Anomalous Zone v1.04 for Anomaly 1.5v4 by FatalFunnel.
A port of the 1.5v3 version with updated edits to NPC and player loadouts, numerous other changes may be pending.
Changelog:
v1.04 & v1.03
-Ported over all of the weapon config changes from previous version into 1.5v4
-Edited NPC player loadouts.
-Increased buckshot damage value back to original 0.40 value.
v1.02
-Merged over ammunition and weapon statistics
-Merged over corresponding creatures config files
-Made several additional changes to ammunition behavior
-Made several additional changes to weapon accuracy, handling, and recoil.
-Changed several ammunition types along with their descriptions
-Added in a replacement SR-25 model with a 20rnd mag.
-All weapon and ammunition total damage recalibrated based on force (Joules) of rounds, additional bonuses arise from behavior in ballistics gel/bullet design. i.e. factors such as fragmentation/yawing/deforming rounds are given a percentage bonus over the base value.
-M82 and HK MP7 now use the correct ammunition types.
-All ammunition armor and barrier penetration heavily revised based on real ratings of mm of steel that certain ammunition types can penetrate, unreported ammunition types were approximated in relation to these, AP in relation to body armor was not given consideration and in a future update will have to be revised as currently it has been left unchanged.
Great job! To reduce the shotgun dmg, you might consider increasing the spread of pellets instead (let's say 6.5, respective 9 or10 for self-made). That way the shotguns are still deadly up close, but there is use for slugs and darts. (I don't see why the slugs and darts have such low dmg, they are massive. Here's a video: Youtube.com
For the AP, here's the formula that the game use for AP: Pastebin.com
Easy to see that the relevant fields, aside from the ap value of ammo, are hit_fraction_npc/mutant in "damages". The lower the value, the less dmg it takes if the bullet has lower ap than the armor. (dmg taken by target = hit_fraction).
Thank you very much for posting this info, I will take all of this into account when making revisions.
On the matter of AP, I originally set AP tied to barrier penetration. To determine the desired effects on creatures and body armor, I then need to revise that data based upon what you posted.
I've been playing with these changes, but not specifically the folders that I uploaded, since my changes were incorporated into an experimental build that I tested, so I may need to delete my gamedata folder and redownload this.
With that In mind I'd be excited to know what people think in running this, since the changes in this release were exported from my current build.
Thank you kindly. For my personal use, I made the modifications that I'm speaking about. With the increasing spread, fewer pellets will hit the target past 15-20 m, and a heavy armored NPC can take a few buck shots to the head, point-blank, since the buckshot has very low AP. Also, my boars, chimera, and giants have proper thick skin (armor) and require slugs, respective darts to kill. A boar will take 2-4 buck shots, but only one slug (but I made the slugs and darts really expensive and rare, so there is that).
That is generally how I balanced the larger mutants, so that buck would be less effective against them and slugs would be the intended ammunition. I guess limiting accuracy or range with shotguns would be the classic FPS way of balancing them with buck, at least.
A lot of the way that I balanced explosives was possibly a bit excessive, but it was meant to clear out mutant hordes.
yeah, I know that buckshot pellets are not spreading that much irl, but consider the game fov and range of engagement. most fights are inside of a radius of 50 m. with the vanilla mod buckshot, I don't need another weapon aside from a saiga (you can put a scope on it). sometimes realism must be simulated instead of recreated, for gameplay and balance reasons. :)
Well frankly the issue with shotguns is that it's a fine line to walk with low armored NPCs getting wrecked, and determining the low AP, and then armor adjustments so that better armored NPCs can withstand buckshot.
Like SMGs, shotguns work best in indoor areas.
it's not that complicated. buckshot has such low ap (I set mine to 0.11) that any armor will block the damage. in "damages" hit_fraction_npc are high for lower armored ones, and since the dmg defaults to that hit_fraction, you end up one shooting even npc with medium armor. the trick is to lower that hit_fraction from 0.9 or 0.4 to 0.4 respective 0.2. this way buckshots are efective only if the target has no armor/helmet.
for higher lvl npc, divide hit_fraction by 2 or 3.
an npc in medium armor can take 4-5 or 6 buck shots to the body, but if he has no helmet... even if he has, there is the bonus to the head, ofc. so you can still kill npc up close with buckshot.
when i use Pistols with you add-on is impossile aim, aim speed increased from normal to i make 360° in 0.001 sec XD, pls fix. If i use a rifle ok but when i switch to pistols...
Hello FatalFunnel
Thank you very much for updating your mod to the latest Anomaly version.
Would you consider making a patch for the mod “GET ALL UPGRADES”? That would be great.
Moddb.com
wbr Spawnkiller
I've barely touched the upgrade system to begin with, and there is still some statistics with it that need to be re-calculated, but I'll see.
I see, well I'm looking forward to it and hope you may consider it in the future. thanks anyway :)
I think the weapon control inertion factor is way too high for the pistols and way too slow for most of the other weapons I lowered the sensitivity to make it bearable but then other weapons such as rifles and shotguns became unusable because of how slow it is this is my opinion but I think it should be default
I do think it's somewhat exaggerated, perhaps it needs a revision, my original reasoning was that I made inertia changes with respect to changes in weapon recoil, i.e. carbines and SMGs and handguns have faster handling to be more useful in indoor environments compared to heavier weapons.
Yes I think so too, pistols control feels like mouse sensitivity has been maxed out. For me to a factor of being much too fast and unplayable.
Just right now I encountered an “actor_helm_exo” CTD-event on the passage way from darkscape to cordon. As soon as I removed this mod the auto save could be loaded successfully again. I’m using JSGME mod manger to setup the mods.
partly log dump:
"FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 530
[error]Description : fatal error
[error]Arguments : Can't open section 'actor_helm_exo'. Please attach [*.ini_log] file to your bug report
stack trace:"
wbr Spawnkiller
I think turning the mouse sensitivity settings down will alleviate that, my mouse tends to have high sensitivity by default, but has switches which can adjust it while playing the game, so I tend to have my sensitivity possibly lower than some players by default.
Oh boy, I thought I got rid of the actor_helm_exo crash, I looked up the section name and it didn't appear to be anywhere in the files I changed, so I don't know what precisely causes it.
It was the bug that I got in my experimental build where I tried adding other weapons that were not compatible, so I don't know what causes it and I'd like to find a way to fix it.
I found a fix for this crash, delete damages.ltx from configs/creatures folder.
I'll be reuploading it with the config deleted.
Yeah I understand but it kinda had the opposite effect its hard to hit anything when the slight turn of my mouse makes the character do a 360 lol :D
This comment is currently awaiting admin approval, join now to view.
Hi guys. Does anyone else have a problem with compatibility with anomaly scope revision? Like both addons work no problem for maybe 2-3 hours of gameplay and then my game randomly crashes without any log. and when i try to load a save it wouldnt
What specifically are you having a problem with? Is there any particular scope that you think causes it?
I've also been playing with this addon installed on top of AZ, and from my personal experience it appears to work perfectly fine without any crashes.
I do not think so. The crashes are pretty random and i tried every scope in game with help of item spawner. Maybe the crashes are caused by another addons that im using. but they are really minor and ive not seen any files that might be in conflict with each other.
The only file that the two mods share is the VSSK config, and it didn't seem to alter it meaningfully, but I didn't use it from the mod, I used my own.
If you downloaded this mod earlier and not later, then see if you have a damages.ltx in your configs folder and delete it if it's there since it would cause crashes in the earlier uploaded versions.
i downloaded latest version and somehow its kind of working now, currently game is crashing when trying to go from swamps to agroprom but i can work around that. thanks for help
does this mod mess with sensitivity?
Yes.
Hi. Did you change M82 ammo to correct BMG? If so can you pleasse tell me where to buy it? cause Clear sky,loner,duty traders doesnt have it even at max goodwill.
Yes, you'll have to edit trader files yourself or use a trader mod.
How can change sensitivity?
control_inertion_factor =
crosshair_inertion =
In every weapon file, defaults are commented out, you can also set them universally to 1.0 if you want.
It's very easy to edit.
This comment is currently awaiting admin approval, join now to view.