Description

ARX second most ambitious module ABF - changes all calculations for every elemental damage and all anomalous damages you get through game. Some anomalies are more challenging, some are more fair (burners). Also fixes Poltergeists and makes them fun again!

Preview
ARX module 2 - Anomalous Balance Fix [_  ABF _]
Post comment Comments  (0 - 50 of 65)
Jurkonov Author
Jurkonov - - 375 comments

The Last Revision(TM)

14th-15th of April:

Last revisions and fool-proofing. Optimalization based on feedback.

- added tweaks for ssp suits and made in-built in core of addon. SSP suits are now more unique and a lot more usable on their own.

- Revised fire damage again. Minor tweaks for the perfection.

- Slight changes to electrical damage. Differenciated normal and hard difficulty. Normal difficulty is now slightly more forgiving.
Nothing lifesaving when you make fatal mistake but edge cases will survive. Ironman runs - usage of pelts, attachments and artefacts is highly recommended, as usual.

- Revised acid fields and acid damage in general.
- I kept big difference between normal and hard (new values multiplier x1.1 vs. x1.7) but I changed how "fast" acid fields tick. old value was every 300 ms. new value is every 400 ms.
- Also slightly bumped the strength of weak acid fields. To slightly compensate slower "ticking". Fields deal cca. between 10-30% less overal damage now --- > but still kick nicely.
- You can now explore even larger fields (Jupiter, Zaton, etc.) --> they are more accesible... but you have to think twice that you need to get back from field dive too ;)

Dilemmas between fire protection upgrade and Chemical protection upgrade will be real now, choose wisely.

I find current "status quo" as is set by ABF nearly perfect.

Reply Good karma+3 votes
RamseySparrow
RamseySparrow - - 833 comments

Slightly (or entirely) off topic here, but this has somehow stuck with me now - where is that wolf frame you're using for avatar from? :)

Something very cool about it, makes me think of Miyazaki's animes.

ALSO - looks like another interesting mod you'd put out, thanks!

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

Cowboy bebop anime ;)

Doggy goes by name "ein"

Reply Good karma+8 votes
RamseySparrow
RamseySparrow - - 833 comments

Now a few questions about the mod!

How will this play with Grok's Ballistic Overhaul, as well as the (very highly recommended) Arszi's controller and burer overhauls?

Reply Good karma Bad karma+3 votes
Jurkonov Author
Jurkonov - - 375 comments

GBO and ARX & ABF are inherently compatible. They do not touch same files, they do not do same things, they do totally different things in engine and in gameplay - even if they are very big addons both.

I myself use both in my personal modpack and I am happy player. ARX fix player side of calculations and damage interactions and GBO fixes NPC side of damage calculations - they go together just perfectly.

Arszi´s overhauls are compatible with ABF - I made sure of that. Just load ABF after Arszi overhaul or apply compatibility file.

Reply Good karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

nice one (mod) and nice one (ein) :)

Reply Good karma Bad karma+2 votes
manzmnl
manzmnl - - 485 comments

@RamseySparrow: Don't forget the patch from ARX Module 1, if using Arszi's Radition Overhaul. Otherwise your actor.ltx will imbalance it (if you don't merge it manually anyway)

Reply Good karma Bad karma+2 votes
Jurkonov Author
Jurkonov - - 375 comments

I mistakenly moved that compatibility patch to core addon. I did reupload and it is now here in ABF, where it should be in case somebody needed it.

Reply Good karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

just noticed this, thanks, noted!

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,260 comments

Finally! Poltergeists were always a big joke in vanilla and even with burer overhaul it was too easy.

Reply Good karma Bad karma+1 vote
tone_82
tone_82 - - 16 comments

what does this mod change with Poltergeist?

Reply Good karma Bad karma+1 vote
Yozhia_Phryabzkir
Yozhia_Phryabzkir - - 235 comments

Thanks ~(^v^~)

Reply Good karma Bad karma+2 votes
BadaBoom_0325
BadaBoom_0325 - - 569 comments

Need more addons for hardcore! I want nightmarish Zone, where not enough ammo, items, when you can't find at least 50% durability gun, when you can die easily, just like in Dead Air.

Reply Good karma Bad karma+1 vote
FIREBREATH1001
FIREBREATH1001 - - 357 comments

Sweet!! Gonna try this out :D

Reply Good karma Bad karma+2 votes
StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

So if we are using Radiation Overhaul which patch do we use?, ARX's first module comes with a patch that says " Arzi's Radiation Overhaul Compatability For ARX " , and then when I went to install and add module 2 here I noticed a patch " Arzi's Radiation Overhaul Compatability For ABF " , which one of these patches am I to use if I am using both modules?. Do I install both?.

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

it was mistake in uploading from my side - I mistakenly - in the night - gave it to wrong addon. Files are the same. I did reupload and you should apply one one (e.g. that from ABF) ...

Oh those night uploading ...

Reply Good karma+1 vote
chiglit
chiglit - - 4 comments

What's the point of a description if you just write "made X more challenging (but fair)"? How is it more challenging? How is it more fair?

Reply Good karma Bad karma+3 votes
Jurkonov Author
Jurkonov - - 375 comments

I get you sir.

Issue is, you can either look at the changed values in files provided and do all the math according the engine formulas and then you will know exactly how overal balance changed.

Or you can just trust me that I know what I do.

"made X more challenging (but fair)" means difficulty of said anomalies have increased but not to the point it is unplayeble or unfair.

It might require you to think harder before you dive into anomalous field and use everything that can give you an edge (pelts, artefacts, drugs ...anything). Think harder, live longer :)

Reply Good karma+2 votes
PossuM
PossuM - - 322 comments

I tested a burner and electro with Seva + artis, it actually does make a big difference now. With 2 Fireballs burner dmg went down significantly.

Reply Good karma Bad karma+2 votes
Jurkonov Author
Jurkonov - - 375 comments

The Math behind is finally working in anomaly.

Pls. give feedback on bullet/mutant damage, if possible.

Reply Good karma+2 votes
Guest
Guest - - 690,260 comments

Oh so finally an addon for 1.5.1 that make you take more dmg from bullet and mutants? or is it just the anomalies and field dmg? If it does what I think it do, then heck yeah! I really wanted to make gunshots more lethal (misery-like)

Reply Good karma Bad karma-1 votes
Jurkonov Author
Jurkonov - - 375 comments

To make bullets and mutant stronger, just tweak actor.ltx and difficulty modifiers for wound_immunity and fire_wound_immunity.

Each time you add +0,1 to the value there, it should in theory increase damage from that damage type by 10% ...
If armor do not catch all damage first (happens when you have too good armor against weak dogs ... e.g.)

Reply Good karma+1 vote
MoreLove1
MoreLove1 - - 126 comments

I saw in the latest version that the script "rad_damage_psi" exists in the basic version of the mod, and not only in the options, is this a mistake?
And more
Today I tested this mod on the "Yantar" location and noticed that the distance from which the chemical anomaly and thermal "Zarka" is activated is very large, how can I fix it?

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

Radiation damage doing light psi damage was considered optional and for more experienced players. No problem with that script, I use it myself.

Now, in this addon i did not changed anything that is related to distance from which are anomalies activated. I will double check when I am home.

Do you by any chance use some other addons and have them in load order after ABF ?

Reply Good karma+1 vote
MoreLove1
MoreLove1 - - 126 comments

Yes, it is possible that this is a problem with another addon, could you tell me where to look for these parameters?
But it seems to me that everything was fine before that.
Now "Gazirovka" and "Holodets" is activated from a few meters

Reply Good karma Bad karma+1 vote
MoreLove1
MoreLove1 - - 126 comments

I have now found out that this is due only to isolated anomalies, a large chemical anomalous field is working normally

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

I double checked. Nothing I touched is doing anything with range from which are anomalies activated.

My guess it that you might have certain addon called "HARD DYNAMIC ANOMALIES 1.4" that is not entirely implemented for anomaly 1.5.1 ... cos that one is doing something with
radius_properties
(it seems like effective_radius setting is four times bigger in that addon, I need to test it)

Reply Good karma+1 vote
MoreLove1
MoreLove1 - - 126 comments

Yes, I have it,
And in which file should I find this parameter?
If you could help me, I would be very grateful.
edit:
I found out that this is a parameter in this mod's own configs, but I don't understand how to work with them

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

I am testing this port of Dr.X addon + other addons. I think author of the port did few mistakes.

This is what I am currently testing:

;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 35
anomaly_max_active = 35

;Determines the range of anomaly radius
[radius_properties]
min_radius = 3
max_radius = 4

but I will probably need to make values for min_radius and max_radius lower ...

I think anomaly has default radius value "= 1" ... So It is hard to tell, what is good value, since addon do not differenciate between fields and mines.

I might get ****** enough that I will rework that addon into ARX module and make it proper. We will see.

GENERAL RULE with other anomalous and artefact addons:
ARX and its modules are loaded after them in MO2 LOAD order.

Reply Good karma+1 vote
MoreLove1
MoreLove1 - - 126 comments

Thanks
I plan to experiment with these radius values for the "Yantar" location and see what happens

Reply Good karma Bad karma+2 votes
MoreLove1
MoreLove1 - - 126 comments

I tried the values
[radius_properties]
min_radius = 1
max_radius = 2
And it worked only with some single "gazirovka" anomalies
I have an idea that this addon adds its own anomalies, giving birth to them with its own parameters, that is, they do not affect any basic game anomalies in any way

Reply Good karma Bad karma+1 vote
Oni_Barix
Oni_Barix - - 97 comments

I like this mod more than I though I was going to in all honesty. Very well done!

Reply Good karma Bad karma+2 votes
Jurkonov Author
Jurkonov - - 375 comments

TY a lot Mate :) It is always honour to be able to give something back to S.T.A.L.K.E.R. community :)

Reply Good karma+3 votes
kemelvorkorp
kemelvorkorp - - 92 comments

Hello Jurkonov
Terrific serie of mods that I intend to test and play.
One issue I have to point out : I used the fomod installer and despite not checking the option, it still installed the psi damage from radiation.
For some reason (I suspect Arszi's Radiation Overhaul to be the culprit), it made small random pockets of psi damage everywhere, no matter if there were radiations or not. I deleted the rad_damage_psi.script by hand and the issue was gone.

Just pointing it out.

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

Good to know. I will look into it.

Is overall balance ok ? Gameplay good ?

Reply Good karma+1 vote
kemelvorkorp
kemelvorkorp - - 92 comments

Too early to say, I'm still in the early game on an Ironman playthrough. I'll definitely bring feedback after playing for a bit.

Reply Good karma Bad karma+3 votes
Guest
Guest - - 690,260 comments

Would be cool if this mod made Psy Suckers fight like Psy Dogs. Would make fighting them much cooler and more scary. The holograms they put out are stupid and dont do anything. Psy Sucker with Psy Dog clone jitzu would be epic.

Reply Good karma Bad karma+3 votes
Jurkonov Author
Jurkonov - - 375 comments

I mentioned it to some scripters and they might do it ...

Reply Good karma+2 votes
Spacegodwizard
Spacegodwizard - - 12 comments

While trying to install MAIN - Default - Soundscape Overhaul Patch i get a FOMOD error.

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

Sometimes instalation shows error but mod is actually installed correctly and works without problems ...

We will look into that error fomod shows ... I think I know where is problem.

Reply Good karma+2 votes
Jurkonov Author
Jurkonov - - 375 comments

fixed

Reply Good karma+2 votes
Spacegodwizard
Spacegodwizard - - 12 comments

Awesome! You a GOAT!

Reply Good karma Bad karma+2 votes
Rationall
Rationall - - 35 comments

Here is an idea, remove all the invisible extremely stupidly placed insta kill spots from the game except for anomalous spots that spawn artifacts.
Despite being called anomaly anomalies in this game/mod are something that would be consider a bug in other games not a feature

Reply Good karma Bad karma0 votes
nikits961
nikits961 - - 4 comments

Thanks for the MO installer!

Reply Good karma Bad karma+2 votes
TheWorstDude
TheWorstDude - - 81 comments

I would like to know why this addon installed a whole "2. ABF ARX -- Tweaks\3. Potergeist harder" file inside my game's folder ( MO2 ).

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

I will look into it.

Reply Good karma+1 vote
StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

Strangely enough incompatible with Dynamic Mutants (DTLX Updated one), it spawns poltergeists wherever you are over and over. Any tips on how I could potentially resolve that?.

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

I might finally have time to look into it this weekend.

Reply Good karma+1 vote
SniperHellscream
SniperHellscream - - 981 comments

the folder gamedata is void

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

It is there because it is part of fomod installation. It is neccessary thing for FOMOD install

Fomod installation should activate instantly when you try to install addon with Mod organizer (MO2).

Reply Good karma+1 vote
SniperHellscream
SniperHellscream - - 981 comments

Sorry, excuse my ignorance, I don't usually install complement that way, I use the traditional way in MO2, but I should learn how to do it with FOMOD...

I have other problems, for some reason the addon section (ARSZI´S RADIATION OVERHAUL compatibility for ABF) and its other variants, makes me not suffer rad damage, accumulate more than 3000 msv standing in a lagoon and not suffer damage, when disabling This patch, the damage started to show, but I also didn't see the PSI damage obtained from the optional add-on (Rad fields can cause light psi) which by the way "is great".
now I fear that the compatibility patch for Radiation Overhaul is an important and necessary part of the complement for everything to work correctly, I would appreciate your help to solve this problem or at least guide me to do it myself, thank you very much in advance for answering and excellent job with this great complement.

Reply Good karma Bad karma+1 vote
Jurkonov Author
Jurkonov - - 375 comments

first of all, pls review description of Arszi radiation overhaul

Moddb.com

he states:

"3, Changes regarding player health and radiation sickness
Radiation poisoning won't start to drain your health like crazy anymore, it will take a new, realisting direction.

* Health loss is minimalized from radiation sickness. With maximum iradiation, the players dies in 40 in-game hours only, if it is left unattended completely."

Compatibility addon only make his addon work as intended by changing some of my values to those of Arszi´s.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: