Increased weapon damage, weapons are more durable, no more "slow control" for snipers, LMGs.
I will not update this, as I'm using STCoP. This should be compatible with CoC patches(1.4.16 etc), but not with any AO patch that will come out. ===========================================================================
Hello!
This is my configuration that I use and enjoy, decided to share.
Usually I have already tweaked game to my liking when config addons come out, so maybe I can save your time and make your game better.
Changes:
- All weapons use control_inertion_factor 1.2f, no more of that nonsense. Snipers, PKM, M60 and other "heavy" weapons are not annoying to use!
- Flashlight range increased to 55 meters.
- Weapons degrade much slower, no more repairs after 2 magazines. Some weapons degrade so slow that you wont need repair them(like AK's and some others).
- Bullet tracers are very thin, during daytime almost impossible to see.
- Weapon damage based on caliber more or less, weapons that use type of ammunition and their new damage(old damage):
9x39 - 0.9(0.8)
5.45x39 - 0.75(around 0.43)
5.56x45 - 0.75 (around 0.43)
7.62x39 - 0.85 (0.65)
7.62x54 - 1.3 (around 0.9) includes PKM, Mosin Nagant
7.62x51 - 1.1 (0.85) includes M60, Minigun, Galil, SCAR
6.8x43 - 0.9 (0.75)
8.58x70 - 1.5 (1.2)
9x18, 9x19, 5.7x28 - around 0.6 (0.35)
11.43x23 - 0.8 (0.6)
10x25 - 0.75 (0.7)
10x22 - 0.7 (0.6)
7.62x25 - 0.7 (0.35)
Rest of weapons damage same, powerful enough.
Updated:
- Silencer function changed:
Silencers will no longer have 30% reduction to bullet impulse power.
Silencers will no longer have 20% reduction to bullet damage.
Silencers will no longer have 20% reduction to bullet speed.
Silencers will no longer have 25% reduction to weapon accuracy.
Silencers reducing weapon recoil by approx 10% remains as in original AO.
Update for AO3 version 3:
One of snipers used ammo that does not exist, fixed.
Pretty much everything as previously, NATO gats degrade a bit faster, but still very very slow compared to orginal AO.
I didn't notice tracer colors, changed them back to orange-ish non-intrusive stalker-like atmospheric pra pra pra, cheeki breeki.
Update for AO3 version 4:
Changed some sound file paths that crashed my game, no more crashes[weapons will make sounds all right, but I don't know how this interacts with new sound-something-something with latest updates]. Turns out it was my own fault(didn't update to 1.4.10), but still this works fine.
Will observer everything in its natural habitat and intervene as necessary.[I will update this if something is not right]
Conclusion
This config takes focus off weapon repairing, so you carry more ammo instead of additional weapon on longer raids. NPC's will give you hard times sometimes, every weapon can kill now, you just have to hit the target. I couldn't see end of barrel of my weapon with old flashlight, so now flashlight actually is very good, considering bad nightvisions, hard to get in good point with contrast, gamma, brighness in STALKER games.
This removes/changes some aspects of game, take that into consideration.
Please bring up any bugs or random stuff that seems out of place, I'm not doing extensive testing, I just play it.
Average
9.84 votes submitted.
I'm experiencing a CTD when using this addon along with others. Please see this thread for more info...
Moddb.com
Don't know what causes this, but try extracting fresh sounds folder from AO archive.
Or maybe its caused by that multi-layer sound thingy, can't help with that, I have no idea how that works...
Thank you for the advice. I unpacked the "sounds" file from AO3 and installed it over the top. Didn't work. I still get the same error.
I wouldn't think that downloading it again would be worthwhile, as the default 1.4 release + the initial AO3 for 1.4 worked fine, with no missing bulletcrack.ogg.
I'm guessing either one of the 1.4 updates did it, the AO3 update, or one of the other addons fouled it up somehow.
Hmm...
Hmm, I'm right now playing with 1.402 patch, AO, inacurate zombies and this addon. Not a single crash last 3h or so, not even stutters.
I would just make clean copy from top to bottom.
Is there a certain install order that you would recommend after CoC and AO3 are installed?
smarch,
I did a clean install. The only addon I tried was yours. I got the missing bulletcrack01.ogg CTD error.
I did my install in the following way:
1. CoC
2. CoC Patch
3. AO3
4. AO3 "hotfix" patch
5. Your addon (which added the "Gamedata" directory)
Started it up = crash.
Anything I'm doing wrong?
ok when you unizp COC there is no gamedata folder, you drop latest CoC patch, then you make new "gamedata" folder, uzip AO3 inside it, then drop this addon, copy and replace.
Everythng should work.
Try launching game before you use my addon, if it works I'll try to find whats wrong in my files.
I did as you requested.
I'm able to launch the patched CoC + the patched AO3 without any issues.
After placing this addon into the directory, the Fatal Error occurs. The game never reaches the "Push any button to start the level" screen. It crashes to desktop, with this message awaiting me...
Tinypic.com
wow, no one seems to have this problem, I can't imagine what causes this.
What you can try is open configs/weapons/weapons.ltx(file at very bottom). There is parameter "whine_sounds", try to delete " weapons\bulletcrack01," from it, just don't leave any spare spaces there.
I deleted my bulletcrack01.ogg, removed it from weapons.ltx and I could launch game and play.
Maybe this will help.
after I deleted my bulletcrack01.ogg and didnt edit any .ltx I got this:
FATAL ERROR
[error]Expression : wave&&wave;->length()
[error]Function : CSoundRender_Source::LoadWave
[error]File : SoundRender_Source_loader.cpp
[error]Line : 65
[error]Description : Can't open wave file:
[error]Arguments : c:\games\bitcomposer games\ s.t.a.l.k.e.r. - call of chernobyl\gamedata\ sounds\weapons\bulletcrack01.ogg
That's interesting.
I just did a Search of the entire extracted default CoC files, and there is no bulletcrack01 to be found.
Is CoC "getting" this sound effect from the Call of Pripyat installation?
That file is from AO3.
CoC does not use anything from CoP, its all on its own.
ok, step by step:
1. unzip COC in fresh folder
2. uzip COC patch, it will ask to replace files, click Yes.
3. create new folder and name it "gamedata" in uzipped CoC folder. You should have all those "appdata", "bin", "database", "Stalker-CoC.exe" and now there is your created "gamedata" folder in same place.
4. unzip AO3 inside "gamedata" folder. Now in your gamedata folder is folders like "anims", "configs", "meshes", etc.
5. unzip this addon in same folder where is "gamedata" folder, it will ask to replace files, click Yes.
6. Play.
If it didn't ask to replace files at steps 2. and 5., something went wrong.
That...WORKED!
I don't know what made "The Difference," but there was no crash to desktop, and I saw the ultra-thin tracer effects.
Don't have time to test out the other features yet.
I am, however, dismayed at seeing a holosight for the Bison using the old "does not glow unless in direct light" texture effect. What's up with that? I'm not saying that your addon did that, it's just that I finally came across a holosight to attach to a weapon, and I was shocked by the drop in quality.
THANK YOU for your patient help smarch!
nice,
there are two types of "cobra" sights now, and some unusable scopes like SUSAT... it needs to be patched up, but its pretty good game anyway.
Thanks for making this.
I used to change degradation values myself in previous versions so i don't have to see UMP45 get degraded to 50% after firing 1 clip. Watching some of those values i had a distinctive feeling that whoever was making them either had typos (missing a whole decimal) or wanted to make weapons 'distinctive' by making some way too resilient (AK's mostly) while others were degrading about 20 or more times faster. I mean, i used AK47 in RL and i know how durable it is, but other weapons don't break after firing one or two clips either. I mean, ask any collector for crying out loud. They frequently fire their own guns for fun and usually spend at least several clips every time but their weapons stay solid for freaking decades. They do their own cleaning of them, of course but don't have to send them back to factory for repairs every time they decide to use them. Vanilla AO3 weapon degradation values are way out of whack and that is pretty much the only gripe i have with that mod.
I like other changes too so this mod is getting in on my favorite list for sure.
Glad to see you like it,
From economical aspect weapon degradation is kinda thing, but I allays thought its bit crazy. Was wandering if there is mod that sperates weapon degradation in two parts, condition and purity. If weapon is not clean it degrades condition faster and misfires, if clean, no misfires. And condition lowers rate of fire and accuracy, maybe longer reload times... or something like that. But maybe that would become too much of a "chore" for a game and I couldn't find anything like that.
Originally I wanted to make weapons capable of shooting around 10mags and then its starts to misfire(green broken weapon icon), but damn that is too much for me.
Hey ToothlessShark...I edit a few files here and there for things like carry weight and so forth. Sometimes the damage of weapons, to make it more challenging. But I never have messed with degradation.
What parameter in what file controls this? Is it the weapons' in question ltx file in the misfire_end_condition section? And what effect does the numbers (higher / lower) have?
Looking forward to your response. Thx.
The files are in gamedata\configs\weapons\w_[name of the weapon].ltx.
Lines to look for are "condition_queue_shot_dec" and "condition_shot_dec". First one is for auto fire degradation and second one is for single fire. Higher number means faster degradation.
Damage values for ammo calibers are not realistic IMO. 5.56 should be a bit more powerful than 5.45, and 7.62x39 is MUCH more powerful than 5.45, not just 15% or so.
Shouldn't the damage values for 9x39 mm be higher? They should have decent stopping power at least up to 100 meters while suppressed. Then, somewhere between 100 and 300 meters the 7,62x39 should take the cake. Tbh, there shouldn't be a difference between suppressed and unsuppressed damage here because 9x39 rounds are subsonic by default. Same for .45 ACP out of a compact pistol.
hmm, yes 9x39 is higher damage, I forgot those in description, will add. Those weapons have 0.9 damage, one or two bullets kills.
Also some weapons had reduced damage if silenced, I did remove those too, its same damage with or without silencer now. [if silencer itself does not change any values] Tough I use silencers all the time and don't feel that weapons wouldn't be powerful enough or weaker that without silencer.
Thanks for bringing this up.
Good news everyone!
Changed silencer function[read description], if you like it download and replace files.
Are you willing to make your mod to be compatible with itemsoup? I really like your tweaks (except pistol rounds) and would really like to have them with the itemsoup.
I looked at itemsoup files and it does not conflict with anything. It should work with itemsoup.
Pistol power may seem strong, but it does not penetrate armor, so armored stalkers will shake off pistol shots.
Errmm, you must have AO3 for this config
? Itemsoup is only available for AO on 1.4.
I don't know, but if there is itemsoup for AO then this addon will work with it.
Would this work with STCoP?
AO's too buggy for me
No, AO is critical, this changes mostly AO weapons, ammunition, addons parameters.
This will only work with CoC+AO, and some other addons that don't change .ltx files in weapons configuration folder.
That comment above is mine, forgot to log in...
Anyway, I always did something like this to OWR and STCoP by myself, to give a more balanced feel to the game, as I said, AO is too bugged for me, and since I'm waiting for STCoP to come out, I may use your mod as base for my modifications, may even make it compatible to OWR and STCoP, since I really like what you did
You will have to start from scratch, I just edited AO3 files. To port these files would be way more trouble than just editing STCoP or OWR files. But feel free to explore.
If you are up for it I'm sure some stalkers would love it.
Yeah, that's what I'm planning to do, use yours as a base, if things go smoothly I may even upload here, or send it you so you upload it as STCoP/OWR version of your mod, anyway is fine with me
I don't really play OWR or STCoP, you got to make separate upload, I think that would be better.
Any chance this is responsible for my game crashing when I try to attach a scope? My game log seems to indicate it's a script error, which I don't think this mod touches, but I gotta check
Nop, all scopes for weapons are as in original AO
Not sure if this is a AO3 issue or a result of adding your tweaks, but between the 3? different M1911A1 pistols, one of them has a far greater damage while the others have damage consistent with all the other .45 ACP pistols. I looked into it myself, but I can only find one M1911 file in the game files which is somewhat confusing to me.
Really happy with your tweaks though, great job so far!
Don't have a screenshot at the moment as I made the mistake of upgrading to 1.4.06 so now i can't play until a compatibility patch is added for AO3 since all stashes now crash me.
that m1911 file contains more than one pistol, it uses [wpn_colt1911] as base and lower there are [wpn_coltde] and [wpn_colt1911_sk2], there are three pistols in same file(just found there are 4 pistols tee hee), it uses first as "base" and changed is only what is under each individual pistol parameters. If there is nothing then it will use "base" pistols parameters. Just checked and colt1911_sk2 pistol is really weaker. I have found that sig550 was breaking way too fast also. Will upload updated version soon.
What, don't know what was wrong exactly, but seems one pistol had 7.0 damage instead of 0.8. Bit OP eh?
All fixed, will upload soon, want to see what these new coc patches and AO patches do, so its compatible.
You don't need any AO3 patches, just download the V2 if you didn't and the latest patch, it's compatible
Yes, but soon there will be AO3 v3, and it changes stuff, overwriting v3 files with this would downgrade some features that v3 will have, like shell ejection, ammo tweaks and some other stuff. I will make config for AO3 v3 ASAP when it comes out. For now this is up-to-date.
Just to let you know, AO v3 patch just came out =)
Nice,
Uploaded version for AO v.3.
Enjoy and please feedback if I missed something.
Can you fix the cat thing? Cats took 15 5.56 bullets per feline. Call me crazy but that seems like a problem =/
Yeah, I have never really liked those things in game. My addon don't change any creatures tough.
What you can try is extract gamedata and look into gamedata/configs/creatures/*.ltx that could be configuration for cats.
hey man,, cat gotta have its 9 lives
you should make one for OW3. I really hate how handling impacts my mouse sensitivity
I will check out STCoP weapon pack, if I like it maybe I will make something like this for it.
But OWR... I think it's not going to happen.
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Playing COC with this mod. I'm enjoying it alot. thanks