The same weapons from GUNSLINGER - but better, more lethal and realistic against the Zone's dangers!
This mod is primarily centered around realism, while still retaining playability and (hopefully) balancing: handguns no longer have the rate-of-fire of a single-shot revolver, shotguns will no longer have the spread and mobility of a blunderbuss, intermediary cartridges are now very deadly against bandits and mutants alike, and much more changes here!
Features:
Specific changes for every weapon categories:
Handgun: All handgun cartridges have been reworked, and should no longer outdone intermediary cartridges in terms of damage to better mimic the real-life performance of handgun rounds. To compensate, rate of fire is a lot faster now for all handguns, and accuracy are improved for (some) starter pistols.
Shotgun: Similar to handgun cartridges, shotgun rounds have been reworked (or rather, nerfed) to be more realistic damage-wise. As compensation, shotguns should be a lot easier to use now with better mobility stats, and buckshot spread will remain consistent regardless of movement speed and stance - as it should be for a shotgun IRL. Weapon durability should also no longer affects accuracy as much, and finally semi-automatic shotguns also gets a rate-of-fire boost here as well - Saiga fans, rejoice!
SMG: Now, SMGs will have better damage, muzzle velocity and accuracy compared to their handgun counterparts. And in comparison to assault rifles, they are lighter and more controllable as well.
Assault rifle: Befitting their name, and the intermediate cartridge that they use, now assault rifles will deal a lot more damage (and armor penetration) against NPCs and mutants alike. Their muzzle velocity will also be a lot faster, and some early-game ARs will also have (slightly) improved accuracy. As for short-barreled carbines, to compensate for their lower damage and higher RPM compared to full-size rifles, recoil has been slightly tweaked for easier control.
Sniper rifle and LMG: Sniper rifles will have improved mobility, rate of fire and durability, to fit better with new ammunition stats. And in addition, corrected damage and faster muzzle velocity for the LMG.
Installation:
Open the “1 - Main installation” folder, and extract the "gamedata" folder into the main True Stalker installation, where the PlayGame.exe executable is.
Additional files are included in the “2 - Extras” folder.
In case the mod still doesn't work for whatever reason, change the following line in your fsgame.ltx (in the main installation) to:
$game_data$ = true | true | $fs_root$ | gamedata\
Be sure to make backups beforehand!
Compatibility:
Due to the extensive changes for (almost) every weapon in this game, pretty much any mods that directly edit ammunition, or weapon stats will be incompatible.
Permissions:
You may continue working and iterating on this mod as you please, but please don't go around distributing and/or selling it as your own. Also, if you use this mod (or a variant of it) in a public mod pack or reupload this mod somewhere, please credit me, and potentially the company below in which the variant originated from. Thank you.
Credits:
- True Stalker dev team: For their work on the standalone mod.
- STRIFER, and everyone associated with the GUNSLINGER mod: For their work on the new models, animations, mechanics that ultimately made it into True Stalker.
- Fontaine: For his mod on SPT-AKI (SPT Realism) which inspired me to continue working on this mod for both True Stalker and Call of Pripyat: GUNSLINGER.
Changelog
v1.1
- PMM: Fixed abnormally low bullet velocity
- TT-33: Increased RoF
- Walther P99: Damage parity with other starting 9mm pistols
- USP Match (unique variant): Slightly increased accuracy
- Desert Eagle: Slightly reduced durability (to fix conflict with existing upgrades)
- TOZ-34: Fixed certain upgrades that’s creating aim sensitivity issues
- Trapper’s Winchester 1300: Buffed damage (back to original CoP values)
- MP5SD: Corrected RoF to realistic values
- SG-552: Decreased recoil increment (again, somehow didn’t include it in 1.0.8 a while ago sorry!)
- PKM/Converted AK-74M: Improved accuracy and mobility
- Unique SVD (Lynx): Buffed damage (back to original CoP values), improved mobility
- Removed some unused files
Average
9.65 votes submitted.
Bit of a query, but how would I get this mod to work with the "Upgrade Everything" mod? Would really like to have both playing nice with each other.
It's not going to work well with my mod unfortunately, since his mod would conflict with changes that I've made to handgun, SMG and shotgun upgrades.
But alternatively, if you just want the Cordon technician to give you all the upgrades, you can use the Debug Tool mod and give yourself all the needed toolkits.
Bit of a follow up question, how do you decipher the code used in the upgrades.ltx files? I'm quite willing to modify the files myself, but trying to understand what is written is harder than I thought, with little in the way of easy to find documentation.
Just guesswork on what all these functions do, plus trail and error testing, and looking up what little documentation that is there regarding weapon files in Stalker. I don't have these bookmarked on my PC so can't give you any right now, sorry.
It's all good. Time to give it a shot myself.
Dude, you realize that Master difficulty is the intended one, right? It is the only one where your outgoing damage is 100% - the other difficulties just add more fake damage to you and make enemies less likely to hit you adding some rng miss chance to them, which is frankly pretty lame. Dunno, honestly, I always look for these types of mods since basic STALKER combat tends to be lame and bullet spongy, but in True Stalker I pretty much one-shot headshot most things that aren't tough mutants or ceramic-helmet-wearing humans. Cleared out the Cordon checkpoint with those 7-8 soldiers by literally one-shot-head shotting each of them with a Tokarev, and that's like a tier 2 pistol at best (assuming we use a five-tier system). If you made all the assault rifles way deadlier I'm afraid it might be overdoing it - but I'm gonna try anyway :D
Yeah, mistyping on my side - difficulties don't affect damage at all at least when I tested it out, but higher difficulty will still give your character way less damage protection...of which likely doesn't sit well with my mod, and renders armor pretty much useless at the same time.
Regarding hit registration, Master still has RNG in it since you still have a 50% (or 0.5) chance to not receive any income damage, as opposed to 30% on Stalker...I honestly don't see why Master is the "intended" difficulty, since this difficulty really only handicaps your character, but you do you man.
I'm getting an odd crash after popping this one on, maybe you are familiar with a solution by chance? If not I'll just do a reinstall.
and in the error log the blank space that shows before "_5.7x28" shows up to me as these characters "" which I see as question marks in boxes.
Thanks in advance!
FATAL ERROR
[error] Expression : <no expression>
[error] Function : CInifile::r_section
[error] File : D:\TrueStalkerEngine\src\xrCore\xr_ini.cpp
[error] Line : 729
[error] Description : fatal error
[error] Arguments : Can't open section 'ammo_50ae' (only ' _5.7x28' avail). Please attach [*.ini_log] file to your bug report
Are you using other mods that also modify weapons in game? This is likely to be a compatibility issues if you overwrite these mods with mine.
How did you trigger this, by the way? Does this crash happen right when you try loading a save, during game start up, or only when you go to a certain location in game?
Thanks for the mod. Question, do I require a new game?
Nah, no new game needed. Just install and play.
Though I do recommend starting a new game with this mod, not because of compatibility issues – it should work fine with an existing save, but because the weapon meta has changed so much that you might (or not) actually enjoy using the starter weapons lol
Mr. Kaz5433 could you please make AN94 two-round burst to be at 1800rpm as stated in the weapons specification? I know its asking a lot...
Thank you!
Sorry but that's out of my modding scope. It's a hardcoded animation (?) behaviour from the original GUNSLINGER mod, that isn't configurable from weapon config files.
It seems like OpenXRay GUNSLINGER - in which True Stalker's weapon system is based on, hasn't ported that particular function from the original mod yet. So yeah...I really can't do anything about this.
Could you please tell me what to use to unpack the True Stalker database files. I haven't had any luck with the programs I use for other stalker games.
Thanks
Try using the extractor for OP 2.1, it's posted and pinned somewhere on the C-Consciousness Discord server..
Look thru the comments for the main mod - the database is able to be extracted within the game and there's a thread there which explains this - it links to download a couple of files to put in ur True Stalker game folder then you start the game and from the menu screen Press F1+A and all files will be extracted to "unpacked" folder. F1+ other keys will extract individual gamedata folders - ie. only configs, only sounds etc. - the instructions explain it.
I'm using this mod but I've put muzzle velocities back down to the original (lower) values and reduced gravity constant to 7 instead - then I've reduced cam_relax_ai figures to 10% of their normal values. That all works REALLY good :-)
With real world muzzle velocities a lot of work instead needs to be done on ammo air resistance figures - which if done right can make the relationship between pistols being as dangerous up close as rifles but useless at longer range a real thing (same applies to lower velocities too but velocities being lower to begin with kind of mitigates the issue somewhat without work). Making 9x39 work properly with real values in particular requires a lot of tuning between damage values and air resistance. Tweaking xr_wounded.ltx and bleeding values for stalker.ltx to make npcs fall wounded more often is something I also do (in xr_wounded you change values from 10% to 40% and in stalker.ltx make bleeding 0.05, incarnation 0.03 and min wound 0.0265)
Interesting comment on your configuration edits, thanks.
So far I've only left muzzle velocity as is, since (afaik) weapon damage remains constant regardless of range in GUNSLINGER/True Stalker, and it's "good enough" so to say, while not being slow as molasses like stock values. I could look into this later on however...
In case anyone is wondering what happened to this mod a few days ago, basically I archived it by mistake and un-archiving requires authorization, which takes longer than I expected...
Sorry guys :(
walther99 has an attachment cost -3000 in config
Interesting, I didn't modify upgrade cost/weapon trade value in game so that's probably a leftover typo from True Stalker. Will rectify it later
I also found one pistol having a single upgrade cost around 4 billion roubles, can't recall which one it was. I'll look it up later
Late comment, but I've scourged all the upgrades.ltx files for pistols, and can't find any upgrades that have such a cost so far. Thanks for informing me of this though, I'll try to tackle this if I do see it in game.
Works great, though I feel a bit nerfed allround
Yeah I've nerfed pistol's and shotgun's raw damages a bit, but assault rifles are much better now overall, compared to vanilla Stalker/TS.
Therefore IMO, with this mod you should be using assault rifles, or a semi-auto shotgun as your main weapon. Even the starter AK-74M is very usable in late game, except against exos and psuedogiant.
Hey I'm really enjoying the mod but could you post original values for comparisoin with the changed ones? I would like to unnerf the shotguns but don't know what values to change
If you want to un-nerf the shotguns, simply go to gamedata/configs/weapons/ammo in the main True Stalker folder, then delete 12x70.ltx - that should restore the original shotgun ammunition stats.
This will, however, make eneny NPCs using shotguns a lot more lethal...
I've also included an alternative 12x70.ltx file in the newest mod update, that lets shotgun deal more raw damage compared to my default values. You can try that out instead.
Okay thank you, I'm going to check it out now
Large update this time around, mostly for fixing stuff and a few buffs. Barring any significant issues that'll be it for a while, right now I believe this mod is in a good (enough) place balancing and feature wise.