STCoM Weapon Pack for Call of Misery 1.0d.
Installation:
1. Install this weapon pack over CoM 1.0d (+ Fix 2) with English translation.
2. Install STCoM WP fix.
3. Install English translation for STCoM Weapon Pack.
Note that this weapon pack requires a new game.
STCoM WP notable features:
- Based on STCoP 2.9
- Adds variants to most weapons in Misery style (rusty/worn/custom etc.)
- Variants of weapon affect the look of it, its general specifications (including how prone to jam it is), determines which attachments it can have by default and possible upgrades in its upgrade tree
- Unique and balanced upgrade trees for almost every weapon
- New armor: various Heavy Combat suits (Radiation Suits) and CS-2 steel helmet
- The balance of this weapon pack is very close to the original CoM balance
Credits:
- Sasha Tulunzhi for the great weapon pack
Small weapons gallery to show the visual difference between some variants:
Imgur.com - pistols.
Imgur.com - rifles/shotguns.
Awesome mod mate,it includes PPSH?Thanks again by the mod!
Yes, it does have the PPSh-41 in multiple variants.
Quick question, does this come with the fix? the one linked in the description says it couldn't be found. Im using com 1.0d fix 1.
So i was looking and found out its awaiting authorization just gotta wait.
Yep, it's not authorized yet, but alternatively you can get that fix from here: Yadi.sk
Hey, after the fix, translation and scopes, the names of character in menu for factions are all in russian, can you fix it ?
Thank you for the heads up. Re-download and re-apply the English patch, it should be fixed now.
Thanks for the fix. :)
Why im neutral to my own faction ?
Is this kind of change is just normal in call of misery ?
for exapmle freedom member is neutral to another freedom member :I
I dont remember if it was in normal CoM so im asking. :P
It's normal and it's present in normal CoM too, STCoM WP doesn't affect it anyhow.
I'm not sure and I don't want to spread misinformation, but it was probably made so that the player can't hire companions right off the bat.
I made two screenshot galleries to show the difference between variants of some weapons.
Check them out in the description.
Cool
This addon replace the original Call of Misery weapons, or add weapons? Me need this information; I have started an addon here: Moddb.com (original weapons amended). If replace the original weapons, is possible create an addon only add (not-replace)?
Hey, TOVOT.
STCoM Weapon Pack is a whole new weapon pack. It adds (e.g. ACE-21)/removes (e.g. XM8) and replaces weapons. It's possible to cut only newly added weapons from it, but it would be a rather tiresome procedure and I frankly don't see the point.
If you need any help with your add-on, I might help.
Ok, no problem, ty for the info. Me dont want only play... if want my help, not only you, for anything of modding (works close to texture), me are a bit noob, contact me :)
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Some weapons damage it's so low, for example with Mosin Nagant or Kar98 I need to hit 5 times in the chest to kill a simple rookie loner or bandit. And sometimes headshots don't be sufficient to kill a NPC without kevlar protection. For any reason I haven't problems to kill an enemy with AK rifles
I just did a quick test with Mosin and K98 on Cordon. In 80% cases (and in 100% bodyshots) bandits were killed with a single shot both from K98 and Mosin. A single shot in their thighs frequently put them in the wounded state. Leg/hand shots were not as effective and it takes 2 leg shots to kill them.
Head shots (even with FMJ ammo) were always lethal even to those with exoskeletons.
Are you sure you're hitting them? I'm not questioning your accuracy, rather want you to know that weapons are not pinpoint accurate with this mod.
This is amazing so I like it alot one problem is I really hate that mosin has straight bolt and I would love if it had it bent down so it would acctualy work with PU scope other than that i think its perfect, I still havent tested damage on enemies but please tell me if there is any patch to increase damage...
Also there is a model used in AO3 and TAZ with mosin having bolt bent down, but my main concern is weapon damage... stalkers are bullet sponges 5.45 takes 9 body shots to kill zombies and shotguns are really useless even in CCQ it takes 2 headshots and Is there ANY mod that increases damage both me and enemies do that works with this I would appreciate it so much :) Other than that amazing gun pack I love it!!!!
Human zombies (those emision turned for example) are supposed to be bullet sponges, only quick way (and cheap too) to take them out is headshots and they can take a few depending on where actually bullet hits (5.45 ak bullet kills them in one headshot). Also in CoM the most important is the type of ammo you shot, gun is mostly secondary factor as damage model is mostly bullet type based. Youre supposed to use certain ammo for certain enemies type, readin descriptions of the ammunition should help you out.
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Anyone find the Unique M4 yet? I thought there were at least 2 weapons in this version with wild CS:GO like "camos", the mentioned M4 among them. Are they not placed anywhere?
Also, I find it highly wierd how virtually all weapons have their muzzle flashes disabled by default. Just really unrealistic how every gun seems to have a flash hider or something. I'm re-enabling them atm on weapons, one by one.
Also, which guns are confirmed to not be anywhere in the game (as in, not placed anywhere, no stalkers set to have them, not on trader lists)? Pretty sure the STG44 is completely MIA, and I've seen no FALs yet either. Wasn't there an FN CAL as well, supposedly?
M4 variations can be bought from Skinflint, the main Freedom trader.
Green Dragon, TRG-42 and some other Misery ported weapons can't be found normally. Check them out in the debug mode list.
Don't think I've ever used the debug mode, if you can believe it. How's it accessed?
Also, at this point, pretty sure I've seen every weapon to be normally found in game. I installed the mod that makes it so traders always show everything they can have for sale instead of randomization, but this made Owl start CTDing when I try to talk to him. Eventually, I found the culprit - the game doesn't like the default scope crosshair texture setting that the G43 is set to. I simply changed it to that of the PU scope reticle to get around this, since in reality their scope reticules are identical.
Some guns are indeed exceptionally rare. Seeing as several of the higher factions sell maybe one or two at best, its best to just get good and keep killing - eventually you'll see some high ranking Monolith or Mercs carrying a gun that stands out. That's how I eventually found the ACE-21. Its a good feeling gun with a fat mag, but a tad weak for 5.56. The Vityaz was also strangely underpowered even for 9mm, although this probably owed to its oddly strong recoil. The Stoner SR25 is a precise shooter, and quite good. Would likely be my favorite 7.62x51 shooter, if it wasn't for the absurdedly OP & easier found Steyr AUG A1 Modern (seriously, why does that exist). At least the HK416 doesn't disappoint, as usual.
I did eventually find an FN FAL I think, but found its model outdated and bulky to use. Its tiny crude peep ironsights combined with high recoil makes it a chore to aim. I'm a reflex sight guy too, so it only taking ACOGs was another turnoff. G43's ok, although I modded it to fire faster. I was puzzled as to why it uses an imcomplete upgrade tree compared to the Kar 98K, as if it were an Old or Worn grade weapon; I couldn't successfully change this. But that's all I could recall for the old Misery weapons. I actually tried placing the STG-44 in a trader's inventory, only for it to now show up anyways. Seems like its really not there.
To access the debug menu, add -dbg (at the end of the "Target" field) to the game's shortcut, load a save, press ESC and then "S".
AUG (modern) is really powerful, doesn't have serious flaws either. STG-44 is simply not there, you assumed correctly.
Would it be possible to use the hand models from AO on this? The hand model files are under the gamedata>meshes>dynamics>weapons>wpn_hand folder. The AO model hands look much nicer imo and would go very well with this mod. I tried just copy pasting over but there was a conflict and the game would crash. Any ideas?
Depends how AO hands are "formatted". If they have the same layout (textures, bumps) as STCoM WP hands, then yes. If not, then it would require some work merging them. Alundaio recently included a new tool in his AXRToolset, which allows to more comfortably work with .ogf files: Youtube.com
Hey using this on CoM and I have a question - I see there are on pictures and even mentioned ingame various red dot sights and Eotechs. But in my game, where I am almost legend and already made it to NPP andk illed dozens of Monoliths, I don't see Eotechs for sale anywhere or any other optic, or dropped on weapons? I only have ACOG sight, PSOP and Kobra dot sight in my whole game. Is there a list of all attachments somewhere and optics? What could be wrong? Which file arranges this?
This is not right. Most traders should sell those attachments by default. High-ranked humans can rarely have those on their weapons.
You can check the list with enabled debug mode, they should be in "Weapons (Attachments)".
He's right, the EOTech and BARSKA sights aren't normally found in my game on traders too. Was a good while before I started finding them on weapons by killed stalkers. I hoarded every one of each sight for a while. Eventually, I got enough of the ones I wanted.
According to the trader config files, you can buy the EOTech and BARSKA sights from Freedom (400 rep), Monolith and Mercenary traders.
Also another note I just noticed - STCoM for some reason changes exosuits to be used without helmets, but their stats are very low as if they should be used with helmets.
Also, is FAR 15 from original CoM in this STCoM?
The stats should be correct. Keep in mind that CoP is inaccurate when it comes to showing protection parameters (in your inventory, under the artifact belt) of combination of suits.
You can enable helmets for specific suits in gamedata/config/misc/outfit_x.ltx > allow_helmet = true. You can also check and compare outfit stats to be sure that exosuits have proper actual protection stats.
No, FAR-15 isn't there, but there are a few other weapons from Misery.
Hey, I've been running into a problem with some guns, recently the Mosin (Old), when I try to access the upgrade/repair menu at mechanics I CTD, Anyone know a fix?
Did you install the fix? Is there any crashlog when the crash happens?
I had installed the fix (Weapon Pack -> WP Fix -> WP English), the error had to do with it not being able to open section up_mosin_firsta or something. I lost the log since I managed to get it fixed by getting someone elses database/configs folder and threw it over mine, which means it was most likely a error on my part.
I couldn't replicate the crash and I'm glad you solved it.
This mod works without CoM?
Without additional merging it won't work without CoM.
Thanks for the mod, but my game keeps crashing in a certain time playing and especially when I try to trade with every major trader, maybe it's for my laptop but what i know i have 8 gb of ram and itegrated video card.
The freeze when you open big inventories is normal, it takes a few seconds first time you're opening it, but a crash is not okay.
Could you send a crashlog next time it happens?
They are usually saved in your clipboard after most crashes happen.
Alternatively, you can go into \appdata\logs and find the crash there in the latest log where it crashed.
Is there STCoPWP 2.9 in English just for Call of Pripyat somewhere?
Unfortunately, no and none for Call of Chernobyl either.
I have to start a new game?
Yes, as mentioned in the description atop.
Does this tank the accuracy of the AI similarly to STCoP? They seem unable to hit the broad side of a barn after I installed this, was able to avoid getting shot by running back and forth about 10 meters from a Bandit with an automatic.
The current CoC StCoP version is indeed has an issue with the accuracy of other stalkers, but in my experience, in StCoM they shoot better consistently. I, as well as the author of the mod, haven't seen people complaining about it.
Accuracy depends on the rank of an NPC. Was it a rookie bandit perchance? You could also try spawning some master NPCs via debug mode (the same process of the activation as in CoC) and see how they shoot.
Thanks for the mod!
Just wanted to mention a bug I came across, if you use the Barrett m9 something sniper rifle with an exoskeleton (merc) then the gun glitches and cannot be shot or scoped. Also have outfit addon and toska models tho, so it may be partly their doing as well. Good luck out there stalkers C:!
me again c:
seems like its a temporary glitch, so it shouldnt be too concerning to anyone. If you get this glitch, simply switch levels. What seemed to also fix it, (oddly) was adding and removing a suppressor. Anyways thanks again for the mod, truly love the experience :D!
You seem to be right. I managed to replicate the bug with just StCoM. I'll try to contact the author and report the issue.