Increased weapon damage - any weapon can be lethal, no "slow control" for heavy weapons and lots of other changes/tweaks. [updated for v4 23.11.16]
Hello,
I tried STCoP weapons and I liked it, so I decided to tweak it to my liking and share.
Updated: Pistols, Snipers, Shotguns and some other weapons will be more durable. All shots will have tracer instead of each fifth(4to1 tracer is now "false").
Updated: reduced size of bulletholes, it was ridiculous.
For STCoP v4.
How to install:
1. Install CoC and patch it up.
2. Extract STCoP in gamedata and patch it up.
3. Extract this in gamedata, overwrite when prompted.
4. Play.
Changes:
Increased weapon damage:
Weapons are deadly.
9x18, 9x19 will take 2-3 shots in chest to kill unarmored target, 1 shot to the head. 15-20 shots to kill exoskeleton, 3-4 to the head. Other pistol calibers little bit more powerful, but don't expect good results against armored targets. Exception is FN-57, it has best penetration of all pistols with AP ammo.
Rifles have potential to kill with one shot to the head any human target. Don't expect to dominate exoskeletons with FMJ ammo, however it is still doable with 1-2 precise shots to head. Get armor piercing ammo Stalker! 5.45 and 5.56 both ammo variants are "armor piercing", however traditional "AP" ammo has better penetration. All 7.62x54 ammo is armor piercing, "sniper" ammo has increased accuracy, but not as effective penetration(still good). 7.62x51 is FMJ with relatively low penetration and AP with good penetration. Same goes for 7.62x39. You can rely on ammo description in game.
*Shotgun displayed damage is very low, but shotguns are strong. It shows damage of each buck and there are 40 of them flying out of barrel. Don't expect to easily kill armored targets with buckshot. Slugs will kill exo with 1-3 shots.
Weapons are more intuitive, you can expect same results with each ammunition, no matter what weapon.
Increased flashlight range to 55 meters. (idea is pistol range)
All weapons use same "mouse sensitivity", Heavy weapons like PKM, snipers, etc are pleasure to use.
Very thin, vanilla color bullet tracers. Idea is not to use realistic tracers, but give artistic and atmospheric feel to gunfights.
Silencers will reduce weapon recoil by approx 15%, will not change damage, bullet speed or anything else. [Increased weapon durability loss when using silencer is idea, maybe some day will implement]
Remember, this makes NPC weapons stronger too, same as yours.
Please comment any stuff that's out of place, I have not done much testing.
Thanks man, I was waiting with Story Mode for this.
Now I need to put crosshairs for every gun cause I started playing recently in TPP and it's neat (not counting naruto arms syndrome).
naruto arms syndrome is that penguin-walk? hahaha
What do you mean crosshairs? I always play with disabled crosshair using sights for precision. Does this remove crosshair?
TPP is "Third Person Perspective"
Crosshairs and ironsights are basically useless.
In TPP crosshair vanish when you press RMB.
I heard it enable sort of autoaim but I guess it's just a joke or rumor...
Can be enabled by editing weapons files each one of them.
Funny walk is main game I believe. It makes me laugh because it looks like a dog rubbing poop @$$ across a carpet lol
Or the Cordon watchman with the constant itchy back. He doesn't draw wep but infinitely tries anyway XD
Naruto arms syndrome? :)))
That's the best way I heard someone describe stalker's Third Person moving animation problem!
I think i should modify my own game too. AO3 has some horrible things like 9x18 Makarov being complete garbage (you can fire hundereds of rounds into someone and they don't even get scratched)
yeah, that is why I always tweak game, weapons purpose is to kill things and I really hate this rubber-bullet thing. I uploaded something similar for AO too, its somewhere within coc addons.
I will look into it.
Also i hate how the handling works in Stalker
How much did you change the durabilities? Im just wondering because STCoP has some weird things like glock 19 having very bad durability and SCAR having godly durability (atleast before 1.4).
I made pistols, snipers, shotguns more durable, like twice or even more and any gun that had some weird numbers.
Glock will lose one "cube" of durability with approx 150 shots. it will take like 500 shots to make it green broken weapon icon to show.
Scar will lose one "cube" of durability with approx 400 shots. It will take ... 2000? shots to get to green broken icon.
All weapons use same "mouse sensitivity".
How did you do that please ?
cahnge "control_inertion_factor" parameter for each weapon
Thanks !
Oh man, I was already tweaking it, but you're way faster lol, just finished ammo and armor penetration, but well, I'll just download this, thanks
BTW, I do like the heavy weapons sensitivity, I'll change then back, could you please tell me which weapons you changed that?
every weapon I think, almost every weapon had 1.0 up to 3.0 or something like that. Pistols were 1.0 and RPG, RG-6, PKM was 3.0. It was based on weapon weight I think.
Does this tweak weapon spawns?
I hate seeing rookies walk around with stuff other than sawn-offs, bizons, mp5's and etc.
No, this does not change weapon spawns, only weapons themselves.
However at beginning before you get armor it won't make big difference if you are hit with smg, rifle or pistol, it will hurt.
Does it work with STCoP v3?
Any update for stcop 3 in the works? I really enjoyed your stuff so far, hope to see this updated soon.
Updated for STCoP v3, read description.
Awesome, thanks a lot man. I'm enjoying this along side the new update for the dynamic hud where he added the overheating feature, so repairs aren't needed every few clips but if I keep going at it too much in a short period the over heating makes it so I have to still repair. Good combo, thanks a lot again.
IMPORTANT : Since I've been using this I've been crashing at start up and in the log its saying because of a mounted gun sounds file or whatever not working or loading, anyway the point is whoever is using it until it is updated again will have to go into configs/weapons and look for mounted weapons. If you compare to the STCOP 3 files there is no such file even there so just delete this, my game would then start.
Thanks again for making this though you might want to update soon as this was plaguing me for quite a bit. I literally did 3 reinstalls thinking I just kept doing something wrong. For now though that fix seems to work. Hope this helps someone.
Def helped me, thanks.
oh damn, I did not remove old mounted.ltx from previous version. Uploaded new archive without that. Whoever installed this on STCoP v3 please go in your gamedata/configs/weapons and simply delete "mounted.ltx" file.
Yeah, sometimes one stalker somehow turns into terminator, I suspect because he is using medikit and there is some time between hits he heals up. Not really sure 100%, but I think this could be case.
Also shotguns have low penetration but strong impact, if target has some armor becomes harder to kill. Slugs are not really effective against.. anything, but I use them as "backup ammo". Needs work.
Lots of good adventures have ended with some lucky shot trough mist and bushes right in my face from 200meters, but I think its ok.
Thanks for sharing stories, I enjoy.
I notice low accuracy even on weapons like rifles that are supposed to be precise and definitely can hit human target from more than medium distance.
Will look into this.
Hello, first, thank you for this addon. 1.4.12 compatible??
Played 1.4.12 and everything was smooth, there shouldn't be any conflicts.
Maybe you should update the title. Not just for kicks, but if it is compatible. I almost avoided your mod figuring it was still old =/
It is not compatible. Several ammo-textures are wrong or missing or miss-located. Sometimes only half the texture is visible. You have to make it compatible to 1.4.13
Just played 1.4.14, all icons fine, everything is fine.
Maybe some other addon, who knows.
how to install? no readme is included
will add description
1. Install CoC and patch it up
2. Extract STCoP in gamedata
3. Extract this in gamedata, overwrite when promted.
4. Play.
Ok thanks for the reply
The sad thing about this mod is that mutants die faster than Cardan gets drunk.
It's quite good, but it can make things very easy, and for some reason a lot of stalkers don't even attack me or pay attention to me. It's probably another mod's fault, but eh.
Agree, with increased weapon damage, mutants are too weak because they can't harm you from distance.
Yeah, that is the point.
Mutants are nothing compared to men.
Hello!!! Is compatible with stcop v4??
I haven't looked at it, but I think its NOT compatible. If it wouldn't crash it would be downgrade.
I don't have time to make it for v4, at least for now.
Can you please make AO3 compatible? Whenever I use your mod with it, yours seems to cause CTDs 100%.
Check you weapons.ltx seems also something to do with not finding sound wav/ogg files too.
I use patch.15 / AO3 v.4 / Outfit Addon and Dynamic HUD. Please makem compatible.
this is not for AO3. This is for STCoP.
You can take a look at Moddb.com. Most likely it will be compatible with 1.4.15.
I don't do requests, I simply have no time to even play, not to mention make something that I probably wont use myself.
Confing for AO is left like that, I won't update it because I will use STCoP. Also right now I wont update this too, but when I have some spare time to play I will update and upload.
For now.. you have to find something else or play STCoP v.3.
STCoP v4 config in progress, weapon damage system is bit different, so it will take some time to find best way.
Updated for v4.
All weapon damage is "1", it is ammo that gives damage and piercing. I don't know how to get game to show damage when different type of ammo is loaded in weapon, so it shows damage that weapon would have if its loaded with "primary" ammo. Generally "baseline" damage is FMJ ammo. AP ammo generally have increased accuracy, range, piercing and damage. HP ones have increased damage but lower piercing, bullet speed, accuracy and range.
Something like that.
I notice "randomness", sometimes exo guy falls down really fast with one or two bullets, but sometimes it takes 5 or even more. I like that, creates some interesting events.
One more interesting thing, snipers are not 100% guaranteed oneshot weapons, so marksmanship is required to go for vital spots. Also "sniping" role can be filled with pretty much any rifle that can mount longer range scope. I mean just because weapon is "sniper" does not mean it magically does more damage. It is about accuracy and scope. So upgrade your M4 with all accuracy you can get, set to semi, mount ACOG and snipe!