Vanilla weapons ONLY!!! Increases hit probability for all weapons from 80%, on Master difficulty, to 100%. You MUST play on Master difficulty for this mod to work, and you should be anyway.
Sets all weapon hit probability chances to 100% on Master difficulty (Default was 80% on Master, which means that there was a 20% chance your enemies shots would do no damage to you.). EVERYONE should be playing on Master difficulty, and veteran Stalker players already know this.
This mod will take the RNG out of gunfights, but be warned, enemies are now more deadly. This WILL make the game more difficult. Again, you've been warned.
Also, again, this is for Vanilla weapons ONLY. I may make similar mods for the other weapon packs (if needed) in the future, once they are released for v1.5.
Any problems, just let me know.
Ehm, Dan I don't wanna be rude but the statement that there is something like a chance to miss percentage depending on your difficulities is fake.
It has started at Shadow of Chernobyl where enemies were probably the most bullet spongy from all of the games and people had feeling that on lower difficulities there bullets just vanish. The values you changed I think are for NPCs not for player. There is a chance that I'm wrong but I am long enough in S.T.A.L.K.E.R. community to know that something as a hit probability in S.T.A.L.K.E.R. is just a western spy hoax. :) Please, respond.
This is probably true. I did some testing using Cheat Engine. I set the speed to 0.1 (10x slowmo), at that speed you can actually see where the bullets are flying (yellow trace). After doing some practice shooting at dogs, I found out that changing difficulty setting had no effect on how my bullets were flying and hit chance with the same conditions was always the same. My test weapon was SG-550 - 90% hit chance, almost always made headshot with first hit while crouching. Another one AKS-47n - ~60% hit chance. My distance from dogs was 40-50.
Yeah, it might look like the bullets do damage, but they don't. That's what the system does. That's how it works. It's not that the bullets are physically missing, it's that some of them just don't register damage. And it effects ANYONE who uses those weapons, NPC and player alike.
No. Hit probability only applies to shots hitting the player, not shots fired by the player. Look it up in the source instead of relying on anecdotes.
xrGame\Level_bullet_manager_firetrace.cpp
TKGP Okay, I'll agree with you, but regardless then, this fixes the issue with NPC shots not registering, which will increase the difficulty of the game. If that's what you want, then this is the mod for you.
DeadlyDanDaMan That would mean that sometimes more headshots would be required to kill. That never happened, the bullets I had to hit for a kill was pretty much always the same.
Zagisa Yes, I concede that I am wrong on that point, but this mod still works for NPC's chance to hit, which is what I wanted. No more RNG for gunfights.
is this 1.5 compatible or 1.5 only?
Indeed, all weapons rely on probability sections located in defines.ltx and even those rely on OTHER section (I can't recall in which .ltx file is located).
To add more salt to the wound, all of these rely on hit_probability_max_distance line located in the bullet_manager section in weapons.ltx. And STILL, guns do LESS damage because of the time_to_aim line in almost ALL guns except shotguns.
What is it that makes enemies health go up when you shoot them then?
Playing CoC with health bars enabled and I can watch as I shoot enemies and their health will drop, then go up, then drop again, etc etc.
I'd honestly like that to go away is its always broken the immersion for me, knowing that their hp just randomly goes up when I hit them.
I have seen this too. It seems like NPCs are healing themselves so fast that you can't properly kill them in a couple shots. For example, PKM aka RP-74 was a joke in vanilla, now I can kick some *** with them, thanks to such addons.
This one is specifically for your described issue: Moddb.com
It fixes that weird "immortality".
i would just figure they used a med-kit.
I actually like that enemies can miss.. Zombies' aim SHOULD be pretty inaccurate, since they're, well, zombies. It's horrible getting head-shotted on Iron Man mode by some random zombie with perfect aim.
With that said, anyone know how to lower the zombies' accuracy somehow?
Here is a fix for you:
Inaccurate zombies mod for CoC 1.4+:
Moddb.com
the hit probability should be affected by some factors like what faction is the npc by his rank by weather by distance by his weapon and so on but thats a complex system and i think is hard to make
Some weapon parameters in weapon files from your mod is different from the original 1.5R6. Seems like the developers changed them on some point, and you still not updated yours.
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