This mod was created with the propose of Faction war zone wich every faction want to conquer camps with the option to player join\leave a faction, an improved AI, bring Clear Sky faction from S.t.a.l.k.e.r.: Clear Sky and another features.

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Clear Sky Faction Mod: Re-Balanced (Mods : Clear Sky Faction Mod : Forum : General Discussion : Clear Sky Faction Mod: Re-Balanced) Locked
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Dec 19 2011, 1:36pm Anchor

Heya guys, I'm making an unofficial patch for CSFM called "CSFM Rebalanced".
The purpose of the patch is to fix some of the balance issues in the game, as well as add some new animations for vanilla guns, a couple of new textures and possibly some new guns.

-Balance Issues
If there is one thing I love about this mod is that it adds so many suits to the game, you'll actually have to think about what would best "suit" you (Horrible pun right there). However, most of the suits aren't really balanced and wich makes some suits completly useless...
Here's the standards I'm gonna use:

(LONER) These are the basic suits, for each tier (Jacket, "Sunrise", SEVA, Light Exo and Full Exo) are the "standard" version of the suits, they have the most balanced values. Normal durability.

(BANDIT) These are the lightest suits in the game. They are also the crappiest ones. Containing low anomaly and rapture, higher bullet protection and low or non-existant Rad protection. Their stats change drasticly from suit to suit. No NVG or Psi-protection. Low Durability.

(DUTY) Heavier than the loner suits, however, they have a very good bullet and rapture protection, medium radiation and anomaly protection. NVG non-existant or basic (Depends on the suit). Normal durability.

(FREEDOM) Lighter than loner suits, they have a pretty good anomaly and radiation protection and medium bullet and rapture. NVG basic or elite. Normal durability.

(MERC) Mercenaries suits are even lighter than Freedom's suits and enable the user to carry aditional weight (WIP). Bullet and radiation protection is better than Loner but anomaly and rapture protection is medium at best. NVG always elite. High Durability.

(ECOLOGIST) Heavier than Loner suits, but better in every aspect. Their suits are very expensive and are balanced. NVG and other addons change from suit to suit. Weak or Normal durability.

(MILITARY and SPEC OPS) The heavier suits belong to these guys. They have very high values of bullet, rapture and radiation protection, while sporting some low or normal anomaly protection. NVG non existant in basic suits, elite on high tier suits. Very expensive. High durability.

(CLEAR SKY) Very similar to the Ecologist suits, however, they are lighter and more durable. Most suits also sport some better bullet protection. NVG Basic on low to mid tier suits, elite and better carry weights on high tier. VERY RARE AND EXPENSIVE. Normal to High durability.

(MONOLITH) Normal weight values, sport very good bullet protection. Normal anomaly and rapture protection, high radiation protection. Low Psi protection. NVG only elite on high tier suits.

I'm also gonna try to implement Stamina and Health regen values on some suits, if I can get a way for it to work.

-Weapons
Weapons are pretty well balanced on their own. However, the vanilla guns have the same horrible animations, I intend to replace them with either the Arsenal guns or any other method. Texture are also another problem, some guns look pretty bad, I'll see if I can find suitable replacers.
I'll also try to add new guns and make modified ones.

-Spawns
I'm not gonna change the entity spawns, I think they are great and generate the feeling of a "Living, breathing zone".
I am gonna change the weapon spawns for each faction. Most of them spawn vanilla weapons.

(LONERS) Wide array of weapons, both NATO and WARSAW, although WARSAW are more common. WW2 weps are rare. Modified weapons are rare if high end and common if low end.

(BANDITS) Low ranked Bandits carry small arms (Pistols, Small shotguns and SMGS), most from WARSAW Pact, while High Ranked Bandits carry potent AK-47/AK-74/AK-1xx, as well as powerfull sidearms. WW2 are VERY rare. Modified weapons are treated like the loners.

(DUTY)
Carry WARSAW pact weapons. They have a bigger probability to spawn LMGs, HMGs and Explosive weaponry. They also spawn sniper rifles, although it's a bit rare. Some may carry WW2 weapons. Modded guns are common amogst them.

(FREEDOM) Carry both NATO and WARSAW weaponry, altough NATO are alot more common. They have a bigger probability to spawn Sniper Rifles. LMGs are also a bit common. They do not carry any WW2 weapons. Modded guns are common amogst their ranks.

(MERC) Carry both NATO and WARSAW weaponry. They have a good probability to spawn type of special guns (LMGs, HMGs, SRs,...) and they also carry modified guns. WW2 weapons do not spawn.

(ECOLOGISTS) Carry NATO and WARSAW weaponry. They mostly carry small guns, but the higher the rank, the more probable to spawn bigger weaponry. No WW2 weaponry. They very rarely carry modified guns.

(ZOMBIFIED) Carry WARSAW weaponry. They also carry WW2 weapons. They can spawn modified weapons (You'll figure out why ;))

(MILITARY and SPEC OPS) Carry WARSAW pact weapons. They also use special guns (LMGs, HMGs, SR, Rocket Launchers,...). No WW2 guns. Low rank soldiers spawn weaker weapons with no attachments, while high rank officers and spec ops spawn rare high end weapons with attachments. They can spawn modified weapons (Rare military modified guns).

(CLEAR SKY) They carry all sorts of weapons. Mostly modified.

(MONOLITH) They spawn with both NATO and WARSAW pact weapons. Low ranked stalkers spawn normal guns, while high ranked monoliths spawn with very powerfull and modified guns. Ever tried to survive agaisnt 5 miniguns and 2 RPGs? Well that wont happen here, but they will be able to spawn with those weapons (High rank only). Some WW2 guns.

-Choco Eggs
They'll change into "Supply crates", plus, I'dd add some more variety of what you can get.

-OPTIONAL-

-Shaders
I'll add both "Kingo's shader's", wich make the game look drop dead gorgeous, while not affecting performance and it's higly customizable, I'll also put in "Dynamic Depth of field" shaders (wich are also based on Kingo's Shaders.)

-Smart Scavenger Mod
I absolutly LOVE this mod. Even though it's very hard to make the enemies spawn with the right suit. Right now it's pretty easy to get a exo early in the game, in fact, the game spawned several Duty and Loners with exos, fortunatly for me, one of the loners died and in his body was a Exo... All this in CORDON! (And no, I didnt keep the exo, sold it to Fox)
I plan on balacing the spawns for it, low end suits will spawn normaly, while high end suits will be rare to spawn.

-BAM! DOWNLOAD!
Current Version Online: Beta 0.01b2
Download Link: Mediafire.com (Please post in this thread some feedback and ideas, I'm always open to them!)

-Instructions:
-Copy the "Gamedata" folder to your STALKER directory, overwriting CSFM original files.
-Please install my patch AFTER any other optional patches (Smart Marauder Mod, etc etc)
-Optional: Go in "Gamadata/textures/act" and delete "act_arm_perchatka_bump.dds" and "act_arm_perchatka_bump#.dds ", I do believe xRatx forgot to delete it =P

-Changelog
BETA 0.01
-Changed all suits protection and functions (No degradation changes yet).
-Changed "Choco egg" base value.
BETA 0.01b2
-Fixed values on Light Exos, Soldier Suit and Bandit Coats.

UPCOMING
-Balanced Weapons Spawn
-New "Choco Egg" values

Also keep in mind this: This mod is made towards balancing the game, it's NOT suppost to be realistic and accurate, if you want a realistic shooter, I would suggest ARMA 2.

Keep on hunting STALKERs!

Edited by: lonefox91

Dec 19 2011, 4:57pm Anchor

First of all, I give you my permition to publish it

The concept of csfm re-balanced seems good.

What I can say more?

Remenber that Ecologists have their own Eco-Stalkers (Those guys guarding Yantar Bunker) and in vaniila csfm they have not ranked weapon spawning.

I would advise to not use the weapons from this file : unique_weapons_csfm.ltx ... They are still on WIP and they are only for Nimble Weapon\Item Ordering System (Work in Progress), one or two of them can be looted on vaniila csfm 2.4.2 (Wolfhound and Max I think)

Zombies has no ranked weapon spawning too xD

I think you should inclue the Traders & Random Stashes in your todo list :)

Edited by: xRatx

Dec 19 2011, 6:33pm Anchor
xRatx wrote:First of all, I give you my permition to publish it

The concept of csfm re-balanced seems good.

What I can say more?

Remenber that Ecologists have their own Eco-Stalkers (Those guys guarding Yantar Bunker) and in vaniila csfm they have not ranked weapon spawning.

I would advise to not use the weapons from this file : unique_weapons_csfm.ltx ... They are still on WIP and they are only for Nimble Weapon\Item Ordering System (Work in Progress), one or two of them can be looted on vaniila csfm 2.4.2 (Wolfhound and Max I think)

Zombies has no ranked weapon spawning too xD

I think you should inclue the Traders & Random Stashes in your todo list :)


I was thinking the same =)
I've noticed, for the ranked weapon system, I was going the use the same way SMP spawns weapons on their NPCs. For each rank of a faction you have a file with the probabilities of a npc spawning with a certain weapon, then you just have to add that file to the npc's profile.

Dec 20 2011, 1:39pm Anchor

The 'Rebalanced' part of this looks good overall, the merc suit having higher durability than say, the stalker suit makes sense; it'd probably hard a hard plate sewn in where as the stalker suits just have kevlar elements here and there, most notably the chest protection.

As for added weight, I'd think that the Merc, Military and maybe the Duty suits ( since they're paramilitaries ) would all have slight weight increases, since there's extra pockets / clips to attach things to, for better weight distribution.. or perhaps give them slightly lower ( or higher, if that's how it works ) amounts for 'power_loss', to try and simulate this.

It seems like the Merc outfit should have similar Radiation protection in relation to the Sunrise suit or even a little less perhaps, it is just a jumpsuit and vest after all.

Helmeted suits, or those with respirators should have the higher particle protection rates, as they generally already do.

Just my thoughts,

SoS

Edited by: Seeker_of_Strelok

Jan 7 2012, 5:42pm Anchor

How's going CSFM Rebalanced? I know it just passed 2 weeks ...

Jan 15 2012, 5:38pm Anchor
xRatx wrote:How's going CSFM Rebalanced? I know it just passed 2 weeks ...

I've been a bit busy with Skyrim and some other games, but for the most part, I'm still organizing the "%"s of protection for each suit.
The weapon spawn is comming along good, since I based it from SMP. I just hope I wont forget any weapons.
Havent added a single weapons (Be it modified or completly new), I'm more focused on really balancing it.

Just a quick update, my personal life is having a bit of a rough changes, I wont go into detail, but lets just say that CSFM Re-B. wont be release as soon as I would hope so. I've already changed some suits, but my mind keeps drifting away to other things (and my body for others XD) so I'm not making much progress. I might just implement this addon for the next version of the mod, unless xRatX intends on using it for the new version.

EDIT (13/04/2012): Alrighty, now that I have my life organized and I have plenty of free time (Unemployed at the moment) I've resumed work on Re-Balanced.
I'll try to release a beta as soon as possible!

Cheers stalkers!

May 9 2012, 7:55am Anchor

@Lonefox71, check your PM box.

Edited by: xRatx

May 9 2012, 2:32pm Anchor

Hey lonefox91! I think i can help you in suits durability problem. You should change values of immunities. In "sect_outfit_immunities" change various damage parameters. The lower value- the bigger durability. Hope it helps and good luck in development. ;D

May 9 2012, 2:36pm Anchor

Alrighty, thanks everyone, already changing the values!

BETA 0.01 HAS BEEN RELEASED, I NEED BETA TESTERS, read the original post for download and instructions!

EDIT: Alright I already have some values that need to be changed
- Soldier Uniform is stronger than the Beril Outfit, that needs to be changed
- Brown Leather aparently is stronger than Black Leather. (Guess I need to buy a new jacket too)
- Light Exo's are a bit too weak for their value and rareness.

Keep giving some feedback people!

EDIT 2: Updated to version 0.01b2.

Edited by: lonefox91

May 14 2012, 6:08pm Anchor

So, I'm trying out your 'Rebalancing' mod Ninety-One and am enjoying it so far, installed it after all the other optional files I wanted, no crashes so far.

May 16 2012, 10:50pm Anchor
Seeker_of_Strelok wrote:So, I'm trying out your 'Rebalancing' mod Ninety-One and am enjoying it so far, installed it after all the other optional files I wanted, no crashes so far.

Gyahah, good then!
Also, no one ever refered to me as "Ninety-One"... I like that ahah.
Working on my Beta Weapon Spawns, currently working on duty ones.

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