My very first upload, a huge pack of weapon changes; universal sensitivity, adjusted zoom levels, realigned view models and re-centered red dots for all weapons, as well as an enormous volume of recoil changes to make full auto a more viable, yet still situational option.
THIS PACK IS NOT COMPATIBLE WITH ANY MODS THAT MAKE TWEAKS TO THE BASE WEAPONS WITHOUT MANUAL MERGING. IF YOU NEED TO MAKE THIS PACK COMPATIBLE WITH EITHER SOUND PACK, OPEN UP W_SR25 IN NOTEPAD++ AND CHANGE wpn_m16_sounds TO wpn_sr25_sounds AFTER INSTALLING THE APPROPRIATE PATCH.
OTHERWISE, PLEASE ASK ABOUT COMPATIBILITY PATCHES AND READ THE DESCRIPTION!
Changelog:
V1.7
- Ammo Overhaul has been released as its own separate addon with appropriate optionals! Credit goes to Vyticoz for letting me borrow some of his ammo types from his shotgun mod.
- Revamped spawn tables for NPCs will be done with 2.0. At the moment, most of your acquisition of ammo will seem random, considering how the game handles ammo spawns on death.
V1.6
- Sniper rifles have received a touch of love. Now, long range capabilities are seriously boosted, enabling some very great and engaging gameplay on maps with long sightlines. Damage has been increased on multiple within the category. m82 is now a serious powerhouse with 3.0 hitpower--it blows through Exos, so if you see hot pink tracers, get down and try to counter-snipe them. Ultimately, m82 is still inferior to the gauss rifle.
- Pistols all received a buff of 25 to rpm, variants included.
- Shotgun damage has been fixed. Sorry about that!
- weapon_ammo has been reconfigured some more, so that sniper-tier calibers have less air resistance and thus travel farther with greater accuracy, without too much fiddling.
- Tracers now have distinct colour that depends on whether it's FMJ or AP, coming from a rifle or pistol, and the caliber in general. Buckshot now has tracers. (This is unrealistic, but I like it) Color list is as follows(please check known issues afterwards):
- 5.56: Pale Red
- 5.56 AP: Vibrant Red
- 5.56 SS190: Pinkish Red
- 7.62x39: Pale Green
- 7.62x39 AP: Vibrant Green
- 9x39: Transparent, almost white shade of blue. Meant to be seen at night. NVGs help.
- 9x39 AP: Transparent pale blue. Meant to be seen at night. NVGs help.
- 9x18: Bluish Green
- 9x18 AP: Vibrant Bluish Green
- 9x18 PMM: Paler Bluish Green
- 9x19: Pinkish Red
- 9x19 PBP: Paler Pinkish Red
- 9x19 AP: Vibrant Pinkish Red
- 7.62x51: Orange
- 7.62x51 AP: Vibrant Orange
- 7.62x54: Yellowish Green
- 7.62x54 AP: Vibrant Yellowish Green
- 12.7x55: Hot Pink
- 12.7x55 AP: Vibrant Hot Pink
- Gauss: Cyan (But you really can't tell)
- VSSK has been made more useful.
- Realigned the Mosin sights a bit. Thanks to community member AmericanCaliber.
V1.5:
- Shotguns have received some love in terms of recoil and accuracy based on several factors; common use, whether there's a stock or not, and how fast it can fire. Many have also received more realistic magazine sizes if able.
- The Toz-34 and full-length BM-16 are the kings of accuracy in terms of shotguns, which distinguishes them as precise hunting instruments to make up for their lack of a large capacity. Their recoil has been increased, but not by too much--the Sawn Off versions of either have much higher recoil. Highest in the weapon class, actually.
- Pump Action, full-length shotguns like the Remington 870 and MP-133 are second in class for accuracy and recoil strength increase. They're a step below the Toz-34 and BM-16, due to their superiority in self-defense and stalker vs stalker combat.
- Semi-auto full-length shotguns (Saiga, Vepr, MP-153, etc) are third for accuracy and recoil intensity. You no longer experience incremental recoil on the Spas-12 or USAS-12, but their recoil has been increased to compensate.
- Pump Action, stockless shotguns are a less accurate, better handling version of the full length shotguns. If I had the know-how to speed up their reload animations to further distinguish them as CQC weapons, I would.
- Added a variant of weapon_ammo that has MisterKat's impair values inside of it within the patches folder. Thank you for the quick optional, DKnightRZ!
V1.4:
- Added patches for both Jarhead and JSRS sound packs. Tell me if anything strange happens with these upgrade tables, but suppressed gunfire should actually have the noises they need now.
- Added weapons_silencers, and adjusted all silencers. They no longer suffer an accuracy penalty, and most have had their bullet speed either knocked down or brought up to 0.9. Otherwise, they remain unchanged.
- Added weapon_ammo. The only change inside is that damage and additional recoil has been normalized to 1.0 across the board, to prevent any strange happenings and to make weapons reflect their actual damage. If you use MisterKat's Realism addon, you can edit the impair stats to those values, but I think the changes are a little too steep. You can already adjust weapon degradation in the menus.
- Added weapon_scopes. Oops! Missed this one for a bit. The rest of the scopes should now have their proper levels of zoom.
V1.3:
- Minor alignment corrections on various weapons.
- time_to_aim has been set to zero for all weapons. I've received mixed news with this stat; on one hand, people say it does nothing. But on others, apparently it acts as a way of making weapons do less damage until a certain ADS time is reach. Better safe than sorry--it doesn't even come close to touching ADS time like I thought.
V1.2:
- Added a variant of the addons for all weapons that increases red dot and ironsight zoom by 5 to a total value of 65 and 85 respectively. This should add just a bit more ease of use for mid-range engagements while retaining the intended feel for the sights. 80 and 60 feels a bit too high, but it may be changed to this with feedback.
- Fixed an issue with the UMP45 (Custom) causing crashes when equipped with an ACOG. Hopefully.
- Fixed the M79 doing a David Blaine magic act and vanishing off the bottom of the screen when you ADS.
V1.1:
- Corrected PKM recoil values. You will still encounter strange recoil, but only after chewing through a good portion of the magazine. This is as good as I can get it without making it OP.
- Added upgrade tables that should prevent 'negative' incremental recoil. Tell me if weapons break in other ways with upgrades, this end will be constantly changing.
- Corrected incremental recoil additions on all 5.56 rifles in an attempt to make their ADS recoil less severe than the AK's.
v1.0:
- Uploaded!
HOW TO INSTALL (w/ sound mod):
1. Install chosen sound mod. (Presumably, it's already installed)
2. Install desired variant of the weapon tweaks via dragging and dropping the gamedata folder into your main game directory, alongside the exe and pre-existing gamedata folder--if present. Allow overwrite if necessary.
3. Choose correct soundpack patch, and place the upgrades folder inside of configs/items/weapons.
4. Done!
HOW TO INSTALL (w/o sound mod):
1. Place the gamedata folder of your chosen variant inside of your main game directory as instructed above. Allow Overwrites.
2. It's that simple, Stalker. :D
Ever tried to full auto from the hip at close range, only for your Stalker to throw their upper half back and threaten God with bullets via shooting at the sky by the fifth shot? Yeah, me too.
Ever tried to shoot a filthy Bandit at long range, only to never actually hit the bastard while using a red dot? Me too.
Got sick of the wonky, inconsistent zoom levels across the game's weapons? Me. Too.
This pack aims to solve many woes that one may have had with the presentation and quality of the weapons within Anomaly by doing the following:
Altering zoom to make sense
Universal Sensitivity
Because let's be real. Who actually likes having that sniper suddenly make you play on 50 DPI?
Realigned View Models & Red Dot Sights
Every single gun is now on target. Yes, every single gun. From the PM, all the way to the FAL, everything is as accurate as you can physically be. If you put your iron sights on it and account for distance properly, you will hit that shot every single time.
Some weapons are aimed differently from one another, however. Pistols and shotguns use a unique point of aim compared to the tip-of-the-front-post method that SMGs, rifles, and snipers use. A visual assistance is provided for the reason of clearing confusion:
And what is going to be the most striking change of all...
Total Recoil Overhaul
Recoil has been severely cut back in many cases, or introduced in others where it was sorely needed. This pack is not striving to be 1:1 with real life--it isn't a realism conversion, nor is it titled as immersive. My aim for recoil is to be present, but not so invasive that it renders full-auto fire a total impossibility. To be unique to the rifle and caliber, but to exist within the realm of consistency.
Ammo Overhaul
As a separate, optional part of the tweaks, I have taken the liberty of redoing the entirety of the ammo system. Now, instead of old and damaged ammo, you'll find precision and special variants of existing, standard ammo types respectively. Everything has its own intended use, and some calibers even have ammo types that are completely unique to them.
For instance, you can now find Incendiary 5.56, 12.7x55 Armour Piercing Incendiary rounds, shotgun-like pistol ammo, and much more. You even have an anti-armour option for .357 now.
This feature still needs some love and some other tweaks, like loadouts and their chances to spawn with whatever ammo type, along with the amount of ammo dropped on death/the type dropped on death, but it's playable in its current form. Stay tuned!
Optional Files included:
Smaller Tweaks That Don't Deserve Their Own Section
Known Issues:
Addons That Fit Well With This Pack:
Please share your thoughts in the comments! Feedback on weapon feel, desired recoil changes, if a red dot or set of iron sights is off. I'm planning on making a compatibility patch for the addon that adds red dot sights to various shotguns as well, but speak your minds on what YOU'D like to see. Thank you all, and have a great time shooting shit up in the Zone!
Average
9.934 votes submitted.
do you need new game?
no, everything works fine with an existing save
As the guest user said, you do not need a new game to gain the benefits of this pack. Happy hunting, Stalker!
So this means I can shoot like the AI now?
While still controlling the recoil, yes!
the FAL mag fix is something, there is a 30 round mag for the FAL but from the looks of it it uses the 20 one, I'll try this addon later
It's sort of a trade off, imo. The FAL does insaneo damage, so I cut the mag size by ten and gave it more recoil both from the hip and while ADS. If you can wait a little while, I'm gonna be releasing a patch that fixes a couple weapons missing their base recoil changes and adds in upgrade changes, so that the guns aren't going into negative recoil values when users start upgrading them.
nice, I was just thinking about negative recoil because most of the addon that meddles with the recoil makes the guns do negative recoil, I hope you get to fix that
The patch that's coming will include tweaked upgrade tables so that negative recoil won't be an issue. Maybe I'll even outright replace recoil with bullet speed or flatness, something that you don't see too often. Until then, try to avoid recoil-dampening mods on guns, or just go out unmodded for a bit. Without the insane amounts of recoil, a lot of guns in this game are actually quite nice to use in their base forms.
another question, I'm currently using Aim Down Sight Tweak addon, is it alright to merge it with yours? or is it gonna make me crash?
V1.1 is out now! Test the weapon upgrades once more for me. Also, there's now a video example in the read-more.
Edit: Please redownload. Missed some values. Should be fixed now!
Is this compatible with the JSRS Sound overhaul and the bullet cracks? If not, I strongly suggest that you make a compatibility patch because that mod is used by many stalkers over here.
Thanks again for making this. Gunplay was pure *** with the exaggerated recoil.
It's made easily compatible with an edit to a single line of code. If people truly don't know how/can't be bothered, I'll include a patch in a near-future update.
Ok, cool. Is this the line of code you are referring to?
"OPEN UP W_SR25 IN NOTEPAD++ AND CHANGE wpn_m16_sounds TO wpn_sr25_sounds. BADA BOOM BADA BING, RIGHT AS RAIN."
Yessir! Just change m16 to sr25 and things should work as normal.
Thank you for the info. Also thanks for the mod. The recoil, from the videos, looks so-so-so much better.
The upgrade files also need changing as well, for the silenced sounds.
^I'm that guy.
I haven't tried without changing those sound lines, but all it is, is one line in each file except the fort one right now. The silenced sounds are changed to things like 9_1_Silenced and whatnot for JSRS, depending on caliber. Kinda weird a suppressed sound is in the upgrade file though, but I don't know how those are really set up. You'd think if a gun was suppressible it would be in the main gun file.
Hi ,I seem to be having some trouble with the add-on,aiming down sights seems to have all the relevant tweaks except for the drastically decreased zoom, I had the ads tweaks mod installed some time ago could this be the cause?
Can you provide a screenshot of what issue you're running into? What scope and weapon is it?
Hi,Sorry I believe the issue is fov related< to resolve this I assume I would have to edit the values of the weapons configs.just incase I like to play at 120 so any tips would be usefull.thx
120 FOV is extremely high. Even with 100 as the value, which is no zoom, you will have considerable zoom at that level.
I see, thx for the response and the help.
Very nice mod, but can you make a version with higher zoom levels for irons and red dots? Current zoom levels make it really hard to aim at anything past 50m, I'd say even harder than IRL.
I'll work on it. I don't want to push the irons and red dots too far, but I can bump it up another five or ten and include it as an alternate version.
It's going to be harder than real life due to depth perception and lack of binocular vision, and having to view on a screen at x resolution. Even shooting in most games is harder than real life, for me.
Something I especially hate about aiming with 3d sights in games; they block your view as well, making things more difficult than it should be.
does this conflict with that other addon that modifies wit the universal inertia addon? Can I just overwrite that addon with this and have no problems?
Universal Inertia does the exact same thing that part of this overhaul does. Every weapon has the same 1:1 recoil.
So if I were to replace those files with yours, would it break the game? Thanks for the answer and sorry for another stupid question.
Should be fine. Worst you'll get is with things like soundmods, reverting to vanilla sound, and for weapon stat changing things, you'll get different weapon feel.
If you're comfortable with editing files, get WinMerge and you can compare the two files directly.
Does this weapon fix the grenade launcher sights as well? Please PM me as I cannot receive notifications from comments.
I didn't realize that Grenade Launcher sights are broken. Do you mean the undermounted ones, or the M79 and RG6?
M79 is broken, RG6 looks awful, but that's just the model.
The M79 goes completely to the bottom of the screen, then continues OFF the screen, meaning you can't aim it properly.
Sheit. I'll fix this, one moment.
Hi there !
I would like to add the get all upgrades mod, what should I merge ?
Or could it be possible to add that option directly ?
Thanks !
Oups, wasn't logged.
I'm actually not sure. Compare the contents of each file and what it overwrites, then make a decision from there. If they don't touch the same files, they should be compatible.
All the weapon's "upgrade" files are the same, but since inside they differ quite a bit I had absolutly no idea how to merge them, if even possible ^^
Ok, finally found my account.
For merging that mod, I had a look back on update 3 trying to merge it with other mods at the time, and I stopped at just looking. It changes the paths of the upgrades so much it is way beyond me. And I did personal patches for like 10 different mods to make it all work together. So I just stuck with the outfit only part of that mod.
Well, I don't like when I have to choose between two good mods x)
I'll probably stick with yours. Btw, any requirement for the upgrade ? Can I just copy/replace files? Edit: Also, Should I disable recoil effect in options ?
Thanks for the answer, and for looking into it !
I'm not the dev, but updating this addon should just require overwriting the previous versions files. There's not much going on here that should crash by updating, and it's simple in general. Just FOV and value tweaks, nothing serious like upgrades (yet) that will crash if they are swapped mid game.
As for "enhanced recoil" ingame, I recommend having it off. It's not realistic in the slightest, coming from someone that shoots a lot and is competent at it. Real guns do not have randomized recoil patterns if you hold them correctly and consistently. Only change in recoil/climb that's noticeable would be from heavier/lighter ammo in the same gun.
I guess you could start with it on, then turn off later to represent getting better with guns?
Ah okay, you lost me with the "finally found my account" it seems ^^
Yeah I was wondering because since the mod play with the recoil I didn't knew what to do with this option..
Well I find it cool, reaslisticly it make no sense for sure, but gameplay speaking it add to the randomness. I just hope it's not as prononced with every weapon / ammo, that would make even less sense, I should be able to fire a decent gun with god ammo without going on all the way xD
Thanks for your answer ! If I may bother you a bit more: What's your load order ? Did you have bugs ingame ?
Load order for me, is UI mods, then sound mods, then eveerything else. But, I do check for conflicts and make my own patches. I keep those in a separate folder and apply them over top.
Damn I said load order by habitus x)
I wonder if you use a lot of add-ons ?
It seems to be a game allready not that stable so adding more and more variables is probably not that great of an idea ^^ I wonder if there is some type of addons not recommended for stability, some "script" heavy ones maybe ? Did you have a lot of them ? If yes is your game still stable ?
Sorry it's a lot of questions ^^
I had a lot of addons on 1.5 beta 3. But with the latest update I'm using less. I have done my own tweaks as well, but it's mainly editing already existing mods and files ingame, not adding things in with scripts. I have EFT aim behavior, some sound mods, campfire cooking mod that adds a script. I used to use Boomsticks thing, but didn't care for it, and didn't want to patch all the files again for different mods.
My game was completely stable though, still is. The main thing is your settings, and file conflicts. If things conflict or have bad values, your game can go from completely stable to crashing instantly, constantly.
I had to reinstall the game due to that. Thought I could cheat and upgrade the previous version WHILE uninstalling some mods. Kept getting some AI PDA crash.
Did you extracted the game files to do that ? I don't have anything in my gamedata but two files in "vanilla".. But hey, I wouldn't know what to do anyway so it's maybe better that way x)
I'm totally in fear of crashs and instabilitys so I'll maybe stick with the less addons possible ^^ Sounds mod speaking, did you managed to add the big weapon overhaul ? (JSR something I think ?) Replacing all those weapon files It collide with a lot of mod I wouldn't play without =(
Well, I'll don't start going on more questions ^^ Thanks much for your time and that complete answer !
Yes, I extracted some files, others I just edited existing mod's files.
JSRS is just a sound mod and it only conflicts with one base weapon file, and minor conflicts with upgrade files, for the new suppressor sounds. Boomsticks and Sharpsticks is probably what you're thinking of. I had it installed before, but didn't really care for it. It was a pain to patch things with it too.
Well there is a JSRS that have all the weapon's files, so it collide with all related mods.. (Finally I only added all other jsrs addons, and for weapons I put jarhead instead.)
I always wondered for "Boomsticks &co;", does it add more weapon or just retexture vanilla ones ? I wanted to install it too but since it include a "fix file" that was allready installed by another mod I though I shouldn't, the author said me this fix can be disregarded but without precising what it does.. And since I indeed have lot of other mod that would colide since, I finally never tried...
If you did all that merging, I salute you ^^ Those files don't always keep the exact same "language", and can be damn big ^^ More than two files, and bigger than fifteen lines, I don't even try ^^
Boomsticks from what I remember did a few other things, besides adding some new guns.
For JSRS, I didn't see anything editing all the weapon files, except the a few of the upgrades things for suppressor sounds. If there is a separate thing with the Jarhead name, I've never seen it. Only mods I know by that name is JSRS itself, as it's (Lord)Jarhead's Sound Replacement something or other.
Really very promising mod, but there are issues if you use this with already upgraded weapons, right ?So at the moment, there are strange effects if you use this mod with 3 tier fully upgraded weapons, HK 417 seems to recoil even more ?
HK417 isn't even supposed to be in the game, so I don't know how you got your hands on one... As far as upgrades doing strange things, tell me exactly what gun and upgrade it is so I can look at it.
Ok, Thanks.
I really don't know where this HK 417 comes from, since i havn't installed any weapon pack. It used to be a favourite, cause it uses the same powerful round as the Fn FAL (or MK 14) and can be fitted with a M203 .I'll try to get a FAL then. Any suggestions on the 'Enhanced recoil' setting in the menu ?
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