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About this mod

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
Permissions and credits
Changelogs
Donations


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:
    Spoiler:  
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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:
    Spoiler:  
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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 = 1.3Repair 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:

    Spoiler:  
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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 Gear NEW!: 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 I NEW!: 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 Rework NEW!: 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
    • ////// External Mod Requirements: Project Itemization, Mutant Loot, Faction Patches, OXA . READ INSTALLATION INSTRUCTIONS AT BOTTOM.
    • ////// 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:  
    Show

    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.
    • Slightly reduced Bloodsucker projectile Armordifference coeff
    • 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 I or 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:

    • Faction Patches - Install: All Texture Files - [3]
    • Project Itemization - Install: All Texture Files - [3]
    • Mutant Loot - Install: All Texture Files -  [3]
    • LNAInstall ONLY LNA01_99_P.pak - [1]
    • OXA - Install OXA01_P.pak, OXA02_P.pak, OXA0X.pak and all .utoc and ucas files. Do NOT install 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.


    ALIFE - Use One
    AI / NPC
    USER INTERFACE
    OTHER / Immersion
    
    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


    • GSC Game World - The whole reason this overhaul exists
    • Grokitach - Stalker G.A.M.M.A - Main inspiration
    • Sagedaherb- English localization rework
    • Zawinul - Horizon - Main inspiration
    • Kirnifr - Elden Ring Reforged - Main inspiration
    • FazanR - Project Itemization creation
    • Zeddoth - Faction Patches creation
    • Zivaka - Repair Kits creation & Allowing me to use a skeleton version of configs for Technician vendors.
    • ConnerRia - Pill Head and opening me up to the whole keyref system.
    • SomberX - Mutant Loot and paving the way forward for many mod authors to create amazing mods.
    • Infsolv - Providing extremely useful information for anyone looking to dig into the STALKER 2 ballistics math and how it works under the hood.
    • Novichok - approaching and wanting to collaborate on a mutant overhaul!
    • Flic - Ballistics testing, the damage model system wouldn't be near as pristine without his testing and feedback!
    • Shay - helping me understand the ALife system better and willing to work on a collaberation addon for his awesome alife mod
    • OiCaboose - willing to use his spare time to clean up all my messy nexus descriptions into something profession and cohesive.
    • Oxide - giving me some sick scripts for testing vendors efficiently, helping pack textures and for his amazing Oxide's eXpanded Armory mod!
    • Madmanskii - RWNG integration
    • Linxz - Givin' love to stalkers guns by giving them proper attachments with LNA!
    Special Thanks to MHM 2.0 Testers:
    • Flic
    • CrisMike
    • CΔM ジ
    • Yatrik
    • Farsot
    • cyberpaws<3
    Localization: