Overhaul of weapons, descriptions, faction relations, and a great many other things. Built on OWR. Requires OWR v6.
[Installation]
To install, start by extracting the gamedata folder from LT's OWR Adjustments - Main/ to your Call of Chernobyl install folder.
After that, repeat the process from any of the optional folders.
[[Version 2.1]]
After much delay, here is 2.1. It's rather a lot more sparse than I intended, but here we all are
I have patched it to be compatible with the latest version of CoC with OWR mod.
-I'd like to give a special thanks to Mihzvol, who basically provided me with a rough draft to work with in his hotfix. Actually, at this point, I'm tempted to give him co-credit.
--Did you know that bandit skulls are specially designed to be shot repeatedly?
Coming up:
Part of the reason I've been so delayed is that I'm attempting to re-animate the M1911 and Browning Hi-power, which if I can ever make the re-animations work, I will be including in a separate optional folder in the next upload.
Anyways, now that I'm back in the swing of things, I'll also be having another look at integration with the outfit mod, but that's no longer at the top of my priorities list.
THE OWR fix is back, let's see what you have for us this time
Incidentally, I have a full changelog from v1.0 onwards included in the download, and will always post the latest changelog entry to the mod description
IRL suppressors will increase bullet velocity and not lower it (thats a thing that all games get wrong)
With a suppressor, u use subsonic bullets.
It's a difficult thing to balance out, since there are no dedicated subsonic rounds in game. Granted, subsonic rounds aren't often used with suppressed 5.56 weapons, but that's an argument for another time.
actually there is subsonic rounds in the game for the 9x39
Did a quick fix of the ui_icon_equipment.dds. No more white outline. I had messed up the alpha settings when saving it. Needed to be interpolated instead of explicit.
Quick dumb question: this replaces your v5 and v6, correct?
As in I can delete those since I hadn't installed them yet? :)
Yes, this is the most up to date version. I surreptitiously changed my version designations.
Thanks!
I swear I'm working on this. But it's taking time to do everything I want to do.
Hey mate, any chance of this being released before the holidays?
It works with last CoC version? CoC exits to desktop here. only OWR installed.
Great work man, your mod fixes most of OWR's issues (low damage shotguns, weapons upgrades, etc.) Looks like you've found the right balance with bullet damage too. Now I can enjoy a run with OWR. Maybe frag grenades are too powerful, but thats personal preference.
May I suggest you to edit the description of your mod ? It makes it look like it only changes a few variables here and there, while it is actually a big patch for OWR.
This guy is great, every time I found a bug on OWR, he corrects right away (not that I don't know how), he made the nades work properly, and I helped a bit in accuracy and Muzzle velocity, can you believe all weapons had 290m/s MVs when a silencer was attached?
It's like having your AK firing a pistol round haha, that's why you couldn't kill anything with silenced weapons...
Anyway, found a bug, post here, he'll fix it for you
I really want to give this a try but I'm having trouble finding the version for OWR3 v.6. The description for this addon says it requires OWR3 v.5, which I do not have.
I.imgur.com
Am I reading this right? It looks like the AKS-74U shooting rifle rounds is in every way worse statistically than the MP5A1 firing pistol rounds. Am I missing something here? Imgur link is demonstrating what I'm talking about.
I'd imagine the fire rate, handling, and maybe (maybe) accuracy would be worse, but damage should be higher than a 9mm SMG. 5.45mm rifle rounds really rip stuff up.
Yeah, I looked at the files and the weapon damages are okay. The problem lies in the ammo damages. The 9mm rounds do more damage than the 5.45mm rounds. The damages need to be switched. I already did it myself in my game. I think the mod creator didn't know that the 5.45 is actually the bigger and more powerful round (meaning I don't think they know anything about ammunition). I think they just went off of which one had the bigger number in the name because they didn't know what is what.
I know what 5.45 is. I suggest you look at the damage dropoff over long range. I also suggest you look at the muzzle velocity of an AK-74U vs an AK-74
While we wait until Lt. update his mod, this lil' patch will fix the new CoC updates for it
Dl.dropboxusercontent.com
Hey people, Ahn, sorry, I was using the Wrong "Knife.ltx" file, updated so it's fixed now, you can use the same link
Just an update, I'm getting constant crashing when I load the game up, so I need to backtrack and see what I messed up. Aiming for release by the upcoming sunday.
At long last, updated to v2.1!
NOICE, new update, looks like it's time to go back to the zone after a little break, now with WARFARE...
BTW mate, which files you needed to update in v6?
Just out of curiosity, those 4 files in my patch were all that I could find, did I miss something?
And hey, I'm indeed honored by your suggestion, but I'm glad to help, all I'd ask is a mention, like you always did...
I made some changes to items.ltx, mostly. Beyond that, your patch is the majority of what's changed, hence your new permanent inclusion in the author's list.
Hi and thanks for the fixes. I was also wondering what else this mod did because in your description I saw faction relations and didn't know if it was compatible with warfare.
Also, I wanted to ask what fov this mod was good to play at. I was going to play with coc adjusted zoom levels but noticed it was overwriting your work which I would rather not do.
A lot of Upgrades doing only 1% or even 0% change (like the Tier3 Fire Rate Upgrade for the Baikal MP-153 Shotgun) and making upgrades worthless. I wish really someone would fix the values for all weapons. :)
what values are you talking about for all weapons?
I'm honestly not sure the game is displaying the values correctly, or in a way that reasonably indicates their meaning. I tweaked the upgrades to be considerably more substantial than base OWR, and it still gives back very low numbers in game.
So I edited the scope_zoom_factor for the iron sights and scopes. I'm using an 83 fov so I set the iron sight scope_zoom_factor to 83 and for the scopes I just divided 83 by whatever the scope magnification was at. The iron sight zoom is about half of what is normally was and I can still see the front sight without messing with the hud fov.
Did you want a copy so you could include it as an option in the download?
Sure. You'll be credited.
I wasn't looking for credit but thanks. So I changed the scope_zoom_factor to 100 so there isn't any zoom at 75fov. I also changed the control_inertion_factor to 1.4 for all weapons and got rid of the float thingy. Last thing I changed was Sidoroviche's and barman's inventory to include a 25% chance of spawning 2 basic tools and a 5% chance of spawning 1 advanced and 1 expert tools. I changed the tools base buying price to even out the increased spawn chance to basic, 10000 advanced, 15000 and expert, 17500. Not sure if you want to include these changes or not.
I also am not sure how to send these changes to you. First time changing itx files and uploading. Pop my cherry lt.
I also lowered the base tools costs after testing it and realizing it was a little over what I wanted due to the 1.6 and 1.5 elevated costs for the two traders. 6200 basic, 8600 advanced and 10400 for expert.
Okay, I'm integrating that into the next patch. I am also trying desperately hard to compile some different m1911 animations as another separate addon, but I lack the experience, and perhaps the tools.
ok, so are you doing it or do you want these files?
You should post them for people who are interested, and I'll see if I need to merge anything once I'm done with my next patch.
I didn't think it had enough content to warrent an upload but I threw it out there anyway.
I do have a question about the recoil of the pistols though. Is the lack of recoil due to animation or can it be changed in the config? The desert eagle for example rests in the same spot after firing 4 rounds while the fort 12 will move up after the first shot.