Anomalous Zone v1.02 for Anomaly 1.5v3 by FatalFunnel.
For previous version v3, not for current version, v4.
Despite the changelog, this is still an unfinished update. I haven't worked on loadouts or trade since v4 was released while I was working on this, so this release is an interim solution for people playing v3 with addons while I merge in all the v4 files and transition to working on a more comprehensive version for v4.
Changelog:
-Merged over ammunition and weapon statistics
-Merged over corresponding creatures config files
-Made several additional changes to ammunition behavior
-Made several additional changes to weapon accuracy, handling, and recoil.
-Changed several ammunition types along with their descriptions
-Added in a replacement SR-25 model with a 20rnd mag.
-All weapon and ammunition total damage recalibrated based on force (Joules) of rounds, additional bonuses arise from behavior in ballistics gel/bullet design. i.e. factors such as fragmentation/yawing/deforming rounds are given a percentage bonus over the base value.
-M82 and HK MP7 now use the correct ammunition types.
-All ammunition armor and barrier penetration heavily revised based on real ratings of mm of steel that certain ammunition types can penetrate, unreported ammunition types were approximated in relation to these, AP in relation to body armor was not given consideration and in a future update will have to be revised as currently it has been left unchanged.
I have no idea what this mod does. Maybe you should, I dunno, put some sort of description in the box marked "description". Hmm...
Click "Read More."
Damn....
"All weapon and ammunition total damage recalibrated based on force (Joules) of rounds".
In other words a 5.56 weapon will do the same damage instead of one doing more/less than another.
Thanks FatalFunnel, that is a weird thing that seems to be in all STALKER games.
Weapons with longer barrels should be given a bonus in muzzle velocity and penetration
Some of the 5.56 guns have that, comparing M16 to M4 for example. It can be refined to all guns in the future, but damage is primarily based on cartridge.
"Thanks FatalFunnel, that is a weird thing that seems to be in all STALKER games. "
The problem with this is suddenly guns are inherently better than one another. It's a "realism" detail but it makes guns boring as all ****. It's not a simulator guys.
Wow this is awesome any chance it can be ported to version 4?
It will be soon, and expanded upon.
In the meantime you can try unpacking the configs in v4 and merging it yourself.
The only files really changed are the weapon config files, the ammo config files, and the creature files, which affects mutants/npcs.
Any plan on making a compatibility patch to work trader overhaul because of the m82 and MP7 ammo changes ?
Possible in update.
That one would be really appreachiated!
So when it gets an update?
Sorry, I just took a few days off, I've only worked on the thing for months, got all the files from v4 unpacked though, so it's just merging configs and then doing loadouts, and possibly adding a few guns.
I just learned that between versions they changed all the line structure in the weapon configs themselves, meaning I then have to add in a meaninglessly complicated extra step just to compare them in a program and merge them.
This reminds me of what they did in v3, which was change the filepath of the weapon configs which I then had to take into account. I really wish they would just stop messing with things in such a way that it creates complications for other modders.
I guess they are trying to optimize things for themeselves. Sucks that it complicates everyrything for you.
So, any news?
I'm still working on it, I got the ammo merged easily then all of the handguns and SMGs done.
Thank you for your hard work! I am really looking forward for it!
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сделал G 43 полуавтоматической (2,3), а вот с СВТ 40 возникли проблемы. при замене характеристик, вылет. есть идеи? заранее спасибо.
да кстати, если есть возможность, то добавьте автомат МР 40 в игру. только с нормальными, не пластиковыми текстурами). целый год буду молиться за человека, который это сделает).
I've come across issues (?) when using this mod:
1) When comparing stats and damage between weapons, one caliber seems to be extremely overpowered- 9x19- especially "Dum-Dum" rounds. They deal unreal damage not only to unarmored targets, such as mutants and stalkers with "Leather vests", but also to many "medium armored" opponents. So far only Monolith elite exoskeleton stalkers weren't succumbing to fate of being one-shot killed. Needless to say, such rounds are fairly available to me from the very start.
2) And this also noticeable in weapon parameters- MP7, MP5 and Skorpion (all guns using 9x19 caliber) deal more damage than ALL shotguns, and even outdamage M14 with AP rounds.
I'm not sure this is intended, but it resulted in me dropping shotguns entirely in favour of more damaging Skorpion, MP7 and other weapons of this caliber.
Possible issue- I didn't start a new game for this, because I progressed too much to start all over, but if this really is the cause of my issue, I don't mind starting over.
You must be mistaken, the max that 9x19 does is 0.94 total damage, i.e. the k_hit of the rounds is multiplied by what the handguns do, which is 0.41, so the max of that with hollowpoint is 0.94, and FMJ is 0.76, by comparison the 5.45x39 round from an AK-74 does 0.96, and has considerably higher AP value. And shotguns do something around 2.0 damage when all buckshot particles are factored in, It's 2.18 with slugs.
The 9x18 and 9x19 guns were given the same damage value so that they would perform the same with the caliber conversion upgrade, 9x18 is considerably weaker, while 9x19 performs better, but its total value is slightly outperformed by .45, and considerably outperformed by 7.62x25, 4.6x30, 5.7x28, and .357
The MP7 is not even in 9mm in this mod, it's in 4.6x30mm.
If you look at single values from configs you're not getting an accurate picture, you have to look at the total multiplied value, because S.T.A.L.K.E.R. calculates damage based on weapon damage x ammo damage value.
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in the anomaly, each pellet has 0.4 k_hit. i think that k_hit should be 0.5 or 0.6 (total k_hit multiplier= ~5), but with a huge increase in dispersion that will limit the efective range at ~ 20 m or so (to have reasons to use slugs/darts for greater distance/armored targets).
values that I use - k_hit = 0.5, k_disp = 8, k_ap = 0.015 for buckshot, and k_hit = 0.4, k_disp = 10, k_ap = 0.01, buck_shot = 15 - for home made buckshot.
I'll definitely try this, I just got my internet back and have a new version working for v4, so I will try to copy out my file changes to a new folder based on the original, hopefully they didn't update during my absence.