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!
_____ Change log: _______________________
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 also 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. People seems to like it too. So I do not plan to do further tweeks if not totally necessary.
16th of March:
- Change log is inside
- structure of FOMOD is same, changes were done to core files - see readme inside or first comment here on moddb
Addon is packed together with a FOMOD that allows you to pick and choose the features you want.
Credits for nice Preview picture: BlackGrowl (I did that mini thing "classic")
Credit for nice FOMOD: FIREBREATH1001
_____ "Too Long; didn't read" version - Most significant changes:_______________________
--> Thermal damage in all game reworked - fields stronger - mines a bit weaker & no longer oneshooting you + outfits and artes matter more for your fire defense
--> Poltergeist are functional finally and they are fun - give feedback how you like them
--> Burers and gravitational mines also touched - for the better
--> Chemical damage in jelly withces and chemical fields made more challenging (but fair)
--> Burning fuzz fix from Silky Smooth integrated into addon! TY SilkySmooth
--> Psi Fields made more challenging (but fair)
--> Changed general damage multiplier (straigtened it from 0,75 to 1,00) and upgraded whole actor.ltx)
--> Compatibility support for Arszi´s addons + general compatibility support
DIFFERENCE BETWEEN ABF CLASSIC AND ABF NEXT GEN:
- in Next Gen outfits are more effective in giving you elemental protection against elemental mines
- Anomalous fields might be stronger/different in ABF Next Gen
- Next Gen variant of ABF (pls pick only one) is still in development
_____ Install instructions:_________
1. Use MO2 for install - it should initiate fomod install
2. Optional alternate versions of poltergeist are located in folder "Tweaks"
3. Compatibility folder will have what you need for compatibility
4. My humble request is - if you use ARX core + ARX module 2(this) - pls give short feedback on balance - Do you like/dislike/etc.
...............................................................................
_____________COMPATIBILITY_____________
1. For Soundscape + Arszi´s Burer use file in Compatibility folder
2. For ARSZI´s RAdiation use file in Compatibility folder
-WARNING - That file for ARSZI´S RADIATION is actor.ltx ---> used by many addons - if more addons are using that file it is safer to copy changes needed with winmerge - manually merge files to produce compatibility patch
..........
ARX SIGNPOST:
ARX CORE ADDON: (independent from other modules and all modules are also independent)
Link:
ARX MODULE 1: ARTEFACT SPAWN SYSTEM Module
Link:
ARX MODULE 2: ANOMALOUS BALANCE FIX Module (actor diff., anomalies, selected monsters)
Link: IT IS THIS ONE, bro ;)
TO DO SECTION:
1. Make psysuckers more interesting. They inherit fraction of the psydoggos ilusions abilities.
2. Review electrical damage for vanilla anomalies and new anomalies module
3. Utilize explosion damage modifiers for new anomalies
I wish you good hunting Stalker ! Be careful, The Zone is dangerous ! :)
Average
9.839 votes submitted.
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.
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!
Cowboy bebop anime ;)
Doggy goes by name "ein"
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?
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.
nice one (mod) and nice one (ein) :)
@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)
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.
just noticed this, thanks, noted!
Finally! Poltergeists were always a big joke in vanilla and even with burer overhaul it was too easy.
what does this mod change with Poltergeist?
Thanks ~(^v^~)
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.
Sweet!! Gonna try this out :D
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?.
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 ...
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?
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 :)
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.
The Math behind is finally working in anomaly.
Pls. give feedback on bullet/mutant damage, if possible.
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)
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.)
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?
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 ?
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
I have now found out that this is due only to isolated anomalies, a large chemical anomalous field is working normally
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)
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
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.
Thanks
I plan to experiment with these radius values for the "Yantar" location and see what happens
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
I like this mod more than I though I was going to in all honesty. Very well done!
TY a lot Mate :) It is always honour to be able to give something back to S.T.A.L.K.E.R. community :)
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.
Good to know. I will look into it.
Is overall balance ok ? Gameplay good ?
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.
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.
I mentioned it to some scripters and they might do it ...
While trying to install MAIN - Default - Soundscape Overhaul Patch i get a FOMOD error.
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.
fixed
Awesome! You a GOAT!
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
Thanks for the MO installer!
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 ).
I will look into it.
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?.
I might finally have time to look into it this weekend.
the folder gamedata is void
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).
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.
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.