Repair cost slightly increased. Rate of Fire decreased from .080 -> .105. Penetration slightly decreased. Durability damage per shot increased.
Patch implemented for AIO that reverts Mutant speed and ability speed changes that are made for controller users since they are naturally at a disadvantage - for both Veteran and Hard
Unknown's 416 RoF reduced from .12 -> .15. Price decreased.
Most likely final update for awhile. Enjoy.
Version 2.0.5C
Decreased the cost of repair kits found at technicians by 45%
Slightly increased the chance of finding medkits in rare stashes.
Increased the amount of koupons earned for rare junk and mutant parts, (And slightly artefacts) now that finding fresh food and consumables can be quite difficult, income sources need to slightly increase in order to provide enough to get you by, afford repairs and save up for upgrades.
Decreased the value of early deteriorated weapons, which should help bring down their repair costs.
A few weapons in the prologue have had their durabilities vastly increased, keeping them in the default deteriorated range was causing balancing issues with needing to tackle the bloodsucker and dealing with constant.
Prologue now spawns (2) additional good medkits.
Prologue now contains (slightly) more ammo, while attempting to remain tight, but to account for abit of user error.
Skifs Jacket will now be static instead of randomized durability. 75% for Entry and 50% on Prologue end.
Monolith have had their attachment spawn rates cut in half due to spawning far too often.
Tier 1 Medkit no longer treat bleeds.
Blind Dog health has been slightly reduced.
Cat health has been slightly reduced and given an extra damage modifier for headshots made.
Fixed an Issue with Deteriorated SVU Icon not appearing.
Updated Russian Localization (MrStarman)
Fixed an issue that was causing Cement Plant medic to not generate items for Veteran and Master rank.
temporarily reenabled reticle and threat indicator. Will remove them again once GSC fixes interface issues so I don't have to deal with finger pointing in this direction for their UI issues that MHM doesn't touch.
Slightly decreased the NPC armor protection of bandit armors.
Technicians are now tiered better from a progression stance. Certain technicians will buy armor that requires less durability for more koupons, but will still offer far less than if you sell it to a specialized vendor.
Bloodsucker no longer uses a heavy breathe sound effect while invisible.
Hardcore
Version 2.0.5B Hotfix 2
Added Additional stats for Gambit Infocard localization.
Increased the Friendly reputation discount for fast travel from 15% -> 25%
Attempt to fix a base game bug that causes bouncing artifacts to bounce at light speed which makes them far too difficult to catch.
Slightly increased the range, damage and AP of PTM (PM Makarov) as even as a starter pistol, it was performing too poorly due.
Slightly decreased the AP penalty of 9x18 FMJ
Fixed an issue with SMG's applying a additional recoil modifier when hipfiring.
Fixed an issue that allowed Clusterfuck to allow for full automatic fire mode.
Decreased the jam chance of several deteriorated weapons, most felt abit too high. (Still expect several jams at low durabilities.)
Slightly increased fire rate distance effectiveness of Bucket.
Updated PTM Infocard
Added Labyrinth IV & Gambit Info card additional stats.
Compatible with Official Patch 1.2.1
Version 2.0.5B Hotfix 1
Localization Hotfix: Added missing Ammo description changes for Cover Penetration stat values for main localization (RWN)
Cleaned up some duplicate entries and updated Loose Localization files.
Version 2.0.5B
Brought over changes made by GSC for official patch 1.2.0 while keeping MHM's balance in check.
Reworked changes made to radiation to account for GSC's new radiation model so radiation isn't overtuned due to other multipliers.
Added Cover Penetration Statistics to Ammo now as Cover penetration was added to all weapons and ammo as of Official Patch 1.2.0
Reworked Cover Penetration values to better reflect and follow closer to the penetration model of MHM. Ammo types will be the biggest deciding factor rather than weapon.
Reputation penalties when causing harm to factions have been significantly increased. Think twice when you see a friendly stalker looting a corpse! your choice may come with a consequence.
Fast Travel costs have now been increased (These were never changed until now) You will no longer get a discount due to your story rank. These will now depend on your reputation of the faction at the hub you're traveling from. 15% Friendly discount, 0% Neutral discount, +60% increased cost when disaffection.
Repair Costs will decrease or increase depending on your faction reputation for the location you're currently at (not player rank). Friend -12% Neutral 0% Disaffection +75% Enemy +125%
Reputation now resets every 6 hours instead of 15 minutes.
Burur can now use up to 6 weapons instead of 3, and will now have a maximum of 10 seconds to fire them instead of 30.
Slightly increased the speed of Psuedogiant.
Localization updated to account for 1.2.0 changes and the addition of Cover Penetration Ammo Stats (EN only for now)
ALife Found A Way patch updated. If you use this, please use the patch as well!
Version 2.0.5A Hotfix 1
fixed an issue with vanilla localization applying main localization instead.
Version 2.0.5A
Fixed Enemy Markers Still being visible on compass
Cleaned up consumable generation as there were still some old entries from MHM 1.0 that hadn't been touched up.
Removed HUD Crosshair
10 Weapon diffuse textures added to Deteriorated Weapons for a total of 11. The rest of guns will have to wait until SDK as these replace DLC/Premium/Deluxe skins. total of 7 available currently. 4 of them are disabled until I can figure out this weird roughness issue that isn't translating properly
Fixed a very long lingering base game bug that was causing zombies to drop 30 ammo per kill. This should also fix other oddities with some guns providing a full clip of ammo.
Updated to OXA 1.9. Ensure you update OXA_1 & OXA_2 from the OXA mod page. Adds new muzzles for 9mm to appropriate loot sources.
Updated RU, ES and ESLT Localizations thanks to our awesome localizers :)
Bleeding in Hardcore increased from 3.15 -> 3.25
(Hopefully) Resolved an issue with Journalist stashes causing crashes for Premium Edition. This may or may not require a new game to take effect, depending on how Journalist stash spawns work. Requires testing and feedback. ( I don't have premium, so I can't test it myself.)
Known Issue: Upgrade screens for deteriorated weapons for some reason do not transfer proper upgrade screen weapon icons. Looking into a fix...
Version 2.0.5 Hotfix 2
Fixed a bug that was causing RIP ammos to not properly load into supported guns.
Sabot Slugs sadly need to be shelved for the time being until it's possible to support more than 4 ammo types.
Updated to LNA 1.0.7, Please update LNA_01_99.p from their modpage.
Version 2.0.5 Hotfix 1
Reverted custom localization SID's for Ammo. Currently too buggy.
Lowered Rifle Dispersion.
Updated Loose Localization
Added missing changes to NPC consumable loadouts.
Version 2.0.5
New Content! Implemented "Deteoriated" Weapons to increase early weapon variety with weaker higher tier variants with certain drawbacks. These will only be found through world spawns and npc drops to avoid hurting stash drop rates or unnecessary vendor clutter. These include new icons as well! Special thanks to hashmander\ on discord for the idea!
New Content! Added LNA for Weapon drops with OXA Attachments, Weapons have a small chance to drop with attachments already equipped. Attachments vary between ranks and faction. You will also now sometimes see stalkers walk around with attachments on their weapons. Skif is no longer the only one in the zone with weapon attachments.Balanced for MHM.
Preinstalled scopes removed from all regular weapons and now only have a slight chance to spawn on them. Replaced with Iron sights. Weapon scopes will need to be found from stashes, vendors, or npc drops.
Adjusted Faction Loadouts, Vendors, and some quest rewards to account for weapon adjustments and additions. Viper and AKU still have a chance to drop from stashes in newbie rank.
Bucket and Deteoriated Bucket moved to Newbie rank. Unknown Stalker's AK 416 and Lummox (already had this but) have stats similar to deteteoriated weapons. They will also have proper skins when deteoriated skins are implemented.
Added New Weapon that replaces "Drowned"(For just the quest and spawn) and added proper quest ID script edits to ensure the game recognizes the "new" weapon instead of the original Drowned. Original still exists through stash drops.
Added ID entries, script changes and a new weapon for the quest involving Decider so that it will not potentially break the quest since the original was moved to stashes.
Added ID entries and script changes for the optional quest objective for Partner so that the optional quest objective can be complete since the original was moved to stashes.
New Ammo! Added 12ga Sabot Slugs Ammunition has been added to the game.
New Ammo! Added 12ga RIP Ammunition to the game.
New Ammo! 9x18 PMM Ammunition has been added to the game.
New Ammo! 9x19 RIP Ammunition has been added to the game.
New Ammo!.45 RIP Ammunition has been added to the game.
New Ammo! 5.45x39 PPBS Ammunition has been added to the game.
Ammo weights adjusted based on grain.
Dispersion modifiers added to FMJ and SS equivalent ammo tiers.
Added Dispersion Info card statistics for Ammo.
AKU, AK74, M416 removed from Intro sequence, Replaced with Deteriorated variants.
AK74, M416, Viper-5, AKU moved to experienced rank. Deteoriated versions will be available in newbie rank.
SPSA moved to experienced rank, but rare.
Skifs PM can now be stored in Personal Stashes.
12 ga HP rounds has had it's damage increased. 1.74 -> 2.72
Penetration has been reduced further for most FMJ ammunitions. Damage slightly increased.
Increased dispersion of 12g Buckshot.
Slightly reduced HP damage of 545, 556, 9x39, 45acp
Slight increase to penetration for regular 12g Slugs
M860 rate of fire slightly increased.
UDP Base damage increased.
Ibuprofen price reduced, Now has a flat 0.3 Physical Protection instead of 5% to ensure Newbie and Experienced ranks are receiving proper additional protection as the scaling was too low even for being a low tier defense drug.
Caffeine tablets added to world drops
Caffeine Tablets price reduced.
Morphine increased from 15 -> 25% Physical Protection
Satiety has been slightly increased due to the changes of when low hunger occurs being much higher.
Increased the chance of weapon stash drop rates for newbie rank.
Increased some armor drop chances for experienced rank.
Added higher tier repair kits and improved the chance of weapon repair kits dropping in experienced rank.
Compass Enemy Markers Removed
Compass Threat Indicator Removed.
Blind Dog Headshot multiplier has been doubled. from 2 -> 4
Cats will now cause Level 3 Bleeds.
Slight damage reduction to Cat Jump and turn attack.
Slight decrease to weapon degredation.
Increased chances of HP 9x18 and 9x19 appearing at Zelyessa Trader.
Tier 1 Military Armor Physical Protection reduced from 1.9 -> 1.4, Armor Cost decreased from 14000 -> 12000
Bandits now have a chance to wield deteriorated sniper rifles.
Added LNA weapons with preinstalled attachments to potential stash drops
Moved some higher tier SEVA suits to experienced for stashes with a very low drop chance.
Heavy Armors (Falcon,etc) will now have a native 10% reduced movement speed. One heavy armor is exempt from this. Exoskeletons and Exosuits are not affected by this change.
Adjusted and rebalanced world drops for weapons. 75% of them should no longer be AK74 or M416 as you progress through the game.
Added a slight chance for uniques to appear in randomized world placements for weapons.
Slightly increased unique drop rates for veteran and master rank for stashes.
Weapon Variety between world placed randomized weapons have been expanded from 4-6 possibilities per category to up to about 30-40 of possible weapon outcomes per category. Balanced and proper low chances for better combinations.
Increased the variety of what traveling faction vendors can potentially sell for consumables. Different factions have a chance to sell different types of drugs.
Increased the chances of traveling faction vendors providing items.
Zombies now only drop deteriorated weapons.
Added 9x39A ammo for Rhino during Arena quest
Replaced AKU with AK74 during Arena quest
removed random chance of Medkit, bandages, and ammo for Arena fights, now static.
Moved .45 HP to T2 vendors in small quantities.
12 ga, 5.45,, 9x18 ammo in Rostok moved from nato to soviet trader.
5.56 HP moved from t2 -> t3 vendors. can still be found in stashes in experienced.
T3 Ammo vendors locked to Veteran & Master unlock to counter AP ammo rushing.
T4 Ammo added to Red Forest vendor.
Ragman and NATO vendor in Rostok will now offer a slightly larger selection of ammo as you progress through the game.
Bandits will now accept weapons at 40% durability instead of 60. As always, just know you're getting ripped off because you don't want to use repair kits on them. Loners will now purchase weapons at 70% durability instead of 80.
Increased the chance of better helmets spawning for randomized world drops and stashes.
Weird Water radiation reduction tick per second decreased from 15 -> 3
Weird Water now applies 60 points of drunkeness instead of 15.
Weird Water Water now applies 20% Carry Weight from 50%
Added a few new surprise loots during certain side quests.
Yadulin Strike Protection buff increased from 8% -> 15%
Gabapentin Strike Protection buff increased from 8% -> 12%
Fresh Food and drinks are more scarce. Spawn weight of spoiled to fresh food is 6:2
Price of food and drink items have been increased.
Cleaned up white space errors left on parameter entries and struct ends by GSC in NPCWeaponattributesprototypes which could be causing notable base game issues and potential bugs.
Ramdomized Armor world drops have been greatly increased in diversity of spawn pools.
Weapon and Ballistic Module is now a hard requirement for Loot Full Module due to dependencies.
Localization: Touched up new ammo: '9x18mm PMM', '.45 ACP RIP', '9x19mm RIP', '5.45x39mm PPBS', '12x76mm AP Sabot Slug', '12x76mm RIP'.
Updated unique descriptions for all [Deteriorated] weapon variants.
Corrected 'Origin' and 'Manufacturer' for AS Val.
Removed incorrect flavor text from standard AS Val
Added missing 'Origin' and 'Manufacturer' for all Malyuks.
Added the 'M870 Suppressor' and 'Saiga-12K Suppressor' from OXA.
Updated capitalization of some PDA/Tutorial messages (WIP)
Updated some PDA/Tutorial messages to be more in line with MHM-specific gameplay alterations and adjusted/improved others
Slightly increased NPC Weapon penetration and damage for Master and Veteran weapons.
Hardcore now has seperate damage modifiers compared to Veteran.
Increased the amount of damage you take from NPC's by 8% in Hardcore.
Increased the amount of bleed damage you take by .65. 2.5 -> 3.15 in Hardcore.
Increased the amount of Anomaly damage you take by 10% in Hardcore.
Generally increased the amount of anomaly damage dealt.
Changed Ammo localization SID's so now they'll only apply if using AIO or Weapon and Ballistics module.
Increased the chance of NPC's utilizing helmets.
Localization updated.
2.0.5 is midsave safe - but highly recommended for new game due to the massive amount of changes and additions.
Please note that new weapon textures are not possible without SDK. The only way around this currently is to replace original ones. 2.0.5A will replace DLC/Prem skins for deteriorated variants to apply onto those weapon types.
Version 2.0.4D1
Added Full Russian Localization update 2.0.4D support thanks to Mrstarman59 for proper localization.
Hotfix: Fixed an issue that was causing start up crashes that was present in quest reward changes that lingered from a GSC code placement mistake that only seemed to trigger after changing the reward for Loot Module Full & Lite.
Version 2.0.4D
Cleaned up GSC's messy weapon organization for main localization:(RWNG Full EN) (Update Localization)
Ammo Statistics for info cards have been redone to look more professional.
Weapon Info cards now have additional statisitics that may be valuable when deciding which weapon you wish to use. If using RWNG Full Main Localization
Added Statistic information for grenade launcher grenades, hand grenades and missles info cards
Removed Merc from quest reward, added to stashes. Replaced with Vintar.
Removed Texas from potentially spawning in stashes for just experienced as this weapon shouldn't spawn for that rank.
Updated to OXA 1.8.6 Support. Please Update OXA Files. DO NOT install OXA3.pak, when updating. Don't forget to remove old OXA files as the names have changed.
OXA Lasers added to appropriate loot pools and vendors.
Corrected capitalization issue for 'Sukhin's stash' > 'Sukhin's Stash'.
Added localization update support for OXA v1.8.6 - 'Magpul Iron Sights', 'Compact Laser Designator', 'Laser Designator', 'LS- 321G Laser Sight', 'DBAL-A3 Laser Sight', 'Foregrip Mounting Rail', 'Laser Mounting Rail' and 'Dual Mounting Rail
Texas Weapon damage and distance damage has been moderately increased.
Lummox Dispersion has been increased, Recoil increased, ROF decreased, Penetration further decreased.
D12 general buffs.
AK74 very slight dispersion increase.
Kharod Dispersion has been slightly increased.
"Spitter" Unique now has a faster rate of fire, making it more appealing.
Corrected some missed folders paths for some unique weapon world spawns, this change only affects new games.
Snipers from certain factions will carry a new weapon not included in loadouts on extremely rare occasions. Beware.
Small Misc adjustments.
Fixed an issue that was causing quest reward changes to not apply.
"No Ammo" Localizations discontinued. Far too time consuming updating 4 localizations spread across multiple langauges. Cuts too much into free and development time of MHM.
Some Unique Weapons may have slightly cut off names on item card due to new additional stats details. Will work on cutting down descriptions to appropriate sizes soon.
Version 2.0.4C
Psuedogiant strike protection reduced from 2.0 -> 1.75
Faction Loot loadouts have been implemented, This feature was initially going to be included in MHM 2.0 launch but had to be cut due to development time. All factions will now have a very small chance to drop Artifacts, Weapon Attachments and Detectors (Other than echo). Some Factions such as bandits, will very, very rarely drop these due to their theme. Each faction has different drop chances for specific item types. Artifact chances are higher for factions where it makes sense lore wise, same goes for attachments and detectors.
Added a new combat drug: Captagon with unique consumable effects. Mid-High Tier Stimulant and sleep suppressant.
Small Adjustments to many weapons.
Rhino: Base Damage increased, Armor Piercing increased.
AKU has been slightly tuned down due to overperforming in it's category, Base damage decreased by 1, Armor Piercing decreased, Distance damage modifier decreased.
Damage and AP buffs to OTs-02 Kiparis, Slight increase to distance damage modifier
Slight buffs to Bison
Slightly lowered the Armor piercing of AK74 & M16
Distance damage Modifier of Kharod has been slightly decreased.
Distance damage mofifier of Dni Pro has been increased.
SPSA has had it's Base damage increased.
Durability Damage of the D12 per shot has been decreased.
Damage Distance modifier for the D12 has been slightly increased.
Fire Distance drop off and Damage distance modifier of the Ram has been slightly increased, Durability damage per shot decreased.
Slightly increased the armor piercing of M701
Clusterfuck durability damage per shot reduced by 15%, Armor Piercing has been reduced from 2.10 -> 1.94, Base damage reduced by 1.
Lummox: Reduced the damage and armor piercing slightly .
Lynx and Whip Armor piercing slightly increased.
Added 9x19 JHP support for ammo conversion
Base localization additions added to all localizations for MHM.
Localization changes (Sagedaherb):
Updated two duplicate entries for "Tushonka (Spoiled)" and "Fresh Bread"
Slightly altered '9x18mm JHP' and '9x19mm JHP' descriptions
Updated descriptions for 'Grizzly™ Detector', 'Valeria™ Detector' and 'Svarog™ Detector
Reformatting naming convention for all Magazines.
Corrected a few remaining examples of 'Silencer' > 'Suppressor'.
Removed extra space from 'Throw Grenade' setting.
Added Predator to Stash drops.
Version 2.0.4B
Fixed a base game bug that was causing certain preplaced corpses to spawn with multiple weapons, ammunition and other gear due to them using old item generators from test versions of the game.
Added in new Icons for 9x18 & 9x19 JHP with additional edits by Linxz. Please use the latest MHMTextures.pak
Slight adjustments to ammo drop quantity for weapon unloading, stashes, npcs and so on.
Drastically decreased the amount of bandages found around the world.
Increased the value of Deer horns for hardcore.
Version 2.0.4A.3
Added in temporary localization for one OXA scope and two unique scopes (Due to being perma attached in vanilla these scopes had no localization)
Updated UA Localization, supports vanilla naming now.
Version 2.0.4A.2
Fixed an issue in "Loot Module Lite" that was causing some vendors to not spawn their inventories. Tested on all vendors.
Potential fix for rare stash based crashes relating to new ammo types.
Another slight bump to repair kit stash drop chances.
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Version 2.0.4A.1
Fixed a bizarre bug that was causing some project itemization and faction patch items to cause a crash once being sold and some not spawning properly. The issue has been resolved.
Fixed a texture corruption bug that was causing new icons to not load properly.
Version 2.0.4A
Enabled the sell of weapons with lower purchase rates to certain faction type roaming trader classes. Some factions will only purchase them at 100% and others as low as 60% durability but are shady and will cut you awful deals because of their lore. Some won't be interested at all due to their factions supplying them with what they need. How much they will purchase them for will depend on the faction and reputation.
Increased the buy multiplier for main vendor that will buy player weapons from 0.10 -> 0.23 (7% less than main traders, increases with game progression rank.). Durability requirement decreased from 100% -> 80%. Don't forget that weapons have 70% more value than the current base game.
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Enabled selling armors to specific faction wandering traders. Prices and durability requirements will vary.
Added more variety between random stalker traders with their buy/sale rates as well as what type of items they will buy from you. Some will rip you off, some will give you discounts if you're in good standing with their faction.
Fixed RSQ Dialogue boxes not displaying the updated koupon buffs that were applied from last patch
Added Ukrainian localization for RWNG (Yay!)
Slightly decreased the presence of detectors for stashes by 1% as theyre abit too common now. No other changes to stashes. Currently in a good spot.
Updated OXA changes. Please update OXA files (Not cfg) to avoid crashes due to new items.
Fixed the missing Sultansk medic that was previously still giving out free heals.
Added 9x19 & 9x18 JHP ammunition types to the game with appropriate icons, these can be found on vendors, corpses, destructible crates, stashes, etc.
Adjusted FMJ 9x19 & 9x18 stats to be more in line with other FMJ types as they no longer need to perform outside their range due to the lack of HP rounds.
Added Hollow Point rounds to stash loot pools.
Updated Localization
Reverted most main traders back to infinite currency due to a lingering issue with traders refusing to stock currency if visiting new locations, Making them unusable for selling. Previous encountered traders however, would regenerate.
Increased the amount of currency you will receive from specific traders for armors.
Added temporary icons for 9x18 & 9x19 HP
Added Others category to block some trader types from purchasing mutant parts. Some traders including the mysterious junk lover will gladly take them off your hands.
Further slight increase to repair kit drops from stashes.
Adjusted max armor sell minimum to 98 rather than 100 to avoid a base game bug that would cause vendors to not purchase armors from players at all.
Identified a very silly GSC bug where certain NPC's were dropping multiple guns, armor sets, ammo and consumables on death. This has been resolved..
Slightly lowered the repair cost for hardcore by 4%
More general FMJ balancing.
JHP 9x18 and 9x19 will appear in small amounts in the lesser zone.
Weapons and Ammo module will not spawn 9x18 & 19 JHP without Loot Module Full.
Technicians will purchase lower durability armor at 60% but for a much lower buying price. Depending on the location the price improves, but also slightly increases the durability requirements.
Most Bartenders and Technicians are no longer interested in mutant parts.
Version 2.0.4
Balance Pass & Economy Evaluation
Vendors no longer have access to infinite funds and vary between vendor types and location
Vendors now reset every 24 hours instead of 8 hours.
Bartenders and Medics are now restricted to buying only consumables. These vendor types will buy your unused consumables for more koupons than traditional traders.
Technicians are now limited to purchasing armor and artifacts from players. Sometimes junk depending on the location.
A specific "NPC" will purchase Artifacts and Detectors for 12% higher than other vendors, but has limited funds. There is more than one and offers an additional 5% depending on reputation, not rank.
Durability has been adjusted from 0.1 - 0.5 to 0.01 - 0.3 for dropped npc weapons and armors due to economic shifts.
Global weapon durability has been slightly reduced due to deteriation rate from per weapon changes that were causing weapons to deteriate far too slow.
Repair Costs have been increased - this is due to a large change in how players will repair their gear, and to help offset repairing weapons next to nothing in the first place.
Players can no longer sell weapons, there is one vendor that will purchase weapons when repaired to 100% for a fraction of its value.
The value of Weapons and Armor prices have been drastically increased back above 1.0 values. Armors can only be sold when repaired to 100%. There are vendors that exist that will buy these armors for more than the standard trader buying price.
Repair Kits will now be a large source of player repairs in order to avoid somewhat expensive technician repair rates. The drop rates for stashes have been largely increased due to this shift.
A Junk vendor exists that will buy all your junk items but nothing else, he offers a decent chunk of change for your worthless goods but needs a few days to gather his koupons back up.
Drop Rates for Armor, Artifacts, Detectors, Weapons for Stashes for Stashes have been increased from 4% -> 8%. Attachments 4% -> 8% for Veteran and Master.
Rare Stashes will contain double loot chances for base game stash items 16% per category+ OXA Attachments and Mutant Loot x2. Triple chances for Project Itemization Rare Items (25%, 15% & 5%)
Repair Kits have had a slight increase per chance enemy drop for most factions.
Repair Kit drop chance for stashes have been increased from 6% to 17% and have a 6% chance to drop an additional kit from previous tier. Newbie rank 6% -> 11%
Starter Weapons and Armors have had their upgrade costs cut in half to help incentivize newbie ranks to upgrade them earlier or at all.
Veteran have an additional 1% buy MULTIPLIER, so all items will sell for slightly more. Hardcore 2%
RSQ Side missions will now grant more koupons for completion.
RSQ Artifact quests now give 8000 Koupons for completion.
Sell prices for artifacts slightly increased for both difficulties.
Upgrade costs for Hardcore decreased from 3.0 to 2.8.
Veteran Consumable and Ammo costs reduced by 5%
Side quests now grant 10% more Koupons.
.45 HP has been slightly reduced due to overperforming
9x19 HP rounds have been configured for next patch.
Buckshot, Expanding Darts and Slugs have all had significant buffs.
Most FMJ ammo damage and piercing have slightly more reductions due to overperforming.
Real World Weapon Names version of MHM localization has had a complete overhaul of corrections and fixes that have been done by the awesome SagedaHerb for the base localization & mods look overall more professional and consistent.
Removed Vintar from zombie loadouts for experienced rank.
Version 2.0.3B.2
Fixed an oversight that was causing higher rank weapon drops to drop in newbie rank stashes.
Version 2.0.3B.1
Item Generator cleanup
Fixed (hopefully) a potential issue with armor related items not spawning in stashes using new generator structures.
Version 2.0.3B
Updated to OXA Latest version, 2 new scopes added to vendors and stashes
Slight change to base game guaranteed attachment stashes. 100% chance to -> 20% chance since they now also generate from new stash generators. Still have a chance to drop and also now include categorized rare stash contents as well.
Updated Localization
Slight nerf to Amphetamines psy build up over time, previously 2.5 psy per second for 90 seconds, which is meant to be countered with mid to high end psy protection drugs, not low ones such as Xanax. It is now 1.65 to make it more managable but is still meant to be countered with more high end solutions. You still can with Xanax, but you will have to use more than one and have them spread out. Due to the benefits higher end consumables provide, it is best to counter them with the appropriate drugs, as low tier counters should not fully rebound the psy build up effects for all the benefits of high end consumables.
Slightly lowered ammo costs back down a tad. Should be set in stone now.
Slight increases to cocaine and amphetamine movement speed. A great counter to Chimera encounters.
Version 2.0.3A
Added reward replacement for one stash and one nasty mini boss fight loot on corpse to ensure that players still feel rewarded for these moments and considering their uniques aren't present at those specific location.
New Stash loot drops for Experienced -> Master now sit at 4% PER category - compared to the original implementation of 2%. Attachments and detectors slightly lower.
Further grenade chance generation decreases.
Increased the value of a small handful of project itemization rare drops to make them feel more rewarding.
Increased the value of afew of the rarer unique mutant parts. Chimera can now drop up to 3 fangs.
Added psi upgrade compatibility for legendary remnant suits that have a attached helmet
Version 2.0.3 Hotfix
Fixed 1x1 equipped consumable icons for spoiled consumable icons so theyre not white squares that indicates theyre missing. Will add proper ones later on.
Version 2.0.3
OXA Integration into Loot Module Full and AIO. Install OXA ( https://www.nexusmods.com/stalker2heartofchornobyl/mods/939 ) Install everything except for OXA03_cfg_P. If you have that file already, delete it. You can choose to use either MHM's localization or OXA's as they both have MHM localization included. Do not use both localizations at once.
Vendors and Stashes now have a small chance to contain new OXA attachments.
Fixed an issue with Burer spamming his shield constantly
Reverted Psuedodog ability changes until I can spend more time dedicated to the issue.
Slightly increased the drop chaces for new stash drop types.
Slighty further increased ammo costs for both economy difficulties.
Vendor weapon and armor spawn chances have been drastically reduced for higher tier items outside of newbie rank to promote incentivizing repairs of items to use rather than buying them for dirt cheap due to low player selling prices from vendors.
Added better icons for some spoiled food variants to fit them better.
Updated localization
Fixed a missing SID effect bug for rosin artifact
Fixed a missing sid effect bug for Dirty Beer
Slightly reduced grenade radius.
Slightly increased the amount of time it takes for NPC's to throw a grenade again.
Version 2.0.2C Hotfix 2
Added one missing static Integral spawn to the list.
Added PKP LMG's statics to the randomized pool after testing to ensure other weapon types spawn correctly in a few of their positions. That covers all weapons now :)
Version 2.0.2C Hotfix
Quick hotfix to revert experimental UI element change during testing. sorry! Ensure you also replace your "A Life found a way" patch as well.
Version 2.0.2C
Reuploaded everything due to Nexus Moderators making a silly mistake that poured over 183 archived downloads into the misc section after accidently deleting this mod, not bothering to clean up their mess.
USB drive for premium/deluxe/preorder content will no longer cause a game crash
Drunkness effect has been restored (Sadly this is New Game only for a post processing effect -_-, its was disabled due to bugs with the new consumables since beta. )
Further reduced the chance of bandages dropping.
Bandits have their own loot tables for consumables now to better fit them.
Fixed guards HP and also their weird source of abundance of consumables if they die (hopefully)
Fixed random trader stalkers having too many supplies, so theyre not farmed.
Moved low hunger from 20 -> 50
Increased radiation / health damage on a few spoiled foods
removed stash / corpse eco and army medkits from corpses in the prologue, replaced them with something more suitable.
Fixed some SID localization issues on a two consumables.
tidied up afew unneccesary custom configs
updated localization for Chinese
safe for mid game update
Hopefully fixed a bug that was causing some vendors while using Loot Module Lite to not stock items at certain locations.
Version 2.0.2B
Becoming Fatigued now incurs a movement speed penalty at higher stages Light Fatigue(70%): None, Medium Fatigue (80%) - 8%, Heavy Fatigue (90%) - 25%
Heavy Hunger will now apply a small damage over time effect to the players health when reaching 90% hunger. Your icon will blink when this is happening.
Stagger rework: Stagger now has more than one effect for Players and NPC's. Once an enemy hits you with a bullet, or you hit an enemy, a small movement speed debuff is applied to the player and NPC for one second. How it works now is the debuff is applied for 1.5 seconds and longer for shotguns, RPG's and the unique shotgun, Predator.
NPC -> Player Movement speeds remain the same for Light/Medium NPC Stagger 15/20% for Light and lasts for 1.5 seconds (Pistols) 30/35% for Medium and lasts for 1.5 seconds (SMG / AR) NEW: 35%/40% for Heay vand lasts 2.0 seconds (Shotguns and Snipers)
Player -> NPC Changes NEW: 15/20 for Light and lasts for 1.5 seconds (Pistols) 30/35% for Medium and lasts for 1.5 seconds (SMG / AR) NEW: 35/40% for Heavy and lasts 2.5 seconds (Shotguns and Snipers) NEW: 45/50% for Very Heavy and lasts 5 seconds (RPG) NEW: 50/55% for Unique Heavy and lasts 2.5 seconds ( Predator )
Added patch for Svarog Detector
Added Detectors as possible stash drops, Including Svarog if you have the mod (Patch + Textures from original mod)
Added Localization support for Svarog Detector.
Version 2.0.2A.3
Hotfix for oversight in dynamic item generators which was causing vendors to have no inventory from last patch. Sorry for the inconvienance.
fixed borked nexus upload for veteran AIO pak
Version 2.0.2A.2
Fixed an issue with NPC loadouts possibly dropping higher tier weapons due to ALIFE mods spawning them earlier than intended.
Slightly increased the cost of ammo and consumables for Veteran and Hardcore.
Version 2.0.2A
Fixed issue with Map POI markers not appearing once discovering the destination. This fix will sadly only apply to new areas that haven't been discovered. :(
Adjusted FMJ Ammunitions down a tad, 9x18 and 9x19 aren't effected due to missing a Hollow point type for now.
Fixed NPC Shotgun fire drop off that wasn't applying correctly.
Further decreased the amount of time it takes for a NPC to open fire.
Updated localization
Lowered bandage drop rate from npc's by 8-10% depending on subclass.
DLC / Ultimate / Deluxe flash drive crash on pickup issue is still being investigated. thank you for your patience to pick up your stash paperweights.
Version 2.0.2
Slight Increase to Burer HP
Burer now takes 10% less body shot damage.
Shotgun Expansive rounds have been buffed as they were underperforming slightly on Mutants. DMG 1.54 -> 1.64 Pen -0.63 -> -0.59.
Shotgun Slug rounds have been buffed slightly. DMG 1.11 -> 1.12 Pen 0.16 -> 0.20
As of 2.0.2 95% of static world placed armor and weapon drops are no longer static. They are now randomly generated through smart categories and chance depending on rarity and rank to select another approriate armor or weapon of the same type. This shakes up replayability to allow for much more dynamic and unpredictable world items you'll run across. This also stops meta chasing certain items to gain a instant upper hand, trivilizing intended progression. This also means that late game items will see quite a diverse spawn pool for what is possible to drop. Faction based loot drops will pull from faction based item generators that mainly focus those faction items, so it's not entirely "random" as you won't find a monolith battle suit dropping where a duty suit typically would. This is to keep things abit more organized and logical for the original locations. However, weapons will pull from the entire category (AR, Pistol, etc) depending on rank and what is allowed to spawn. Items will become more random as you progress through the game due to the loot pool sizes expanding. Since Newbie rank pools are so low, don't expect to see a lot of RNG in the lesser zone.
Most static world placed unique weapons have been moved to chance based stash drops.
Stash weapon and armor drop rates have been increased from 2% -> 3% for experienced -> master rank.
Rare valuable junk based stash drops have had their drop rate slightly increased for rare stashes
Fatigue mechanic has changed abit, for the sake of everyones sanity. Fatigue will now apply the status effect at 70% instead of 50% (default value) the second debuff applies at 80% and the third at 90%. This should greatly lessen how often and how quick the player is tired.
Slightly decreased Fatigue per in game minute from 0.055 -> 0.045
Updated all localizations to account for Shotgun ammo changes.
Fixed SSP-100M SIRCAA model bug being invisible.
Unlisted change that shall not be named to a specific set of player items.
Blood Pools now take much longer to disappear.
Corpses remain up to a distance of around 175m
Footprints are visible for a longer amount of time.
Bullet hole decals are visible for a longer amount of time.
Version 2.0.1E
Added an additional 25% headshot multiplier to Psuedogiant
Decreased body and limb shot damage by 10% to Psuedogiant
Added an additional 10% headshot multiplier to Burer
Decreased limb shot damage by 10% to Burer
Zombies now have their own loot pools instead of sharing the same pools of regular faction loadouts. I don't think this will solve the mysterious ammo issue but this will give them loot that makes more sense for their class and further diversify zone loadouts. This does not apply to Loot Lite Module
Movement speed stimulants will now activate instantly instead of when injured using a different effect method. This will incentivize using them more often. They will not stack with other consumables but DO stack with Legendary Remnant and Battle Suits when they activate when hit by projectiles. Movement speed decreases from consumables however, will stack.
Updated Localizations to 1.8.1 OXA, sorry it took so long :)
Added Core & AIO patch for "ALife finds a way"
Fixed repak corruption on Consumables and Effects module.
Version 2.0.1D
Added Xanax and Caffeine tablets to Dynamic World Loot pack drop rotations.
Fixed a bug that was causing Birch and Duty weapon vendor to be missing their loot tables (whoops!)
Added ES and ESLT Localization.
Slightly increased possible Ibuprofen and Caffeine tablet quantity at medics. (Still chance based for stock per 8 hr)
Non version change update: bandits and loners will no longer drop morphine
Non version change update: slightly reduced repair kit chances on bandits
Non version change update: ArmorCoEff difference slighty dropped from 2.4 -> 2.3
Non version change update: removed rotten canned food from spawning + it was redundant with spoiled canned food and just adds unnecessary clutter (save game safe, sid is still there, its a renamed base game food anyway from a quest)
Non version change update: Fixed Localization errors.
Non version change update: Reduced Tier 1 Medkit Fatigue to 1, Due to needing to use more of these I've reduced the fatigue to 1 so there is still build up but will incentivize stacking for a faster tick when you're in trouble, but not having to worry about popping a caffeine tablet after afew of them from doing so.
Non version change update: Adjusted Mutant Loot drop chances to account for ALIFE mods for unique parts.
Non version change update: Added 3 Fatigue to Eco Medkit (T3)
Non version change update: Reduced Energy drink satiety increase from 8 -> 7
Final changes for 2.0.1D: Story progression rank trader discounts are now different per difficulty.
Relaxed - Experienced: 0, Veteran 5%, Master: 10%
Veteran - Experienced 0, Veteran 2% Master: 5%
Hardcore- Experienced 0, Veteran 1%, Master: 2%
Version 2.0.1C
Added Spoiled food, Canned Meat, Ibuprofen and Expired Medkits to Dynamic "Pack" world spawns for consumables.
Reduced Deer Strike protection from 2.8 -> 2.2 to fit HP focused mutant damage model better, but still higher due to lore and coated shell that is immune to physical damage in the base game.
Further attempts to solve the illusive bug with zombies still spawning with high counts of FMJ ammunition.
Version 2.0.1B
Added Russian localization.
Small Edits to many Mutants that are reflected 1:1 in the Mutants description section.
Added cost to Medic Healing. It is no longer free (for the majority of medics) The price is based on your reputation with the faction hub. Good rep = 800 koupons, Neutral rep = 1000 koupons, Bad rep = 1700 koupons.
Slightly increased the base damage for shotguns, notebly the Obrez, 79 -> 82.
Added more randomized chance to consumbles in a few pre-generated stashes.
Slightly raised dispersion for NPC Shotguns.
NPC Weapons now inherit base weapon bullet drop.
Slightly increased drop chance of destructible crate medical supplies from 0.35 -> 0.40 since theyre somewhat rare in the first place. (5%)
Fixed missing numerical values for some Artifacts.
Version 2.0.1
Slightly Reduced the radius of grenades as they were far too large. Still larger than vanilla around 20%
Increased the amount of radiation required before damage accumulation begins on the player from 5 -> 10
Increased drop chances of Project Itemization common items.
Fixed an issue with CoreVariables and MarkerPrototypes not applying to AIO.
Light Radiation 1 status effects (stamina debuff) now applies at at 5.0 points of radiation instead of 0.001 which will make it more obvious when attempting to sleep with a radiation status effect.
Decreased Natural Fatigue accumulation per second from 0.0075 -> 0.006
Reverted Strike protection nerfs to grenades at protection tiers higher than 2.0 and gives them better scaling against the increased damage to help with progression scaling. they still hit like a truck, no worries there.
Further Increased Bartender and some traders stock of consumables across all ranks due to increased item scarcity. Some items have a chance of appearing and some will always appear. This is due to increased item scarcity as and needed to ward off radiation and fatigue. Also helps with currency sink
implemented missing Mutant Loot files for Loot Full Module
Fixed localization mix up, please reinstall your localizations. thank you
Added rare Mutant parts to have a small 4% chance of dropping from stashes, it is possible that more than a single one may drop, but the higher the value - rarer they'll be.
Fixed issue that was causing Project Itemization and Pill head items and consumables to not drop from sources.
final tiny hotfix to resolve issue with hub icons potentially not appearing on map due to discovery radius changes.
Version 1.3.4b
Loot & Patches: Hotfix for bandits not appearing with weapons. Reverted weapon variety changes for bandits.
Version 1.3.4
Loot Module: Introduces immersion focused progressive gear scaling to Stalkers NPC's and increases faction based weapon variety as you progress throughout the game. No, for now - you will not see Stalkers in Exosuits from the beginning of the game or earlier than their appropriately balanced game progression than intended, but you will see a larger variety of stalkers and what they wear compared to the very odd and thinning amount into different types as you progress.
So as you progress the variety of types of stalkers will expand instead of tighten as well as their weapon loadouts (in most cases) Bringing in later game units will currently break difficulty and economy balance so it is avoided until I can find the time to create entirely seperate new armors for those ranges.
Updated MHM Patches module for accounted main updates and added a new patch for Faction patches and a combination for project itemization & Faction patches.
Consumables and Effects: Reduced fatigue restoration for water from 8% -> 5%
Weapons: Reduced chance to bleed per bullet from 40% -> 20%
Version 1.3.2d
Consumables and Effects: Energy Drink Fatigue restoration 13% -> 15%
Consumables and Effects: Bread Fatigue Drain 3 -> 2
Consumables and Effects: Sausage Fatigue Drain 2.5 -> 2
Consumables and Effects: Canned Food Fatigue Drain 4 -> 3
Water Fatigue restoration increased from 5% -> 8%
Fatigue Buildup per second decreased from 0.08 per in game second -> 0.07 per in game second
Patch Module added. Currently supports Shays Living Zone and Project Reitemization more to come.
Increased Hercules Fatigue restoration from 20% -> 25%
Economy & Difficulty Decreased Armor Durability from 1.34 -> 1.18 (Far too high)
Version 1.3.2c
Mutant Loot Rebalance: Fixed method for patching Mutant Loot, since custom CFG's cannot be overwritten regardless of priority as it requires replacing the config in the core pak file.. so that's the method that'll have to be used for now instead of a custom patch.
CoEff: Tiny update to make condensed milk restore fatigue and a small 2 minute stamina regen buff since it's a rare consumable.
Version 1.3.2b
Loot: Removed Mutant Loot's MHM modified ZZ_Mutant_Loot_p.pak as its no longer needed. Compatible by default
Loot: Reduced overall ammo found in stashes, loot crates and bodies by a fair amount further.
Mutant Loot: Removed Mutant Loot variants from MHM Mutant as they're no longer necessary for compatibility. Mutant Loot Price balance moved to its own mod.
ConEff: Bug fixes and consistency issues fixed with Consumables and Effects Module
ConfEff: Slight tweaks to Water so it displays more accurate information.
Detector: Detector Module's Artifact drop chance rarity system moved to Economy & Difficulty Module - Moved Detector Module to optional as it isn't 100% functional and has a few quirks.
Economy & Difficulty: Legendaries now have an extremely rare chance to drop compared to before in early and mid game to help balance out progression and the over abundance of them dropping. 0.1% chance for Rooke, 1% chance for Experienced, 15% Chance for Veteran & 20% Chance for Master Rank. Compared to a default flat 40% across the board. on top of that - Common and Uncommon drop chances have also been increased to 60% to push legendaries to be even more rare. This may need finer adjustment, as it'll take time to gather data - but this should be a good starting spot.
Version 1.3.2
Fatigue and Values update!
Artifacts (except for Low Radiation Artifacts) and Consumables now use number values and some durations (Top most buff) instead of the silly Weak, Moderate, Strong, Max system so you know exactly what you're getting.
Exposed a few hidden values for some consumables. It's not all of them, but all of them that worked correctly when displayed.
Fatigue System reintroduced. It was originally in the game and active, but so few players have witnessed it due to the fact Energy Drinks would restore -90 Fatigue which would eliminate 90% of your fatigue meter.
Added proper Item card Icon for Fatigue
Added small Hunger Cost to Eco Medkit
Added small Sleep Cost to Army Medkit
Added tiny sleep and hunger cost to standard Medkit
Increased radiation reduction to Vodka from 40 -> 50
Vinca - Increased the Bleed Regeneration from 10 - 15, Added 4 hunger and 3.5 Fatigue on use
Increased the Satiety resore on Bread from 30 - 35
Decreased the amount of Satiety received from Canned Food from 60 - 50 and increased Fatigue from 3 -> 4
Increased Fatigue per in game second generation from 0.06 -> 0.08 (alittle less than Half of Hunger)
Decreased the cost for Army and Eco Medkits ever so slightly.
Difficulty & Economy: Global - Overall Satiety reduced from 2.0 -> 1.7 to account for changes and additions to some consumables
Detector: Decreased the chance of Rare Artifacts appearing while Newbie Rank from 0.20 -> 0.1 (before entering Garbage)
Detector: Decreased the chance of Rare Artifacts appearing while Experienced Rank from 0.40 -> 0.15
Detector: Decreased the chance of Legendary Artifacts appearing while Experienced Rank from 0.10 -> 0.1
Detector: Decreased the chance of Legendary Artifacts appearing while Veteran Rank from 0.35 -> 0.20
Detector: Decreased the chance of Legendary Artifacts appearing while Master Rank from 0.35 -> 0.25
Version 1.3.1BETA2
Hotfix for some silly leftover spaces in a config file causing a error notification at startup.
Slightly decreased stamina cost for jumping and melee strikes 1.16 -> 1.12
Slightly decreased Satiety increase per in game second. 1.15 -> 1.12
Version 1.3.1BETA
ConEff: Basic Medkit -> Healing time decreased from 12 -> 10 seconds, HP restored reduced from 50 - 55 -> 40
ConEff: Army Medkit -> Healing time remains at 8 seconds, HP restored reduced from -> 65 - 70 -> 60
ConEff: Eco Medkit -> Healint time remains 5 seconds, HP restored reduced from 100 -> 80
Increased time it takes to cure radiation from Beer from 10 seconds - 20 seconds
Increased Limited Edition Stamina Recovery from 125 -> 150%
Increased Beer radiation removal from 10 -> 15
Decreased Satiety Increase of Beer from 10 -> 5
Decreased Satiety Increase of Energy Drink from 10 -> 8
Increased time it takes to cure radiation from Vodka from 20 seconds - 40 seconds
Increased time it takes to cure radiation from AntiRad from 10 seconds - 30 seconds
Decreased Natural Radiation Recovery rate by X2
Reintroduces Sleeping Mechanic that generates every 1 point every 6.5 in game seconds instead of 0.001 that some players never witness.
Energy Drink Sleepiness decrease from 30% for 3 seconds to 12%
Limited Edition Energy Drink Sleepiness decrease from 30% for 3 seconds to 25%
Introduces new buff to Hercules, Decreases Sleepiness by 22% when consumed
Introduces new buff to Water, Decreases Sleepiness by 5% when consumed
Introduces new debuff to Vodka, Increases Sleepiness by 8 when consumed
Introduces new debuff to Beer, Increases Sleepiness by 5 when consumed
Introduces new debuff to Bread, Increases Sleepiness by 3 when consumed
Introduces new debuff to Sausage, Increases Sleepiness by 2 when consumed
Introduces new debuff to Fresh Bread, Increases Sleepiness by 3 when consumed
Introduces new debuff to Antirad, Increases Sleepiness by 8 when consumed
Introduces new debuff to Milk, Increases Sleepiness by 5 when consumed
Introduces new debuff to Canned Food, Increases Sleepiness by 3 when consumed
Introduces new debuff to Spoiled Canned Food, Increases Sleepiness by 5 when consumed
Introduces new debuff to PsyBlocker, Increases Sleepiness by 15 when consumed
Sleeping only restores 10% of your HP instead of 100%
Version 1.3.1
Difficulty & Economy Increased time it takes for Randomized Side Quests to increase from 6 hours -> 12 hours to incentivize stalkers to get out there and explore! (And for balance purposes)
Detector: Decreased the chance of running across Anomaly fields with Legendary Artifacts at Newbie Rank Story progression Spawn chance from 40 -> 1
Detector: Decreased the chance of running across Anomaly fields with Legendary Artifacts at Newbie Rank Story progression Spawn chance bonus from from 5.0 -> 0
Detector: Decreased the chance of running across Anomaly fields with Legendary Artifacts at Experienced Rank Story progression Spawn chance from 40 -> 5.0
Detector: Decreased the chance of running across Anomaly fields with Legendary Artifacts at Experience Rank Story progression Spawn chance bonus from from 5.0 -> 1.0
Detector: Decreased the chance of running across Anomaly fields with Legendary Artifacts at Veteran Rank Story progression spawn chance from 40 -> 30.0
Detector: Decreased the chance of running across Anomaly fields with Legendary Artifacts at Veteran Rank Story progression spawn chance bonus from 5.0 -> 3.0
Detector: Decreased the chance of running across Anomaly fields with Legendary Artifacts at Master Rank Story progression spawn chance from 40 -> 30.0
Detector: Decreased the chance of running across Anomaly fields with Rare Artifacts at Newbie Rank Story progression Spawn chance from 40 -> 20
Detector: Decreased the chance of running across Anomaly fields with Rare Artifacts at Newbie Rank Story progression Spawn chance bonus from 5.0 -> 1.0
Detector: Decreased the chance of running across Anomaly fields with Rare Artifacts at Experienced Rank Story progression Spawn chance bonus from 5.0 -> 3.0
Version 1.3.0b
ConEff: Due to current damage increases, Medkit heal over time has been adjusted.
ConEff: Basic Medkit -> Healing time decreased from 20 -> 12 seconds, HP restored reduced from 60 - 65 -> 50 - 55 (RNG)
ConEff: Army Medkit -> Healing time decreased from 12 -> 8 seconds, HP restored reduced from 75 - 80 -> 65 -75 (RNG)
ConEff: Eco Medkit -> Healint time decreased from 8 seconds -> 5 seconds, HP restored reduced from 100 -> 80 to 100 (RNG)
Hotfixed Randomized Side Quests reduced quest reset timer from 0 -> 6. this is to prevent any possibility of bugs due to instantly reseting allowing the game to rest and preventing the barkeep / quest giver from not showing the proper mission dialogue for RSQ's.
Version 1.3.0
Loot: Even Less Loot - Armor will no longer spawn on corpses with 100% durability ( < 50, < 60 for exos ). You'll now have to repair armor that you find on corpses. Untested on world spawns and may require a new game for it to take effect.
Loot: Even Less Loot - Armors found in stashes will have a durability of 65 - 85% (Possibly besides quest stash related armors) may require a new game for it to take effect if area already explored.
Loot: Even Less Loot - Weapons from caches will have less durability and ammo with them. between 55 - 88% to make it more managable to repair. (Possibly exception: quest stash related weapons)
Loot: Fixed issue with zz_Mutant_Loot_P.pak not loading into correct file directories which could cause issues loading correctly
Loot: Further reduced the quantity of ammo found in stashes
Loot: Further reduced the amount and chance of consumables found in crates, bodies and stashes.
New Module! Consumables and Effects. This edits the effectprototypes.cfg so please be cautious of other mods that use this config such as Artifact Rebalance (discontinued) and Medkits and Consumables Rebalance (very similar to this mod)
ConEff: Low Health HP Regeneration has been disabled. (The gamified 1 shot protection that heals you back to 25% hp if you're low health.)
ConEff: Removes Food Healing completely.
ConEff: Food now provides slightly more satiety.
ConEff: Very Low Bleeding damage increased from 0.33 -> 0.5
ConEff: Energy Drinks - Increased Stamina Regeneration duration from 30 seconds to 5 minutes
ConEff: Energy Drinks - Decreased Stamina Regeneration buff from 300% -> 125%
ConEff: Energy Drinks - Increased Stamina Action buff from 30 seconds to 90 seconds
ConEff: Energy Drinks - Increased Stamina Action buff effect from -10% to -15%
ConEff: Water - Stamina Regeneration buff now lasts for 10 minutes.
ConEff: Water - Stamina Regeneration buff decreased from 25% -> 20%
ConEff: Water - Stamina Action buff duration from 30 seconds to 3 minutes
ConEff: Water - Stamina Action buff effect from 10% -> 7%
ConEff: Decreased the Amount of bleeding bandages cover from 100 -> 75, Heavy Bleeds (100 bleed points) will now be reduced to light bleed and require a second bandage to completely remove.
ConEff: Bandages no longer heal you.
ConEff: Standard Medkits reduced healing from 70 -> 60 with a maximum of 65
ConEff: Standard Medkits converted to heal over time that takes a total of 20 seconds to restore. You can stack the effect with a second one.
ConEff: Army Medkits reduced healing from 85 -> 75 with a maximum of 80
ConEff: Army Medkits converted to heal over time that takes a total of 12 seconds to restore. You can stack the effect with a second one.
Coneff: Army Medkits Bleed reduction removes 50 points of bleeding over 12 seconds.
Coneff: Eco Medkits converted to heal over time that takes a total of 8 seconds to restore. You can stack the effect with a second one.
Coneff: Eco Medkit bleed reduction now restores 30 points of bleeding over 5 seconds.
Coneff: Eco Medkits Restores 60 points of radiation over 15 seconds
Coneff: Vodka now removes 40 radiation over 20 seconds
Coneff: Vodka drunkness increased from 5 -> 20 seconds
Coneff: Beer Stamina Penalty increased from 20 seconds to 30 seconds
Coneff: Beer Now removes 10 radiation instead of 5
Coneff: Beer Drunkness effect increased from 5 -> 10 seconds
Coneff: Decreased Herculus Inventory weight buff from 20 -> 15
Coneff: Removed Radiation Post processing from 0.1% - 19% radiation accumulation
Coneff: You now cannot sleep with more than 0.001% radiation instead of 20%
Coneff: Radiation Stamina Degen increased. Low Degen: 0.5 -> 1.0 Medium 1.0 -> 2.0 High 2.0 -> 4.0
Coneff: Deadly Radiation now occurs at 92% instead of 95%
Coneff: Light Radiation Damage increased from 0.066 -> 0.33
Coneff: Medium Radiation Damage increased from 0.66 -> 1.33
Coneff: Strong Radiation Damage increased from 1.66 -> 2.33
Difficulty & Economy: Removed Randomized Side Quest 3 day Reset Cap. Quest to your hearts content.
Difficulty & Economy: Increased Randomized Side Quest rewards to now reward the player with a Net positive for Medkits, Durability Damage and Ammo spent doing these quests.
Difficulty & Economy: Global - Reduced Ammo Cost by 10% to incentivize buying ammo due to the Loot and Even Less Loot changes as well as the upcoming Weapon and Ammo rework.
Difficulty & Economy: Global - Reduced Repair Cost Upgrade influence by 15% (Not Base Repair Costs)
Difficulty & Economy:: Global - Increased Artifact Cost by .1 for Veteran and Hardcore.
Difficulty & Economy:: Global Reduced Consumable Cost by 30% to incentivize buying Military and Eco Medkits as they are now more fruitful at specific vendors and medics also due to the lowered amount in Loot and Even Less Loot
Version 1.2.4b
Mutant: Readjusted Mutant Loot values for a few mutant parts for Veteran and Hardcore variants (and corrected an extra digit on Mutant meat, whoops.)
Mutant: Increased Controller HP from 500 -> 600 as with the lower strike protection he was abit too squishy
Mutant: Increased Deer Strike Protection from 2 -> 3, Decreased HP from 600 -> 500 seeing as its more of a mid/late game enemy type.
Armor: Carried over GSC changes from 1.0.1 into Armor Module
Armor: Very slighty increased Strike Protection (0.1) for afew Exoskeletons and Heavy Armors due to increased Enemy Damage output for late game areas and quests.
Difficulty & Economy: Due to finally discovering how GSC decided to decrease repair costs (located in CoreVariables.cfg, which this mod doesn't touch for compatibility reasons, please ensure any mods that use this are updated to 1.0.1 due to outdated repair values.) Repair Costs have been adjusted in two areas.
Veteran: Increased Repair Cost from 0.80 -> 1.05
Hardcore: Increased Repair Cost from 0.80 -> 1.17 (due to lower weapon multipliers)
Relaxed: Increased Repair Cost from 0.80 -> 1.0
Global: Increased Upgraded Weapon Repair Cost multi from 0.2 -> 0.35 ( Stalker 1.0 and MHM 1.2.4 were set to 0.5 for reference, so upgraded weapon repair costs will be lower, but not as low as what GSC has set them to as they feel too low for this economy)
Global: Decreased the Upgrade costs significantly for low / mid tier helmets and slightly for high tier helmets to help incentivize upgrading them as I've found that the stat increases are quite minor for their current costs.
Version 1.2.4
Updated Mutant Loot questitemprototypes for Mutant Module so that they're consistant with patch 1.01 changes
Increased Tushkano bleed damage from 10 -> 40 for both attacks, Increased the rate bleed applies from 0.1 -> 0.5
Increased Tushkano claw attack damage from 5 -> 6
Brought over 1.01 changes for limb / head damage for Boar and Flesh
Decreased Bloodsucker healing from 0.30 -> 0.20
Global: Armor Durability decreased from 1.4 -> 1.27
Veteran Economy: Decreased Artifact cost from 4.5 -> 3.15 (1.01 raises artifact cost significantly for common and uncommon artifacts, while rare and legendaries are less effected)
Veteran Economy: Decreased Side Quest Koupon gain from 2.55 -> 1.75 (GSC raised quest rewards for most quests)
Veteran Economy: Upgrade Cost lowered from 2.20 -> 2.00
Veteran Economy: Repair Cost lowered from 0.88 -> 0.80 (value seems to be determined differently since 1.0.1)
Hardcore Economy: Decreased Artifact cost from 6.8 -> 5.1
Hardcore Economy: Decreased Side Quest Koupon gain from 2.55 -> 1.75 (GSC raised quest rewards for most quests)
Hardcore Economy: Repair Cost lowered from 1.15 -> 0.80 (value seems to be determined differently since 1.0.1)
Hardcore Economy: Upgrade Cost lowered from 3.0 -> 2.8
Relaxed Economy: Upgrade cost increased from 1.5 -> 1.55
Relaxed Economy: Decreased Side Quest Koupon gain from 2.55 -> 1.75 (GSC raised quest rewards for most quests)
Relaxed Economy: Repair Cost lowered from 0.80 -> 0.75
Relaxed Economy: Artifact Cost lowered from 3.3 -> 2.75
Global Economy: Random Stalkers will now have more money so you can sell more items on the go! It will vary depending on the faction. Scientists now make great drop off point for more common artifacts you don't care about :)
Loot: Further Reduced the chance of finding Medkits found on dead stalkers for both modules
Loot: Increased the amount and range of Medkits found on vendors and medics depending on player reputation.
Loot: Updated the included zz_mutant_loot.esp for update 1.0.1. Note you only need to use this if you use both "Even Less Loot" and Mutant Loot is already installed.
Version 1.2.3c
Loot Module: Some Traders will now carry additional medkits depending on player reputation.
Loot Module: Added modified zz_mutant_loot.pak to Loot Module to ensure "Even Less Loot" config changes aren't overwritten. It's fine to see conflicts if checking.
Difficulty & Economy: Increased Enemy Weapon Damage from 150% -> 170%. Should make up abit more for their slow reaction times and nerf gun like chip damage.
Weapon Module: Increased Enemy Weapon Damage for Pistols, SMG's and Assault rifles by 1 for early game and 2 for mid/late game weapons.
Version 1.2.3b
Weapon Module: Decreased Durability hit per shot for most weapons from between 10% - 20%
Hardcore Economy: Decreased Repair Cost from 1.18 -> 1.15
Lowered Consumables and Medical Item spawn rates on some missed straglers in ItemGeneratorPrototypes.cfg
Version 1.2.3
Detector Module added, Recommended to only use the Legendary Only Tier version since artifacts will only respawn and change rarity after you've picked them up.
Detector Full Tier: Echo, Hilka -> T1 T2 Artifacts, Bear-> T1 T2 T3 Artifacts, Veles -> T1 T2 T3 T4 Artifacts
Detector Legendary Only: Echo, Hilka, Bear T1 T2 T3 Artifacts, Veles -> T1 T2 T3 T4 Artifacts
Weapons: Reverted Bullet Distance Damage Modifier changes as they actually reduced NPC weapon damage at distance further (oops)
Weapons: Increased the range at which NPC Weapon damage will fall off by about 15-20% for all weapon types (Hopefully, may need to be increased more, needs more testing)
Cleaned up Download page, select variants in zip instead
Added new Loot module "Even Less Loot" which covers more loot sources except for manually placed spawns. Recommended to use with a new game (if not previously using groks less consumables mod) as areas wont be affected that have already been visited. Not compatible with Groks less consumables mod as this mod does almost the same thing and edits the same file. Compatible with Mutant Loot.
Version 1.2.2
Increased explosion damage from 1.2 -> 1.25
Minor Sell / Buy changes to account for upcoming Mutant Loot mod
Added full balance support for Mutant Loot beta 0.4. (feedback welcome!)
Changed version number Mutant Module Mutant Loot Module to 1.0
Fixed Mutant Module Mutant Loot Veteran file path that was causing users to download the Hardcore module instead.
Version 1.2.1b
Reduces Cost of Armor upgrades by 15 -> 25% depending on weapon mod and tier. Weapon Upgrades remain the same.
Increased Sell Condition (Buy Prices) from 125% -> 132% (7% Player Nerf)
Decreased Armor Cost (Buy and Sell) from 90% -> 85% (5% Buy Buff, 5% Sell Nerf)
Version 1.03b
Reduced drop chances for medical Items and some consumables by NPC's (Rank dependant) Higher ranking stalkers have a slightly higher chance to drop medical supplies. Most now have a 20 - 30% chance to drop medkits rather than 50 - 60%
Increased Artifact prices to further counter the buying price offset from 430% -> 525% Low Tier Artifacts should be selling for around 4.6k
Version 1.03
Player Weapon Damage has been increased from 90% -> 100% (10% Increase) ( Player Buff )
Buying Prices for NPC's (How much items are worth when you sell to vendors) has been decreased from 50% -> 38% (12% decrease) ( Player Nerf, Economy Rebalance) this helps rebalance the harsh dependency of weapon and armor being the main income source and allows us to push much higher income from side quests / radiant quests and artifact hunting incentives (see further patch notes for counter balance)
Armor Durability has been increased from 100% -> 108% (8% increase) (Player Buff)
Side Quest / Radiant Quest Koupon Currency Rewards have been greatly increased, as they were still very lackluster even through mid game. spending 3-4K in ammo and supplies would still be a net negative most of the time. Increased from 135% -> 210% (Buff, Economy Rebalance)
Radiation Accumulation speed has been increased from 167% -> 168% (1% Increase) (Player Nerf)
Artifact Cost has been increased from 390% -> 435% (45% Increase) (Counter buff, Slight increase in overall sell value over the Buy condition nerf, Economy Rebalance)
Repair Cost has been decreased from 67% to 62% ( 5% decrease ) ( Player Buff, Economy Rebalance )
Version 1.02
Decreased Mutant Attack Speed from 80% to 90% to potentially counter rabid Chimeras.
Increased Side Quest Koupon gain from 85% -> 110% for Economy Lite
Slightly Increased Artifact buy sell cost further for Difficulty & Economy Lite
Slightly Increased Artifact buy sell cost further for Difficulty & Economy
Slightly Increased Increased Upgrade cost fruther for for Difficulty & Economy
Added a possibility for Experienced Rank STALKERS to drop an additional Medkit, Added potential additional Medkit for some stashes, Due to the increase in overall difficulty - slightly more medkits will be necessary for most, but the addition is very small. Still largely reduced from default values.
Slightly Reduced Chimera Damage Output and Armor Damage in Mutant Module.
Modular Hard Mode 2 offers a wide variety of new features and additions compared to previous iterations. 2.0 focuses on laying the foundation for the current largest overhaul available for S.T.A.L.K.E.R 2. With a emphasis on Difficulty and Economy balance, sandboxing, rewarding gameplay loop, diverse and interesting loot, new ultra rare Legendary Stalker suits, complex and dynamic loot generation system, faction specific loadouts for loot drops, armor rework system with new effects and upgrades, weapon and ballistics overhaul, physical and environmental protection scaling rework, new situational consumables and much, much more. This is not a simple config based overhaul like most and adds several new effects and upgrades for consumables and armors, new stalker suits, abilities for mutants, so on and so forth.
New with update 2.0, Modular Hard Mode now has proper integration support and is now additionally balanced around some incredible mods that the community has created such as Pillhead, Project Itemization, Mutant Loot, Faction Patches, OXA and Real Weapon Names. Installation instructions are found near the end of this page.
This update also introduces AIO - All in one. Which contains all available modules in one .Pak with Add-on support - It is highly advised to use the AIO version if you're looking for a fully balanced experience. Modular Hard Mode will focus on supporting curated community mod integration which help drives the overall feature set of the overhaul if it continues to fit the S.T.A.L.K.E.R universe and MHM's vision, and of course - will always be reintegrated and rebalanced properly to ensure consistency with Modular Hard Mode's balance goals and may not include all additions from community mods.
MHM is meant to be used all together as each module is balanced for one another, but also sticks to a modular format to allow Stalkers to have the last say in what they want to use. Please be cautious as there are thousands upon thousands of changes and new additions between all modules and your game balance may vary depending on what you choose. Ensure that you read through the categories and use the spoiler drop down menus to see which modules they are in reference to for their descriptions.
Supported Languages: EN, UA, RU, CN, ES
A New Game is required for Modular Hard Mode 2 AIO. Please refer to Changelogs for latest updates. Much has changed since the release of MHM 2 due to the frequency of updates this mod regularly receives and the panels below may not be completely up to date.
Many small and some popular quality of life adjustments have been adjusted and integrated into Modular Hard Mode that help improve immersion and act as counter balance to some elements that MHM deploys and helps assist in over all difficulty adjustments. This warrants its own section, as this category effects CoreVariables.cfg - a very popular and highly conflicting file but essential as a core for some MHM 2 modules to operate properly. Please note that it is typically safe to merge mods that utilize CoreVariables.cfg such as timescale mods.
The changes and additions include the following but not limited to:
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Slightly increased the amount of stamina you recover when running.
Complete overhaul of the English Localization with included support for mod localization. Corrected, edited and restructured by Sagedaherb, known for his work: GAMMA Massive Text Overhaul Project
UI Adjustments to Info Cards related to how weapon statistics are calculated.
Removed sound effects such as the headshot and exaggerated Cyberpunk 2077-esque Medkit SFX.
Removed UI Dot Indicators to lootable items
Adjustments to Float Precision for Item Stat values for consumables and artifacts, causing the common issue of 0.0 on some items.
Decreased the amount of zoom during dialog to 90 field of view from 70.
Adjusts Armor difference coefficient which is necessary towards balance for the Armor Module and Weapon/Ballistics Module.
Removed large POI discovery radius which was causing discoveries to occur from very far away - Now requires the player to actually arrive at a location before discovering it.
Decreased the amount of damage resistance that strike protection provides when being hit by grenade blasts by 25%.
Increased the amount of time the player sleeps from 5 hours to 7 hours.
Slightly adjusts the amount of time corpses remain active before despawning.
Greatly decreases the "Pity System" for Artifacts, Invisible luck stat increases are less effective when picking up more common types of artifacts.
Improved environmental physics
Increased decay time for blood, world drops and bullet decals
Includes patch support from Painter of the Zone, A Life Finds a Way and Svarog Detector.
Question POI markers will no longer appear on your map, for locations to be discovered, you'll have to actually seek out and discover the locations yourself. Once you're close enough, It will apply a proper icon as normal on your map.
Added Implementation for Real Weapon Names Localization in Core Module.
Adds Localization support for MHM changes and additions which includes all up to date changes from Community Localization Project for Core Module.
Modular Hard Mode Addons:
ADDON: MHM Color Correction: Adds proper color grading to fix the overly saturated blue nights, and warm toned days without ruining the proper tone of the Stalker Universe, Lightweight and won't affect framerates.
ADDON: Relaxed Mode for Veteran AIO - Provides a simple Relaxed mode for AIO - Use with Veteran AIO.
ADDON: Hardcore AIO for Gamepad Users. Reduces Mutant Movement speed to make it easier for Gamepad users to enjoy MHM at higher difficulties.
ADDON: (NEW!): Master Mode for Hardcore AIO: Inspired by Elden Ring Reforged - Adds a proper, balanced Master Mode which will challenge players at every turn while remaining consistent and balanced. More Details in the next section below. Requires a New Game.
ADDON (NEW!): Campfire Saves: Inspired by the mod for S.T.A.L.K.E.R Anomaly - Restricts all Saving to Campfires, Hubs, and certain Quest areas which can turn MHM into a horror game when there is more to risk due to needing to find new rest areas. Once you find a traditional campfire (not barrels) you will be allowed to save in a radius and a Icon will be permanently added to your map once discovered. You can also save at player owned beds In Town Hubs. Important quest areas and some boss fight areas will also allow for saves in specific areas of the quest location. 100 Locations in total. Not including Quest Areas and Hubs. Requires Simple Mod Loader and a new game.
////// Base Game Config Edits: CoreVariables.cfg, MarkerPrototypes.cfg, AIGlobals.cfg, CamerashakePrototypes.cfg, DestructibleObjectPrototypes.cfg, UpgradePrototypes.cfg
////// Includes Custom Configs: No
////// Modules: Core Module, MHM Localization
////// Modules Affected by Core Module: Consumables and Effects, Protection, Weapons and Ballistics, Loot
////// Required Modules to operate: None
Part I D&E
When describing difficulty adjustments, it can be a very broad subject, but this section helps provide a generalized idea of what the difficulty segment from the "Difficulty and Economy Module" provides and also helps understand some of the changes that affect other modules that connect them all together in order to provide proper multi structural adjustments.
Many changes made here provide larger but generalized simplistic multipliers, while smaller and arguably more important changes that provide fine tuning to individual weapons, ammo damage, PC and NPC strike protection and so on are done in modules such as Weapon & Ballistics, Protection and Consumables and Effects. Simple solutions can open doors to complex problems, and while large multiplier adjustments may work fine for some elements over the course of the game, it doesn't always work out long term for other mechanics in the sense of balanced progression, enemies and ballistics, so MHM ensures to cover all of its bases but start with a simple foundation using general multipliers.
The changes and additions include the following but not limited to:
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Hardcore:
Player Weapon Base Damage = 0.81; 6% Higher than Veteran - In early versions of MHM a base multiplier of 1 was used, but as of MHM 2 the damage model is much more complex in which additions and adjustments made in the Protection and Weapon & Ballistics Module apply which gives far greater control for our damage model. Please note: This will not cause bullet sponge. For more information please check out their corresponding sections down below.
NPC Weapon Base Damage = 1.0; Base Damage is raised calculated per weapon for each difficulty., See Weapons & Ballistics, Protection + Consumables and Effects sections for more details on scaling rework, New Upgrades and new consumables that offer the player more tools to deal with more deadly situations.
Mutant Base Damage = 1.47; 23% Higher than Veteran; See Mutants section for more details.
Anomaly Damage = 2.0; 60% Higher than Veteran; See Protection and Consumable and Effects sections for more details on scaling rework and further adjustments to environmental hazard effects and damage models.
Mutant Attack Cooldowns = 0.85; 15% Faster than Veteran; See Mutants section for more details.
NPC Attack Cooldowns = 0.90; 10% Faster than Veteran; Grenade cool down counterbalanced in Weapons & Ballistics module to avoid grenade spam
Bleeding damage = 3.65; 265% Higher than Veteran; Don't let the high percentage fool you, it's still very manageable.
Explosion Base Damage = 1.20; 20% Higher than Veteran; See Weapons & Ballistics section for more details.
Radiation Accumulation Speed = 1.70; 20% Higher than Veteran; See Consumables and Effects for more details.
Run and Sprint Movement Speed for Human NPC increased by 10%
Removes the Anomalous Beep Detector Sound effect which requires paying attention to your surroundings and learning the environment rather than depending an a audible crutch.
Removes Crosshair and Enemy Indicators
Master Mode Addon for Hardcore AIO:
Significantly increases the armor penetration, damage distance effectiveness, damage of NPC weapons. Deteriorated variants that NPC's use will deal slightly less damage overall.
Increases headshot damage that the Player receives by 35%.
Bleed Damage significantly higher (Yet still manageable!).
Increases Mutant damage over hardcore by 3% (Doesn't need much adjustment).
Anomaly Damage Increased. 2.0 -> 2.25
Radiation Accumulation Increased. 1.7 -> 1.75
Body shots to NPC's deal 5% less damage.
Grenade and Explosive damage to player increased.
Economy remains the same as Hardcore.
Bleed chance from Enemy NPC Weapons increased.
Shotguns inflict more Armor Durability damage.
Campfire Saves MHM Addon implemented into Master Mode.
Standard:
Player Weapon Base Damage = 0.90; 15% Higher than Veteran - In early versions of MHM a base multiplier of 1 was used, but as of MHM 2 the damage model is much more complex in
Base Damage is raised calculated per weapon for each difficulty., See Weapons & Ballistics, Protection + Consumables and Effects sections for more details on scaling rework, New Upgrades and new consumables that offer the player more tools to deal with more deadly situations.
NPC Weapon Base Damage = 1.0; See Protection + Consumables and Effects sections for more details on scaling rework, New Upgrades and new consumables that offer the player more tools to deal with more deadly situations.
Mutant Base Damage = 1.40; 15% Higher than Veteran; See Mutants section for more details.
Anomaly Damage = 1.75; 35% Higher than Veteran; See Protection and Consumable and Effects sections for more details on scaling rework and further adjustments to environmental hazard effects and damage models.
Mutant Attack Cooldowns = 0.95; 5% Faster than Veteran; See Mutants section for more details.
NPC Attack Cooldowns = 0.90; 10% Faster than Veteran; Grenade cool down counterbalanced in Weapons & Ballistics module to avoid grenade spam
Bleeding damage = 2.5; 150% Higher than Veteran; Don't let the high percentage fool you, it's still very manageable.
Explosion Base Damage = 1.20; 20% Higher than Veteran; See Weapons & Ballistics section for more details.
Satiety Multiplier = 1.9; 10% lower than Veteran; See Consumables and Effects for more details.
Radiation Accumulation Speed = 1.57; 12% Higher than Veteran; See Consumables and Effects for more details.
Run and Sprint Movement Speed for Human NPC increased by 10%
Removes the Anomalous Beep Detector Sound effect which requires paying attention to your surroundings and learning the environment rather than depending an a audible crutch
Removes Crosshair and Enemy Indicators
Relaxed:
Player Weapon Base Damage = 1.0; 25% Higher than Veteran.
NPC Weapon Base Damage = 1.0;
Base Damage is raised calculated per weapon for each difficulty., See Weapons & Ballistics, Protection + Consumables and Effects sections for more details on scaling rework, New Upgrades and new consumables that offer the player more tools to deal with more deadly situations.
Mutant Base Damage = 1.37; 12% Higher than Veteran; See Mutants section for more details.
Anomaly Damage = 1.67; 23% Higher than Veteran; See Protection and Consumable and Effects sections for more details on scaling rework and further adjustments to environmental hazard effects and damage models.
Mutant Attack Cooldowns = 0.95; 5% Faster than Veteran; See Mutants section for more details.
NPC Attack Cooldowns = 0.90; 10% Faster than Veteran; Grenade cool down counterbalanced in Weapons & Ballistics module to avoid grenade spam
Bleeding damage = 2.2; 120% Higher than Veteran; Don't let the high percentage fool you, it's still very manageable.
Explosion Base Damage = 1.20; 20% Higher than Veteran; See Weapons & Ballistics section for more details.
Satiety Multiplier = 1.75; 25% Lower than Veteran; See Consumables and Effects for more details.
Radiation Accumulation Speed = 1.50; Same rate as Veteran; See Consumables and Effects for more details.
Run and Sprint Movement Speed for Human NPC increased by 10%
Removes the Anomalous Beep Detector Sound effect which requires paying attention to your surroundings and learning the environment rather than depending an a audible crutch.
Removes Crosshair and Enemy Indicators
////// Base Game Config Edits: DifficultyPrototypes.cfg,
////// Includes Custom Configs: Yes
////// Modules: Difficulty and Economy
////// Modules Affected by Core Module: Consumables and Effects, Protection, Weapons and Ballistics
////// Hard Requirement Modules to operate: None
Part II D&E
The Economy in Modular Hard Mode differentiates itself by a good margin from the traditional S.T.A.L.K.E.R 2 economy, putting a much stronger emphasis on Artifact Hunting and Side Quests as the main sources of income with boosted, but balanced rates. It's not a fun loop walking back to town, over encumbered with 5 AK74's and 3 suits to sell to a vendor, repeated all the way until you beat the game. Guns, and Suits are everywhere in the zone - so they shouldn't inherit much value unless they've been upgraded fully and at perfect condition. A vendor isn't necessarily interested in his 68th AK74 or Viper-5 of the day. This encourages more exploration and better reason to do side quests, as even randomized side quests now provide you with far more currency than default rates, as well as resetting every 24 hours instead of 72. The Economy comes in 3 variants depending on what your personal play style and preference is in an attempt to appeal to different tastes in difficulty. Relaxed, Veteran and Hardcore. The higher you go, the more the offsets will be.
If you choose to use the full version of Loot module, You'll have the economy in full swing, while remaining balanced and scarce. The economy has been tuned around these community mods in mind, Rare unique Mutant parts from Mutants will supply you with enough currency to make it worth checking out the howl in the distance, the bandit screaming behind that house could net you a nice rare gold ring that he previously killed his friend over, You could find a couple of pricey consumables to trade in on top of it to pay for those expensive upgrades. Finding a rare artifact in a stash relieves the sense of hope as you've just ran out of Medkits because the zone is no longer raining them from the sky from enemy Stalkers and out in the world. The possibilities are endless, I highly recommend reading into the Loot Module to see what it offers as this only covers the basics needed to operate the full package
Relaxed Economy:
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Buy Condition ( How much a vendor buys an item for) = 0.45; 5% Lower than Veteran
Sell Condition ( How much a vendor sells an item for) = 1.35; 15% Higher than Veteran
Weapon Durability Damage = 1.0;
Armor Durability = 1.0; 15% Higher than Veteran
Weapon Durability = 0.9;
Main Story Mission Rewards = 1.0; 25% Higher than Veteran
Side Story Mission Rewards = 1.75; 100% Higher than Veteran
Artifact Cost = 3.0; 200% Higher than Veteran - This is the offset cost for buy condition and Weapon / Armor Cost.
Weapon Cost = 0.80; 20% Lower than Veteran - Makes weapons less valuable, Uses sell condition to offset the prices back to near normal.
Armor Cost = 0.80; 20% Lower than Veteran - Makes armor less valuable, same explanation as above.
Upgrade Cost = 1.65; 40% Higher than Veteran - Many factors play into this, but in short, Upgrades are your big money spender, while repair durability / costs are slightly minimal in a sense.
Repair Cost = 1.3; Repair Kits are your main source of Weapon and Armor repairs. Technicians are greedy and should be used as a last resort.
Consumable Cost = 1.60; 40% more than Veteran; Additional currency sink and they were too cheap to begin with.
Greatly increases Randomized Side Quest Rewards
Decreased the amount of in game hours you have to wait for RSQ's to replenish from 72 hrs to 24 hrs.
Decreased the chance of finding Legendary Artifacts at Newbie rank to 0.1%. Experienced rank to 5%, Veteran and Master to 10%, Slightly higher rates for Rares. This helps balance the economy, among general game balancing and make finding rares and legendaries feel good.
Decreased the buy and sell discounts you receive at vendors depending on your rank (Story progression title): from 10% 20% 25% to 0% 2% 5%
All Upgrade prices have been internally changed, Helmets are somewhat cheap to upgrade.
Added cost to Medic Healing. It is no longer free (for the majority of medics) The price is based on your reputation with the faction hub. Good rep = 800 koupons, Neutral rep = 1000 koupons, Bad rep = 1700 koupons.
Removes MHM Weapon / Armor Selling Vendor Progression/Faction System and restores it to Vanilla.
Veteran Economy:
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Buy Condition ( How much a vendor buys an item for) = 0.35; 15% Lower than Veteran
Sell Condition ( How much a vendor sells an item for) = 1.45; 20% Higher than Veteran
Weapon Durability Damage = 1.0;
Armor Durability = 0.85; Check Protection Module for more details.
Weapon Durability = 0.9; 13% Higher than Veteran
Main Story Mission Rewards = 1.0; 25% Higher than Veteran
Side Story Mission Rewards = 2.0; 125% Higher than Veteran
Artifact Cost = 3.3; 200% Higher than Veteran - This is the offset cost for buy condition and Weapon / Armor Cost.
Weapon Cost = 1.70; Offset for Repairs and Economy - Utilizes a Repair kit system for the majority of repairs.
Armor Cost = 1.25; Offset for Repairs and Economy - Utilizes a Repair kit system for the majority of repairs.
Upgrade Cost = 2.20; 120% Higher than Veteran - Many factors play into this, but in short, Upgrades are your big money spender, while repair durability / costs are slightly minimal in a sense.
Repair Cost = 1.30 Repair Kits are your main source of Weapon and Armor repairs. Technicians are greedy and should be used as a last resort.
Consumable Cost = 2.10; 110% more than Veteran before Sell condition modifier; Additional currency sink and were too cheap to begin with.
Greatly increases Randomized Side Quest Rewards
Decreases the amount of in game hours you have to wait for RSQ's to replenish from 72 hrs to 24 hrs.
Decreases the chance of finding Legendary Artifacts at Newbie rank to 0.1%. Experienced rank to 5%, Veteran and Master to 10%, Slightly higher rates for Rares. This helps balance the economy, among general game balancing and make finding rares and legendaries feel good.
Decreases the buy and sell discounts you receive at vendors depending on your rank (Story progression title): from 10% 20% 25% to 0% 2% 5%
All Upgrade prices have been internally changed, Helmets are somewhat cheap to upgrade.
Added cost to Medic Healing. It is no longer free (for the majority of medics) The price is based on your reputation with the faction hub. Good rep = 800 koupons, Neutral rep = 1000 koupons, Bad rep = 1700 koupons.
Hardcore Economy:
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Buy Condition ( How much a vendor buys an item for) = 0.24; 26% Lower than Veteran
Sell Condition ( How much a vendor sells an item for) = 2.00; 75% Higher than Veteran
Weapon Durability Damage = 1.0
Armor Durability = 0.75;
Weapon Durability = 0.95;
Main Story Mission Rewards = 1.0;
Side Story Mission Rewards = 2.0;
Artifact Cost = 5.15;
Weapon Cost = 1.70;
Armor Cost = 1.25;
Upgrade Cost = 2.75;
Repair Cost = 1.3; Repair Kits are your main source of Weapon and Armor repairs. Technicians are greedy and should be used as a last resort.
Consumable Cost = 1.75;
Greatly increases Randomized Side Quest Rewards
Decreased the amount of in game hours you have to wait for RSQ's to replenish from 72 hrs to 24 hrs.
Decreased the chance of finding Legendary Artifacts at Newbie rank to 0.1% Experienced rank to 5%, Veteran and Master to 10%, Slightly higher rates for Rares. This helps balance the economy, among general game balancing and make finding rares and legendaries feel good.
Decreased the buy and sell discounts you receive at vendors depending on your rank (Story progression title): from 10% 20% 25% to 0% 1% 2%
All Upgrade prices have been internally changed, Helmets are somewhat cheap to upgrade.
Added cost to Medic Healing. It is no longer free (for the majority of medics) The price is based on your reputation with the faction hub. Good rep = 800 koupons, Neutral rep = 1000 koupons, Bad rep = 1700 koupons.
////// Base Game Config Edits: DifficultyPrototypes.cfg, ArtifactSpawnerPrototypes.cfg, TradePrototypes.cfg, QuestRewardsPrototypes/RSQ00 -> 10Reward.cfg, QuestNodePrototypes/RSQ01->10.cfg, DialoguePrototyes/ RSQ01 ->10.cfg
////// Includes Custom Configs: Yes
////// Modules: Difficulty and Economy
////// Modules Affected by _Difficulty And Economy: Consumables and Effects, Protection, Weapons and Ballistics
////// Hard Requirement Modules to operate: None
The loot system for S.T.A.L.K.E.R 2 has gone through a massive rework as of Modular Hard Mode 2.0. From solving the notorious issue of the overabundance of world placed static and dynamic consumables and ammo based items, to mod integration with a new intricate item generation system at its core - Over 100,000 lines have been touched or introduced in some form or another for this update alone. There is a lot to unpack. Loot module plays a large part into the overall balance of the economy and is a core element of the S.T.A.L.K.E.R universe. Most importantly, it can potentially be large driving factor for replayability and enjoyment. Filling dopamine to the brim when you get a super rare drop that you haven't seen in a play through before.
Whats new in Loot module 2.0:
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45% Reduction to overall static and world placed loot: This includes both ammo and all consumables - which was far too prevalent and fruitful in the Zone. Reducing the loot by about a third will ensure that the Zone feels the burn of scarcity, while continuing to reward exploration and has carefully landed on this percentage. Why not more you ask? Reducing it much further could potentially harm meaning and purpose in exploration and due to the massive reductions in loot from all other sources, it ends up leaving a world with enough scarcity to not supply you constantly - already forcing Stalkers to go back to town and spend their hard earned Koupons on supplies in order to survive, having to make the choice of how much you can get away with without spending too much that could've gone towards your next upgrade. This also helps ensure there is a balance between moments of finding an extra medkit when you really needed one, or a beer to starve off the radiation boiling in your stomach, and being completely out of luck because you chose to venture out into the zone unprepared. Please note: This does NOT touch quest spawns.
Faction based Smart Loot Loadout System:Still early in it's integration, it's still something I wanted to get out the door for 2.0 to show the direction it's headed and what to expect. Loot is now varied per faction, instead of being flat across the board when it comes to attachments, artifacts, consumables and detectors - The chances of items will be different depending on factions, and if you're willing to risk your reputation, could be worth its weight in koupons. Such as Loners and Scientists for instance, constantly crawling the zone in search of artifacts; one group for research, another for the infinite hunger of potential profit and survivability. Organized Factions such as Freedom, Duty and Mercenaries will have access to more weapon attachments, and consumables - but lack their wealth in artifacts and detectors. Factions such as Bandits have a slightly higher chance to drop stolen valuables that can fetch a pretty penny or drop new consumables that fit their characteristic, rotten food that'll give you radiation. This helps provide a additional source of target farming. Later on this system will also include new unique faction based armors and headgear to further the faction load outs for S.T.A.L.K.E.R 2. As of 2.0.1E, Zombies also have unique loot pools instead of sharing generic faction loadouts.
Detector progression based drops: Hilka, Bear and Veles now have a small chance to drop from friends and foes, which is highly restricted by progression to ensure continued game balance, but helps promote more loot diversity into the ecosystem.
Dynamic Stash Overhaul: This system introduces a intricate Item generation system that divides different loot types into groups and distributes them through Stashes at very low drop rates including Artifacts, Attachments, Weapons and Armor. You could score big, because if using the Protection Module you'll have the extremely low possibility of netting very rare Legendary Remnants that were lost to the Zone that another stalker might not know what he had his hands on.. You can read more about these in the Protection Module section. This helps encourage exploration and meaningful loot from Stashes, as in the base game they feel extremely underwhelming offering such little variety. If you choose to use the Full Loot Module, This also integrates items from Project Itemization, Pill head, Mutant Loot, and Repair Kits to offer what is now a large potential variety of loot. All while still remaining scarce, and rare. The overall chances of pulling an item on average is about 5% of stashes to preserve scarcity and economy balance.
Trader Rework: Item generators have been reworked for how Traders generate weapons, armor, ammo and detectors, Which now works off of a proper progression system, rather than being able to dash towards Rostok out the gates of garbage to acquire yourself a later game armor or weapon off the bat. Many systems in the base game originally allowed you to purchase late game weapons and armor which trivialize much of the content. While this doesn't solve the problem entirely with finding pre placed loot...This helps correct item progression into feeling more organic and less meta. Vendors are now a lot more picky with what they buy. Some Factions will buy Armor and Weapons in different durability ranges. Specialized Vendors will pay a pretty penny for Armor or Weapons.. or even Mutant Parts, Artifacts and Junk depending on if you can find them.. General Merchants aren't interested in weapons anymore unless and will need to seek out specific buyers for these items depending on the durability of the item. Technicians also offer a tier based system which will decrease in durability requirements and increase in buying prices that they'll offer you for your left over weapons and armor as you progress through the game and meet different technicians.
Due to the nature of how important HP and AP rounds are now and how scarce loot can be, Traders will now stock more ammo. HP rounds for certain ammunition types are provided much earlier in the game to provide you with proper types to deal with deadly Mutants since much has changed to Mutants in 2.0. Traders will also supply slightly more Medkits and Consumables since the wasteland is much more scarce and no longer a loot pinata, driving the economy tigher than before, enforcing players to interact with these forgotten and once almost useless system.
Emphasis on Fresh Food & Loot Scarcity: Due to the amount of potential new loot categories and types presented by community mod implementations, adjustments have been made to account for these changes in order to secure proper supply scarcity throughout the zone. When you venture out of town you should always be stocked and supplied as the chances of running out of Medkits and consumables are likely due to loot reductions and lack of quantity found on corpses for consumables and first aid. This helps introduce a better sense of survival horror inspired elements where your actions, decisions and lack of knowledge or wisdom may lead to deadly consequences.
Full and Lite Loot Modules: Lite now acts as "Even Less Loot" from MHM 1.0 but with Dynamic Stash Overhaul support and all other features outside of any community mod support and New spoiled variants, Legendary Remnant Armors and Weapons (Weapons TBA). So you can choose to carve your own modding journey if the full module isn't to your taste or you want a more vanilla friendly, survival experience. Read below for Full Loot Module information.
Community Mod Implementation:As of 2.0 and with the introduction of Modular Hard Mode AIO - Support, balance and implementation for the following mods has been Implemented into the Full Loot Module: Project Itemization, Pill head, Mutant Loot, Faction Patches, and OXA. This adds many new items and some repurposed with better balance in line with Modular Hard mode. Some consumables or items may not be present to reduce bloat. Item generators have also been rewritten for these mods using Modular Hard Mode's intricate Item Generation System.
Having more choice is good, but it's important to strike a medium and implement where needed. These items have all been injected into Faction based Smart Loot Load out system as well as Dynamic Stash Overhaul with low drop chances and even some of them into appropriate vendors and medics. You can also visit the technician and sometimes may supply a repair kit, although rare - to help enforce you still interacting with the repair system rather than fully avoiding it with cheap alternatives. More information about new consumables can be found in the Consumables and Effects Module.
New Spoiled variants of Consumables: Technically should be apart of the Consumables and Effects module, but because of it currently using direct Item Generator implementation due to time constraints, it is currently apart of the Full Loot Module. Using Alternative, unused icon assets from S.T.A.L.K.E.R 2 brings in a new set of consumables that have a chance to spawn in all sources including destructible crates! Consuming these putrid variants come at a cost.. but add a bit more logic and variety to the Zone and due to the scarcity of fresh food outside of merchants, you might find yourself in a bind and need to consume these items to save koupons or yourself from starving to death. (Yes, you can starve in MHM)
Further Alternative Implementation of Progressive NPC Load out System:Improvements have been made to the first iteration of Progressive NPC load outs to where in late game you'll see more variety between Stalkers outfits and load outs and now in Early game you'll have an low chance of encountering a higher tier Stalker. Guards however, due to their nature will be seen sporting this gear more. This iteration has been improved to slightly increase variety all throughout your progression in the game. This includes weapons as well, but do not appear earlier like suit load outs in order to maintain loot and game play balance.
Randomized Static Weapon and Suit Drops: As of 2.0.2, 95% of static world placed suit and weapon drops are no longer static. They are now randomly generated through smart categories and chance depending on rarity and story rank to select another appropriate armor or weapon of the same type. This shakes up replayability to allow for much more dynamic and unpredictable world items that you'll run across. This stops meta chasing certain items to gain a instant upper hand, trivializing intended progression. This also means that late game items will see quite a diverse spawn pool for what is possible to drop. Faction based loot drops will pull from faction based item generators that mainly focus those faction items, so it's not entirely "random" as you won't find a monolith battle suit dropping where a duty suit typically would. This is to keep things abit more organized and logical for the original locations. However, weapons will pull from the entire category (AR, Pistol, etc) depending on rank and what is allowed to spawn.
New Ammo Types: NEW!: 2.0.5 introduces new ammo types for mid/late game and early game! 9x18 & 9x19HP, .45 RIP, 12x76 RIP, 9x19 RIP, 5x45 PPBS & 9x18 PPS. These ammos help keep other weapon types relevant later on through the game instead of needing to resort to boring metas, paired with OXA - no longer will you feel the need to resort to Kharrod every playthrough.
Deteriorated Weapon Variants: NEW!: 2.0.5 introduces Deteriorated Weapon tiers! These allow later game weapons to show up, but with pros and cons. These decaying variants will reguraly cause jams, provide less overall statistics on many fronts than their original models but they're cheaper to repair and could offer a bump over what you're currently wielding depending on your situation. Almost every gun in the game has a deteriorated variant
Corps GearNEW!: 2.0.6 introduces six new high end pieces of equipment from the Corps faction that was not present in the base game.
Valuables Part INEW!: 2.0.6 introduces many new valuables. to collect and sell to merchants, making Artifact hunting less mandatory constantly if you find yourself lucky. Over 50 new items to collect, including very rare Secured Faction Crates that fetch for very reasonable prices on the market. In the future these will be unlocked via Technicians for a small free depending on your reputation.
Repair Kits ReworkNEW!: 2.0.7 introduces MHM's own take on Repair Kits after utilizing Ziv's Repair Kit Bundle for a few months to get MHM 2.0 on it's feet. RKR comes with all new high fidelity icons that match the STALKER 2 visual icon quality on top of reworking all of the repair kits to better fit MHM's economy balance. Gone are the days of relying on technicians to repair your gear! Repair Kits will be your main source of repairs so players can spend their hard earned koupons on upgrades, consumables and utility items. 40 types of repair kits ranging from Helmet, Armor, Primary Weapon, Secondary and Side Arm. Repair kits are broken up into tiers and categories instead of one or two types of repair kits fixing all your gear at once - but fear not! Finding rare universal repair kits will allow for more flexibility with the amount of items they can repair at once. This allows for more choice and game of chance when it comes decisions such as holding out for a better armor and sweating low durability or using kits on spare armors and weapons to sell to specialization vendors, so on and so forth.
More to come in future updates: Future updates will include further improvements and implementations and immersion driven elements to the loot system, as 2.0 lays the foundation, There is now a large floor to build upon. Stay tuned!
The changes and additions include the following but not limited to:
Spoiler:
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45% Reduction to overall static and world placed loot: See drop down menu above
Faction based Smart Loot Loadout System: see drop down menu above
Detector Progression based rarity drops: see drop down menu above
Dynamic Stash Overhaul: see drop down menu above
Trader Rework: see drop down menu above
Community Mod Implementation: see drop down menu above
New Spoiled Consumables: see drop down menu above
Progressive NPC Loadout system re-implementation and cleanup: see drop down menu above
Further Emphasis on Loot Scarcity: see drop down menu above
Overall Stash, NPC, Breakable crate loot drops have been reduced in order to introduce a proper amount of scarcity while still remaining fair to the player with item acquisition, a very careful balancing process.
Bandit and Loner Weapons now corpse drop with a durability range of 1% to 30% from 25% to 50%
All other Stalker weapons now corpse drop with a durability range of 1% to 30% from 25% to 50%
Stalker Suit drops now have corpse drop with a durability range of 1% to 30% from 100%
Exoskeleton drops now have corpse drop with a durability range of 1% to 10%
Other Misc small changes for further fine tuning to Loot system.
Loot Lite:
////// Base Game Config Edits: StashPrototyes.cfg, ItemGeneratorPrototypes.cfg, BenchmarkItemGeneratorPrototypes.cfg, DynamicItemGenerator.cfg, Gamepass_ItemGenerators.cfg, SpawnActorPrototypes/(3000+ cfg files for world loot removal)
////// Includes Custom Configs: Yes
////// Modules: Loot Lite Module
////// Modules Affected by Loot Lite Module: Difficulty and Economy
////// Hard Requirement Modules to operate: None
///// Module Can be used in External Mod Creation?: Pre 2.0 only.
Loot Full:
////// Base Game Config Edits: StashPrototyes.cfg, ItemGeneratorPrototypes.cfg, BenchmarkItemGeneratorPrototypes.cfg,
DynamicItemGenerator.cfg, Gamepass_ItemGenerators.cfg, Meshprototypes.cfg,TradeTestBoolProviderPrototypes.cfg, RelationPrototypes.cfg, PackOfItemsGroupPrototypes.cfg,QuestItemPrototypes.cfg, ANCQ02.cfg,E01_MQ01.cfg,E01MQ01_C04.cfg,E02_MQ01.cfg,E02_SQ01.cfg,E05MQ03.cfg,E07_MQ01.cfg,E07_SQ01.cfg,EQ65.cfg,EQ65_P.cfg,EQ75.cfg,EQ75_P.cfg,Rostok_L_ScarTemp_Camp.cfg,SQ02.cfg,SQ86.cfg,SQ86_P.cfg,Granit.cfg SpawnActorPrototypes/ (3000+ cfg files for world loot removal)
////// Includes Custom Configs: Yes, Many.
////// Modules: Loot Full Module
////// Modules Affected by Loot Full Module: Difficulty and Economy, Weapons and Ballistics, Protection
////// Hard Requirement Modules to operate: Core Module, Weapons and Ballistics
////// Module Can be used in External Mod Creation?: No
Consumables and Effects is a combination of med kits, drugs, food and water while effects are status effects afflicted on the player caused by the environment, anomalies, enemies, mutants, food and drugs! This module covers these types of of items and mechanics, as well supplies changes made to Fatigue, Satiety Rate, Movement Speed, so on and so forth for the Player Character. The base module for Consumables and Effects hasn't changed drastically since MHM 1.3.4 but there are some new additions and re-balances a few base game consumables that will be detailed, Along with the Toxic Cloud Anomaly overhaul. Most of the new additions are included from Loot Module Full with several new Consumables from both Modular Hard Mode, Pill Head, and three that have been implemented from Project Itemization.
Many of the new consumables added by Pill Head and a small handful from Project Itemization that have been re-balanced have fantastic utility cases that play well with each other when combined. This leads to more strategic planning and problem solving while offering a more in depth approach to consumable pros and cons, especially when combined with some of the new suit effects from the Protection module, leading to some interesting builds setups. Always wanted to be a meth addict stalker that utilize battle suit low protection high movement speed armors to evade Chimeras? now you can do that!
Here is a "quick" breakdown of the new consumable features introduced from Loot module 2.0:
Spoiler:
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Spoiled Canned Food (Original): Renamed to Rotten Canned Food
Spoiled Foods and Dirty Drinks will cause Damage to Health, Radiation (Non Alcoholic),and Increase Stamina cost but decrease Satiety, these are meant to use as last resort situations when you're on the edge of starvation or desperately need to remove radiation if you're drinking dirty alcohol.
Expired Medkit Restores 25 Health over 16 seconds but causes 15 radiation as a counter to the positive. Increases Stamina costs, hunger and fatigue increases.
Psy Buildup has been added to many of the new consumables, This acts as a "overdose mechanic" to discourage players from constantly popping more than two drug combinations during combat UNLESS you have drugs that counteract this effect. It makes for dynamic and quick decision making with how you choose to tackle combat scenarios. Thanks to Conner for the first implementation from "Pill head" of this method.
Ibuprofen acts as a low tier Painkiller that is typically to be used before or during combat, Lasts for 30 seconds - Adds 5% Physical Protection and 20 HP over time. Adds Fatigue. and Slightly Increases Psi Build up.
Yudalin Acts as a Mid Tier Painkiller, Lasts for 60 Seconds - Adds 8% Physical Protection. Slightly Increases Hunger, Reduces Psy Protection, Increases Psi buildup and Fatigue.
Gabapentin acts as a Mid/High Tier Painkiller and Psychic relief, Adds 1.0 Psi protection per second and 8% Physical Protection for 300 seconds. Causes Intoxication, Fatigue and Hunger
Morphine acts as a High Tier Painkiller - Adds 15% Physical Protection for 180 seconds and Restores 25 health. Reduces movement speed, Fatigue and Psi Protection, Increases Psy buildup by 25.
Amphetamine acts as a Stimulant, Increases Movement Speed by 22%, Decreases Fatigue by 65 instantly, Suppresses 270 fatigue (for 90 sec) Suppresses Appetite for a short amount of time by 80, Stamina Restoration 100% and -50 to Stamina Costs. Decreases physical protection by 10%, Decreases Psi Protection by -2.5 and Adds 40 Psy Build up. Lasts for 90 seconds.
Cocaine acts as a Stimulant, Increases Movement Speed by 18%, Stamina Recovery 200%, Removes 40 Drunkenness, Removes 50 Fatigue, Decreases Bleeding resistance by -15%, Decreases Physical Protection by 10%, Decreases Psi Protection by 2.5, Adds 15 Psy Build up. Causes Fatigue based withdrawals after a short amount of time. Lasts 300 seconds.
Caffeine Tablets acts as a light weight Stimulant Increases Stamina Recovery by 25%, Removes 20 Alcohol Intoxication, Removes 20 Fatigue. Increases Hunger. Lasts 300 Seconds (Stamina Recovery)
Ephedrine acts as a Stimulant, Suppresses Fatigue by 60 for 30 seconds, Increases movement speed by 12%, Stamina Costs decreased by 20%, Increases Psi Build up by 15, Decreases Bleed protection by 10, Decreases psi protection by 1. Lasts 60 seconds.
Xanax acts as a depressant anti-psychotic, Reduces Psy build up by 50 over 5 seconds., Increases Intoxication by 25, Increase Fatigue by 20, Decreases movement speed when injured by 10%, Lasts 60 seconds for movement speed debuff.
Etizolam acts as a depressant anti-psychotic, Adds 5.0 Psi Protection, Reduces Psi build up by 40, Adds 50 intoxication, adds 40 fatigue, increases hunger, lasts 60 seconds.
Seroquel Acts as a sleep aid and anti-psychotic, Adds 1.0 psi protection for 600 seconds, Reduces movement speed by 5 and Maximum stamina by 8 in combat, Adds 50 fatigue.
Modafinil, Acts as a suppressant, Suppresses Fatigue, Intoxication and Appetite for 300 seconds, Adds 30 Psi build up, Reduces Psi protection by 1.0
The changes and additions include the following but not limited to:
Spoiler:
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See Above Drop Down for New Additions present in Loot Module for Mod community added and re balanced consumables and new spoiled consumables.
Increases Hold breath timer from 4 seconds to 6 seconds.
Increases the damage you take from Chemical, Electrical and Fire by a significant amount. Protection against these elements now scale far better the more protection you have but also makes proper protection more necessary at times. See Protection Module for more details as this is covered in slightly more detail.
Toxic Clouds are now pose a more serious threat to players. When inflicted by a cloud, it makes it hard to breathe, Reducing your movement speed by 15% and Increasing Psy Build up by 1 for every second you're afflicted by in a Toxic Clouds damage radius. Also reduces stamina regeneration by 60% for 30 seconds.
Medium Drunkeness now starts at 20 but drunk effects on Vodka and beer have been slightly reduced as well as their length. Low drunkness no longer causes post processing effects.
Fatigue build up per second is set at 0.075 down from 0.095 from MHM 1.3.4 (0.001 default value) to make it slow the build up that naturally occurs from throughout the day.
Player movement speed has been reduced by 10%. Subjectively feels better and more grounded, while allows Modular Hard Mode to push Movement speed increases on armors and consumables even more and allows for more fine tuned control of them.
NPC Fire Dispersion has been reduced by 0.1, from 1.5 to 1.4 to help with close range and mid range awful Stormtrooper dispersion when Ignore Dispersion is not applied to a NPC to make firefights more intense, logical and fair. This is a counter balance where the other half occurs in the Weapons and Ballistics module which greatly reduces the overall enemies Ignore dispersion shots at specific ranges to avoid the issue of aim bots hitting you from 300m out constantly. See Weapons and Ballistics Module for more details
Slightly decreases the amount of time that it takes for NPC's to open fire on you by 0.2 when near. Far distance not changed. Should help with the silly delay NPC's have without being too much.
Increases Armor Difference with Projectiles to 1.9 which should help scale strike protection for player to scale better by 18.75%. This helps offset late game balance that many other "Difficulty" or "Hardcore Survival" mods suffer from. These are not the only additions that are added to help solve this issue as its not a one shoe fits all solution and requires more solutions for the player.
Fatigue is present on several food and consumable items to help enforce the mechanic being actually utilized in S.T.A.L.K.E.R 2
Food will slightly restore more satiety overall.
Water buffs have been reduced after patch 1.3.4, removing the instant stamina restore and reducing the stamina regen on it significantly as it was too strong
Condensed Milk has been nerfed slightly, but still remains good as it's a rare find since 1.3.4.
Removed Healing from Bandages again as there are more alternative solutions for healing other than Medkits when using Full Loot module.
Fatigue restored from Energy drinks has been reduced by 10.
Tier 1 Medkits have had their duration increased by 2 seconds and healing by 5 seconds. Heals 45 Health over 12/s
Tier 2 Medkits heal for 65 over 8 seconds
Tier 3 Medkits heal for 80 over 5 seconds.
As of MHM 1.0 No Food provides healing.
All Consumable and Artifact Statistics have been changed to numerical values rather that status.
Heavy Bleeding requires two bandages instead of one due to the severity of the wound.
Fire Burning Damage Permanent increased from 10 to 12 to 30 to 40. Not only was this tiny chip damage, but it makes being burned actually hurt and has consequence..This is also counter balanced in Protection Module with better protection scaling.
Fire Burning DoT now applies 20 to 30 damage over 10 seconds instead of 10 to 12 damage over 10 seconds. See above.
Chemical Damage now deals 40 damage instead of 20 damage. See above.
Reduces the amount of corrosion that applies to weapons and armor by about 25 -30%
Sleeping No longer heals you by a large amount, but still slightly heals you by 10%, bullet wounds don't heal over night. - in order to eliminate the issue of cheesing rest to gain a full health quick fix work around for healing. Now it'll just slowly drain your food supplies that aren't in large amounts if you use Loot Module.
When Struck by Lightning and there is a high probability the player is killed on hit if not at full health. Increased damage from 50 -> 80. Careful out there!
Low Health Safety Net is disabled. You no longer restore HP when you are below a specific percentage of health.
Increases the amount Psy reduction Beer provides from 1 -> 5
Increases the amount of Psy reduction Vodka provides from 5 -> 8
////// Base Game Config Edits: EffectPrototypes.cfg, ObjHoldBreathParamsPrototypes.cfg, ObjOnHitParamsPrototypes.cfg, ObjPrototypes.cfg, AnomalyPrototypes.cfg, ArtifactPrototypes.cfg (Safe to Overwrite at the moment with other mods, only attaches numerical values), ConsumablePrototypes.cfg,
////// Includes custom configs: Yes
////// Modules: Consumables and Effects
////// Modules affected: Loot Full, Protection, Weapons and Ballistics
////// Hard requirement modules to operate: Core Module
Protection in S.T.A.L.K.E.R 2 has some normalization issues, Most Protection Suits end up within 10% of each other for Electric, Chemical, Burn, Radiation and Strike resistances per tier regardless of the vast majority of suits to choose from, with the exception being Science Suits which just have higher normalized environmental protections. Leaving much to be desired from gear diversity and feels like you never need more than a single suit of a single tier, which makes you discard all the others suits you run across because one might slightly have better upgrades in one path that you prefer. By default, Gear also provides the player with more than enough strike protection out of the gate for most situations until you transition Story Progression ranks. Only then does it affect Psi protection, Strike protection, and rarely Radiation protection, Making players feel like they certainly aren't worth upgrading due to them all just feeling.. well, the same.
The Protection module solves these issues as well as others, such as providing solutions that difficulty mods typically don't deal with - end game story protection. If you've played and beaten S.T.A.L.K.E.R 2, you should know depending on choices made, the end game can be a mad house and makes it extremely frustrating with mods that make adjustments to overall difficulty damage outputs from ammo damage, damage multipliers, effective distance, etc. There's a chance they aren't taking into account end game, this includes earlier versions of Modular Hard Mode and while it is very much possible and doable, the difficulty spike can definitely be felt in a unfair and unfun experience for many. While Modular Hard Mode remains at the forefront of pushing challenging encounters and progression, it's important that there are options presented to provide proper protection for these scenarios, while still remaining difficult, but balanced!
Upgrade diversity is another issue, and still has some improvements in overall diversity between suit types left on that front, but Modular Hard Mode 2 offers unique new upgrades for specific types of suits to where you can even make builds out of them when paired with consumables. There's also the improvement of Exosuits across the board, while still that sprint isn't a thing for them, besides Ruby (default game) They're now absolute units offering upgrades that make them worth going for as they now make solid alternatives to Exoskeletons rather than unworthy of upgrading depending on your playstyle. Let's dive in.
Whats New in Protection 2.0 & General Changes but not limited to:
Spoiler:
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Introduces Legendary Remnant Suits, 6 New Suits that have a extremely low drop chance from stashes. Chances of these dropping are slim, but they do exist! All have proper lore descriptions and purpose with unique upgrades that make them standout from the rest, without the worry of feeling overpowered, while still being the best suits that were lost to the zone over time. Better get back to stash hunting, Stalker!
Introduces new blueprints for Exosuits and Exoskeletons that unlock a new upgrade, these will only be available once Veteran difficulty is unlocked for them to begin dropping at stashes but at a very low drop chance. This allows ample possible time for these blueprints to drop, and a low chance at specific vendors. These upgrades alone are come with a high upgrade cost, but by the time you acquire one you should be near your financial target for applying them if you choose to seek them out. These upgrades are meant to help drive higher strike protection for end story scenarios to make things a bit more fair and balanced, but enough to where its still holds up in overall difficulty.
Moves the Strike Protection cap from 4.5 -> 6.0 to allow the use of painkiller drugs, artifacts and end game protection upgrades into end game and allow for sufficient protection. Which getting to 4.5 is no longer a easy task in itself.
Radiation resistance for suits with no helmet have been moved primarily to helmets, why these do offer some protection, the majority of radiation protection now
Part I: Complete revamp of the armor system for S.T.A.L.K.E.R 2 Suits. Factions now have one major and One minor elemental resistance which go with either lore or theme. With some more than others for the sake of balance. For example: Duty provides high burn resistance, moderate shock while providing very low chemical resistance and mid/low radiation. Freedom provides high chemical resistance, mid burn very low shock and higher radiation resistances but lower strike protection than duty suits. or Ward suits, where they now focus more on physical protection but have minimal environmental resistances or Spark where they have less physical protection overall but have fantastic environmental and radiation.
The difference is quite a contrast in suit diversity compared to base game, and that also extends to upgrades. If you've read through the consumables and effects module, you'll know that environmental protection is necessary unless you plan on constantly blowing through consumables. It also makes keeping resistance artifacts on you for a element you may be weak to because your current suit is weak towards that element. Now every faction will feel more unique with their sets, advantages and disadvantages for each one.
Part II: Battle Suits now provide movement speed upgrades, Each battle suit range will have slightly different percentage based movement speed has been adjusted to allow for higher increases. Movement speed increases will only activate once injury is taken, think of it as a defensive mechanic to the suits themselves. Upgrades such as these help keeps these suits relevant through the entirety of the game depending on what type of playstyle you prefer with different combinations of consumables.
Exosuits now provide a very low health regeneration per second when injured in combat. Rare exosuit variants have upgraded units of these modules. They also have increased carrying capacity upgrades making it possible to haul large amounts of items to your hearts content. Exosuits got pushed to the side in the base game with and feel more like an after thought. it's about time they get the love they deserve. While you can't use sprint, these suits now offer maximum protection over their Exoskeleton counter parts. Ruby also has had it's sprint upgrade replaced with a Health Regeneration upgrade, among other perks - keeping it in line, but still best in class for all... known Exosuits.
Part III: Suits will generally provide additional stamina regeneration, durability improvements and more additional carrying capacity depending on the type of armor it is, as with new loot, new consumables and having to carry additional artifacts will require more weight, and because of how the economy is balanced no longer needs to be concerned about lugging around a million weapons to sell to a vendor.
Part IV: One of the main complaints heard and experience is rarely ever needing to apply upgrades, even with increased damage rates, Suits by default are usually sufficient enough to get the job done after a simple repair. As of 2.0 that is no longer the case, While Strike protection now scales better after hitting a 2.5 threshold due to balance changes and damage models - Suits protections by default have moved a portion of their base stats in the form up their upgrades. As the suits you fine out in the zone have been worn down, beyond repair and need proper components to restore to their former glory.
This allows upgrades to feel far more meaningful and rewarding, worth the hefty cost depending on your economy. It gives you something to look forward to acquiring a huge boost in stats rather than a mild tame upgrade that feels meaningless to where you can barely feel a difference. This helps solve many of these issues of just skipping upgrades until you pour it all into a single suit and have it last all the way up til Master rank.
Upgrades from DLC content suits have been removed and now require being upgrades normally.
NPC Strike Protection per suit has been slightly increased depending on set according to the new damage models for Modular Hard Mode 2.
Strike Protection on Heavy suits have been adjusted to no longer be near protection levels of Exo's almost as good when fully upgraded, but still fill their tier perfectly. but its also to note that all other suit types have had proper adjustments as well. Exoskeletons now rank second amongst protection with Exosuits being the overall best for protection given their lack of sprint. Although fully upgraded, It will be close.
////// Base Game Config Edits: ObjEffectMaxParamsPrototypes.cfg, Armor Prototypes.cfg
////// Includes custom configs: Yes, Many
////// Modules: Protection
////// Modules effected: All
////// Hard requirement modules to operate: Core Module, Loot Full
A comprehensive Weapon & Ballistics overhaul that focuses on a tightly tuned, caliber based damage system that has received proper internal testing to ensure the game balance of Modular Hard Mode packs a punch but still offers a rewarding edge in progression and ammo selection that continue to establish a satisfying reward structure for weapons and ammo investment. Ensuring upgrades are kept meaningful and ammo types important through mid and late game content. Loosely based on Infsolv's Ballistic math and calculations for range, dispersion, trajectory and bullet drop off -. Modular Hard Mode uses a damage model for ammo that encourages Stalkers to seek HP rounds shortly out of the gates due to their benefits immediate benefits over FMJ. While FMJ can still get the job done with appropriate TTK, it falls off faster down the progression pipeline to encourage players to utilize proper ammo types to move through content while ensuring vendors will supply you with enough ammunition to get you through your tasks.
Taking large amounts of inspiration from Grok and his damage models for GAMMA where gun play feels great but also requires proper ammunition for the job is the goal for solid TTK. Modular Hard Mode finds a balance between realism and game play focused progression to offer the best of both worlds. Thanks to Loot Module 2.0 moving several types of HP rounds to early vendors, re balanced and factored for mutant hunting since changes from the Mutant Module are Health based rather than Strike protection, allows for Hollow Point rounds finally shine in full glory with specific types of targets, and allow Armor Piercing rounds to cut through Exoskeleton equipped Stalkers without too much trouble with the appropriate firepower. This was probably the hardest module to solve, but the results are extremely satisfying.
NPC Aimbotting issues have also been toned down, while keeping the mid and close range appropriate and somewhat even improved in some regard so they don't have very apparent issue of stormtrooper aim even at close range. So now NPC's have far less shots that ignore dispersion entirely (this causes laser beams), but their overall dispersion is tighter so its fair, but far from the aim bot issue that was present in the base game. NPC's will also now fire more potential shots depending on weapon types. and range from where they are at if you are caught out in the open they will now take that to their advantage.
This model has been meticulously tested over weeks and has received positive feedback that helps balance out the the loss from ignoring dispersion shots in order to keep fire fights intense, fair, but consequential when you get too cocky with leaving yourself open. It's somewhat similar to Maklanes Better Gunfights, but also improves other elements such as the the pitiful stormtrooper aim at mid and close range proximities. Tighter natural dispersion to counter balance the lack of shots that ignore and results in NPC's not missing 70% of the time due wacky high dispersion rates when you're at close distance.
Whats New in Weapons and Ballistics 2.0:
Spoiler:
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Ammo Statistics are now displayed on the Ammo Description, this includes Damage, Armor Penetration, Flatness and Durability Damage to Weapon (DURA) These are direct numerical values from the entries set for Ammo Values so you know exactly the details of each raw value for what the caliber provides. It is also important to keep in mind that while one caliber may be slightly lower than the other in ammo damage, it's important to keep in mind the raw weapon damage, range, rate of fire and their upgrade pipelines. that amplify the source of damage from the bullet. Instead of keeping it simple with percentages, I figured people would appreciate raw stats instead.
Added Hollow point rounds for 9x18 and 9x19 calibers, Added Tier 2 specialization ammos for Ammo types that were missing them. Using Loot Module full will generate these in the world.
Added Many values values depending on ammo type and caliber.
Bleed rates adjusted to per ammo type and caliber, but from my extensive tests I haven't witnessed any form of Damage over time mechanics applying to NPC's or mutants so this is most likely irrelevant.
Headshot Multiplier has been Slightly decreased from 6 to 5.10 to account for damage model on Hardcore and 5.4 on standard.
Unique Weapons have had a small general face lift, depending on the type of Unique, may offer more or less advantages than before, this will be expanded more upon for 2.1
FMJ Ammunition averages out to about -55% AP per caliber and DMG -20%. (Lower penalties for Standard) Due to other balancing changes this will still provide acceptable TTK for early game. FMJ is meant to be a starter ammunition and should prioritize Hollow point rounds into mid game, and AP ammo into mid/late game.
Hollow Point rounds provide 18 - 73% increased damage based on calculations for average weapon damage of caliber type and their armor penetration as well as round count average for mutants and different ranks of Stalkers.
Armor Piercing rounds provide less raw damage but higher Armor piercing in order to keep them less effective than using HP rounds on appropriate targets
Shotguns are no longer viable for Heavy Strike Protection targets such as Heavy Exoskeleton units, No, you can't far range snipe exoskeleton units with slugs but are very effective against mutants as they should be and still viable against most enemy types that don't utilize heavy armor. Shotguns have always been Mutant focused and will continue to be in Modular Hard Mode.
Subsonic rounds now have appropriate values not only for how costly they are now, but offer a decent margin difference between AP and SS if you're willing to pay the price.
All Ammo Weights have been slightly adjusted according to grain
All Ammo Types now have some form of Recoil, Dispersion, and Flatness depending on the type - Just like real life!
HP and AP round prices have been adjusted accordingly depending on caliber and overall output.
Weapons Base Damage have been increased by a fair margin and then grouped by barrel length and caliber type to ensure they reach specific damage targets at end game to avoid Exoskeleton and Heavy Exos TTK being too long where it's fast, but not too fast as well if body shots are focused.
Effective Fire Distances for Player Character and NPC's have been tuned to be more in line with their real world counterparts
Minimum Bullet Distance Damage Modifiers have been increased for both PC and NPC's which helps with counter balance at far range for NPC's due to the changes to NPC dispersion and them no longer relying on half their shots as ignoring dispersion. Weapons such as DMR's and Snipers benefit from this, as well as Lavina and Vintar
Decreases the time it takes for grenades to explode from 4 seconds -> 2.5 seconds
Increases the radius of explosive damage by about 20%, its important to not increase this too much as it can quickly become too much.
Increases the amount of strike protection grenades penetrate npcs.
Increases the Cooldown time of grenades and remains compatible with AI Combat Overhaul.
Bullet Drop Height, Dispersion Rates, Drop off rates and Bullet trajectory models are now loosely based off Infsolv's incredible work on FUBAR and his calculation models. He deserves all the credit for this section of the module as his calculations for these are on point.
Several Misc edits and small additions that aren't worth mentioning here. - Will finish this section in more detail later. (writing this page for 15 hours straight)
OXA Integration which includes a ton more weapon customization and new attachments!, with a lot of attachments locked behind low drop chances and ranks - this makes integrating this mod seamless and allow users to use weapons that they love and prefer most with the fear of missing out on better attachments for newer tier guns later on. These also drop from stashes and have a low chance of spawning on vendors.
If using Loot Module Full, NPC's will now sometimes have attachments equipped to the weapons.
////// Base Game ConfigEdits: NPCWeaponSettingsPrototypes.cfg, PlayerWeaponSettingsPrototypes.cfg, CharacterWeaponSettingsPrototypes.cfg, WeaponGeneralSetupPrototypes.cfg, NPCWeaponAttributesPrototypes.cfg, AmmoPrototypes.cfg, GrenadePrototypes.cfg, WeaponPrototypes.cfg, HumanAbilities.cfg, BarbedWirePrototypes.cfg, CombatSynchronization.cfg, ExplosionPrototypes.cfg, ObjPrototypes.cfg
////// Includes custom configs: Yes, Many
////// Modules: Weapons and Ballistics
////// Modules affected: All
////// Hard requirement modules to operate: Core Module, Loot Module FULL
In collaboration with Novichok, With afew changes and additions added by Modular hard mode, the majority of Mutants are no longer simple push overs. Dogs and Boars are swift on their feet, Cats will bleed you dry faster, Controllers Psy Attacks can knock you down and their auras are more deadly, Taking a full frontal Boar charge could cost you your life now. If it's one system I think GSC did a really good job on, it's Mutants, but there is still room for improvement to make these creatures even more menacing while remaining fair and balanced.
Improvements across the board include their damage output, cool down speed, vastly reduced protection values and as of 2.0, most mutants have been primarily moved to being health based specimens outside of a couple of them. A small handful of them even have new abilities and might be much trickier to take down. Mutants can stand on their own two feet now, and provide ample challenge to the player, It might be wise to bring stimulants with you just in case you may need to gain and edge over some mutants.
What's New in 2.0:
Spoiler:
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Chimera
Chimera has had most of its attack and jump cooldowns increased. The chimera now has slightly slower run speed.
Chimera's Jump Attacks require the chimera to be closer in range to perform them.
Chimera's Claw attack has been slightly reduced in damage but the amount of armor piercing it performs remains the same
The goal with the Chimera is to bring it down to the point to where you don't feel like you no longer need to cheese this enemy type to get the job done, With new Armor effects, new consumable effects and more - you should be able to deal with Chimeras toe to toe if you prepare properly.
Chimera strike protection has been reduced to encourage the use of hollow point rounds for mutants.
Chimera HP has been slightly increased to counter balance the lack of high strike protection. This encourages further use of hollow point rounds.
Chimera's have an additional 25% Headshot multiplier.
Controller
Controller Psy Strikes will now knock you down and apply a temporary concussion effect on the player.
Controller will now use Psy Strikes more often as the cooldown has been reduced.
Controller Psy Aura restored at half the rate due to the new Roar introduced in 1.2.0.
Controller Now inflicts more Psy damage from attacks.
Controller strike protection has been drastically reduced and has had its HP increased to promote the use of hollow point ammunition.
Controller has had its movement speed slightly increased, by about 6%(Hardcore only)
Burer
There is now a small 20% chance that concussion can be avoided from the Burers Throw attacks
Slightly increased the Weapon Drag cooldown
Slightly increased the cooldown on Burers Throw
Slightly increased the damage of throw ability.
Slightly decreased the cooldown on Burers shield
Burer can now possibly pick up more than 3 weapons with his Rise Weapon ability.
Rise and Shoot shoot delay decreased.
Rise and Shoot Movement speed Increased.
Burer Strike protection has been drastically reduced and has had its HP increased to promote the use of hollow point ammunition.
Burers have an additional 10% headshot multiplier but take 10% less limb damage.
Psuedogiant
Movement speed has been slightly increased. (Hardcore Only)
Strike protection has been significantly reduced and Health slightly increased to promote the use of hollow point ammunition.
Psuedogiant can now throw up to 6 objects rather than a maximum of 3.
Psuedogiant throw levitation speed has been reduced by 25%
Shockwave no longer causes bleeding but it's armor piercing has been increased from 3.0 -> 3.8
Psuedogiants have an additional 25% headshot multiplier but take an additional 10% body and limb damage.
Poltergeist
Strike protection has been significantly reduced and Health slightly increased to promote the use of hollow point ammunition.
Levitation Speed slightly reduced for objects
Throws objects Faster
The amount of objects that Poltergiest can fire has been increased from a maximum of 3 to 8.
The amount of explosive objects the poltergeist can throw has been increased from a maximum of 3 to a maximum of 6.
Damage distance and DPS of the AOE passive attack has been slightly reduced.
Run Through ability will Knock players down and cause concussion post processing.
Elemental trap arm time has been decreased.
Objects thrown at the player will knock the player down and cause a concussion.
Psuedodog
Psuedodog Clones will now apply Psy Buildup when Hit
Psuedodog now spawn 7 clones for a total of 7+Psuedodog rather than 9+Psuedodog.
Psuedodog now has a Psy Aura once in range, Generates 2.5 points of Psy build up per second when in range.
When in closer range to the Psuedodog you will begin taking 3 points of Psy damage.
Strike protection has been significantly reduced and Health slightly increased to promote the use of hollow point ammunition. Still slightly less HP than vanilla.
Psuedodog has slightly higher movement speed. (Hardcore Only)
Bloodsucker
Bloodsucker Strike protection has been drastically reduced and has had its HP increased to promote the use of hollow point ammunition.
Bloodsucker cooldowns have been reduced besides the jump attack which has been increased to allow for more unpredictable movement when invisible.
Slightly increases the radius of Bloodsuckers roar.
Bloodsuckers will occasionally attack from the sides instead of constantly charging from the front.
Bloodsucker attacks deal more armor piercing damage but base damage has been restored back to normal for most attacks.
Bloodsuckers have higher bleed chance increments.
Bloodsuckers have slighty more run speed, sprint speed has been restored to normal. (Hardcore Only)
Cat (Bayun)
Cat Strike protection has been drastically reduced and has had its HP increased to promote the use of hollow point ammunition.
General Cat Attacks have been increased in damage as they were pathetically low in the base game.
Cat Attacks deal more armor piercing damage.
Cat Attacks cause double the amount of bleeding and 25% increased chance increment of occurring
Cat Attacks deal less armor damage.
Cat Movement speed has been increased by a moderate amount. (Hardcore Only)
Blind Dog
Blind Dogs have a very small HP increase by about 8 points.
Attack damage is greatly increased, but still considered relatively low in the grand scheme of things.
Run Attack deals slightly less bleeding than before.
Run attack deals slightly less armor piercing while Bite attack deals slightly more.
Due to increase of Bite attacks, Dogs will bite 2 times before retreating instead of 3.
Howl Cooldown increased by 10 seconds.
Blind Dogs are considerably faster and considered a larger threat in large groups. (Hardcore Only)
Boar
Boars will not only knock you down with charge attack, but have a 50% chance of knocking you down with Run Attacks as well.
Slightly increased Boar HP to account for damage model changes.
Boars deal more damage in general with attacks.
Boars have higher Armor piercing so avoid having their damage fall off too hard through mid game.
Grunt Cooldown has been increased.
Boars are considerably faster rather than moving at a snails pace and can be quite deadly in groups. (Hardcore Only)
Flesh
Slightly increased Flesh HP to account for damage model changes.
Slightly increased movement speed.
Slightly more Armor piercing to keep them somewhat relevant later into the game.
No other current changes. Flesh feel generally good near default.
Deer
Slight increase to Jump attack cooldown but deals more damage and armor piercing
Attacks deal slightly less Armor damage
Hit Distance for Jump attack has been reduced
Claw attack has a slight increase to damage, armor piercing and Bleeding chance increment.
2 second decrease to Charge attack cooldown.
Increased Armor piercing for Charge Attack.
Increased Armor piercing for Turn Attack
Deer Strike Protection is slightly reduced but remains higher than others due to its armored shell coating. Which makes him invulnerable unless you focus the head, this is how you're suppose to deal with deer, most complaints about deer are due to not understand how to deal with them.
Snork
Slight increase to HP and drastically reduced strike protection. Snorks are typically quick kills but come in packs and are quick on their feet and jumps.
Slight increases to run and sprint movement speeds. (Hardcore Only)
Increases to Armor piercing for Snork attacks.
Slight damage increases to most snork attacks, Jump attack remains around the same.
Hit Distance of Snorks Jump attack reduced.
Reduced Jump AoE Damage Radius.
Rodent (Tushkano)
Movement speed has been brought slightly back to about 10% faster than normal, Before 2.0 it was a good bit higher but was causing the little rats to look silly and break animations.
Tushkanos still deal relatively low physical damage, but their bleed abilities have been greatly increased and have high armor piercing to keep them relevant as a threat.
Tushkano Cooldowns have been reduced by about 25%
AIO and Full Loot Module:
Download the AIO Version of Modular Hard Mode Part Ior Full Loot Module and extract into /S.T.A.L.K.E.R. 2 Heart of Chornobyl/Stalker2/Content/Paks/~mods
If Using AIO: For Part II - Extract into /S.T.A.L.K.E.R. 2 Heart of Chornobyl/Stalker2/Content/Movies/MainMenuVideo and ensure you backup both .bk2 files before extracting.
Choose a Localization version you would prefer to use. Real Weapon Names Global or Regular (English Only).
Download the following Mods and extract ONLY the Texture .pak .utoc and .ucas files unless stated other wise below to your ~mods folder and please endorse these amazing mods:
OXA - Install OXA01_P.pak, OXA02_P.pak, OXA0X.pak and all .utoc and ucas files.DoNOTinstall OXA03_P.pak. [9]
In game Instructions & Notes:
Once in game please hold down Left Alt+O on your keyboard and activate Modular Hard Mode compatibility for OXA. This should only need to be done once per playthrough.
If installing OXA 2.0 on mid game saves - Once in game Hit your ~ Key and enter this command without parentheses "mod add /Game/Mods/OXA0X/ModActor.ModActor_C" and hit enter. You only need to do this once. New Saves now apply this on Game Start and do not need to do this :)
Using either AIO or Full Loot Module requires a new game due to the massive amount of changes and additions to the game.
Everything else: Download Core Module if required by module. - choose your choice of localization. Choose your Modules of choice, ensure that none depend on each other. check their categories at the bottom to check for hard requirements. Download and extract to \S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods
Notes:
Not Recommended to merge unless a simple mod like Timescale, especially if using AIO. Please proceed with caution, If merging or using with questionable mods, do NOT send bug reports or comment about issues.
Avoid using Vortex, it doesn't work well with large scale Stalker 2 Mods.
AIO edits over 3800+ Files not including several custom configs. The chances of this mod being incompatible with others are high. Please be cautious and do your research when adding mods. Like most total overhauls.
Be cautious of adding or removing mods mid playthrough. Stalker 2 is already buggy, you load data in and out of saves WILL cause save instability. The same can be said for potentially for updates but the effects it has on saves in unknown due to the state of the game and lack of third party diagnosing tools.
Vote and Endorse the mod if you've enjoyed your time with Modular Hard Mode is all I could ask for :) Extra support is welcome and helps keep me inspired and motivated: Buy me a coffee <3