Rebalances the recoil and damage output of most of the weapons added by the StCoP weapon pack, ported for Call of Chernobyl. Original mod: STCoP Weapon Pack 2.8.0.7 v.5 (compatible with v.5.1 as well)
I created this tweak for the StCoP weapon pack, ported by Darryl123 for CoC, because it felt for me like the recoil for certain weapon families was absolutely exaggerated as well as the damage output of weapons that use a certain caliber was so high that these weapons were absolutely op, resulting in the player only using the same weapons in every playthrough again while the existence of other weapons seemed just pointless.
This tweak aims to balance the weapons so they're comparable to each other like in e.g. Battlefield 3, so that e.g. the hardest-hitting automatic weapons are still the "better" weapons like you know it from STALKER, but are in terms of damage output brought closer together to standard issue rifles.
RECOIL
Reduced the initial recoil of all full automatic weapons by 50 %, except Stechkin APS, OTs-33 Pernach and PKM.
Why? Because the recoil is especially for soviet weapons absolutely exaggerated, making them nothing than a piece of junk you'll throw away as soon as you get a NATO-rifle.
With the default configs, it's almost impossible to hit a target at medium range with a 2-round-burst.
You still have to use short bursts and sometimes single-shot only like before though, depending on what exact weapon you use and the range.
NATO-weapons are therefore still better than Sweapons of the Soviet Union when it comes to recoil control, but the soviet weapons at least no longer completely suck at it.
I also had the impression that with the default config the NPCs always had an unfair advantage over you when you used an AK-74 or AK-47, because you could barely fire more than one shot at once while the NPCs happily fired long bursts at you.
This also correlated with the bullet-sponginess of NPCs many people complained about before, because even if you made an NPC stagger, you weren't really able to take a great advantage out of it.
Now you can at least fire small bursts at medium range and have a chance to hit an NPC more often after you stick your head out of cover.
Note: This impacts the initial base recoil as well as the recoil increase values.
in some cases, where weapons already had a minimal recoil increase (G36, M16...), I only reduced the initial recoil by 50 % while I didn't allow to let the recoil increase value to go below a fixed limit.
Else the outcome would've been that the G36 has almost no recoil at all.
This means that the first few (2-3) shots of the G36 have a low recoil while the recoil will increase itself a lot more the more shots you put into a burst.
So for medium to long ranges, you better use very short bursts even if you have a weapon like the G36 or else your crosshair will sway away from the target.
DAMAGE OUTPUT
By default, weapons using inflict different damage depending from their caliber, you can see that in the in-game stats that also show the damage output.
Sorted from best to worst:
1.) 7,62x51 mm (G3, Scar...)
2.) 7,62x39 mm (AK-47 family)
3.) 9x39 mm (AS VAL, Groza...)
4.) 5,56x45 mm (modern NATO weapons like G36, FAMAS...)
5.) 5,45x39 mm (AK-74 family)
While there was little damage difference between 5.) and 4.), the weapons using the calibers from 1.) - 3.) do comparably a very high amount of higher damage, so that 4.) and 5.) are "trash" compared to them in the default state.
Why should you use any other rifle if a VAL has a very high fire rate and an insanely high damage output at the same time?
I lowered the damage output from 1.) - 3.) so that the damage output amount from weapons of worse to better caliber always increases a little, step by step.
G3, AK47 and VAl are therefore still better in damage output than any AK-74, but there's not such an extremely high difference like before anymore.
This is not primarily about realism, it's about balancing like you'd like to have it in a multiplayer game like Battlefield 3/4. This applies also e.g. to the other changes below that affect the DMRs.
Decreased the damage output of any DMR, so that it inflicts about 50 % damage than a bolt-action sniper rifle.
Bolt-action rifles: Unaltered.
Gauss gun: Lowered the damage output by 1/4, but you'll still one-hit everyone most of the time.
Default setting: DMRs did almost the same damage than bolt-action rifles, making it pointless to use a bolt-action rifle.
2. Pistols
Lowered the damage output of pistols using 9x19 mm and .45 caliber in the same way like I did with the assault rifles.
.45 caliber using pistols inflict still way more damage than 9x19 pistols, while 9x19 pistols generally have a significantly higher magazine capacity.
9x18 pistols are special, as Makarov PM and Fort are as before, pretty low tier weapons.
Stechkin APS and OTs-33 on the other hand use the same ammo and are configured to have the same damage output. Their high high automatic fire rate can make up for the damage they lack compared to pistoly from other caliber classes.
Shotguns are left unaltered.
OTHER CHANGES
CHANGELOG
v0.2
Reduced the damage of SMGs so they inflict a bit less damage than AK74 rifles unlike before where e.g. the MP5 had almost identical stats to the M16.
The UMP .45 is an exception and will inflict more damage than the other 9mm SMGs (including the P90).
INSTALLATION
Extract the downloaded file with any unpacker and move the "gamedata" folder inside to following directory:
C:\Program Files (x86)\bitComposer Games\S.T.A.L.K.E.R. - Call Of Pripyat
Another gamedata folder should be already there from the StCoP weapon pack you previously downloaded from Darryl123.
If prompted, click "yes" to merge the "gamedata" folder from my archive with the one that already exists in your install directory and click "yes" when prompted to overwrite any files as well.
BONUS
Check out the addon "STCoP Original Weapon Distribution 0.2" released by user "v1ld".
It changes the gear of Stalkers, so if you start a new adventure at the Cordon, there won't spawn rookie bandits with auto-shotguns and scoped M4 in the carpark anymore.
Instead, they'll have noob-loadouts like in SoC and, depending from faction, Stalkers will have faction-specific gear and weapons like in SoC.
Link to mod: Moddb.com
Check out my other mod:
Moddb.com
Please let me know if you think that some weapons are still OP or need some fixes by sending me PMs or by commenting below.
Average
73 votes submitted.
Awesome mod but it buggs out "Dodge these gnomus scopes" which is a great addon and most of scopes are super small and they go in the upper left corner.
Can you work on a patch or at least tell me how to fix it.
Everything is patched and it worked fine untill i installed this addon.
I wonder, how's that even possible?
Because I only edited the files that were added by the STCoP weapon pack and only the damage and recoil values, no further edits.
I have "Dodge these Gnomus scopes" installed as well and don't have any issue with wrong sights ingame.
Do you really only have this problem when you install this mod or also when you install STCoP weapon pack only?
I installed this mod as last one after STCoP and Gnomus, if that helps you. Did you really made a proper install of the Gnomus patch for STCoP?
Because it should be absolutely impossible that this mod messes up your sights...
I remember that I also had an issue with Gnomus scopes for CoC once, but as far as I remember, it was because I didn't install it properly.
turn up your texture quality slider above half or use the ones here instead
Mega.nz
I've used this mod for months now since its release, but now i'm thinking i wasn't really using it all this time after looking at the folder layout.
Inside "StCoP_Weapons_Rebalanced.3.rar" you've made the file structure as "gamedata/config/weapon", while the existing folder from StCoPWP is named "weapons".
Should it be like that, or do i need to copy the content of "weapon" into "weapons". Doing so causes a crash caused by a call for the G-36's scope cursor.
Fixed the wrong name of the folder directory.
Is your crash issue related to Gnomus scopes or something?
Because the base mod normally doesn't change scope graphics and I only edited the damage values of this mod, nothing else.
So the issue you named should also occur if you only install STCoP weapon pack without my tweak files. The issue is most likely somewhere else then.
I'm also getting this G36 scope crash specifically with this mod. I install CoC and it runs fine, then I install and patch STCOP weapon pack and it runs fine, but once I install this mod I get a consistent CTD with calling for something like "weapon_crosshair_g36v1".
It's an issue with Gnomus scopes as far as I can tell. If you install Gnomus scopes, the mod description says that you have to change then texture path of the G36 and L86 I think and if you don't have this mod, then it's apparently incompatible with the setting I made in the weapon .ltx files so they fit to the Gnomus mod.
L85 and G36 pointed to wrong names of scope textures. Might wanna get those fixed as they cause crashes.
With or without Gnomus scopes? This reminds me of something... I think in order for Gnomus scopes to work with it or use the right scopes style, people had to change the scope texture path in the weapon files of the L85 and G36. There was something, but I can barely remember...
I'm using the vanilla scopes, as far as I can tell.
I think we are close to the source of the problem then. I have Gnomus scopes and don't have the error you mentioned. I'll look into the Gnomus mod again, I'm pretty sure in this mod or the compatibility patch for Gnomus + STCoP weapon pack was something noted about manual edits of the L85/G36 scope texture directory.
I'd suggest bringing back the original fire modes for the AN-94. Having a weapon with only 2-round burst as its firing mode isn't a good idea for close-quarters combat.
If possible, also make the AN-94's fire rate depending on the firing mode. 1800 RPM for burst firing, 600 RPM for full-auto.
Alright, so here are more suggestions of mine.
- Shotguns for enemies should deal a higher damage. A Monolith fighter with a Striker shotgun takes a lot more to kill me in an exoskeleton than any other Monolithian with an assault rifle.
- Desert Eagle should deal a higher damage than the FNP and the Colt M1911A1. Also, at least reduce the damage for the FNP and M1911 a little, but make it still deal a tad higher damage than the USP, SIG P226 and other .45 pistols with a simillar damage value.
Update because of the stupid edit time limit.
I think the P220 should deal a high damage as the M1911A1 to compensate for the low number of rounds, FNP should deal a similar damage to USP to make up balance for the high ammo count.
And the FNX... Well, it should deal a similar damage as the FNP too.
Hey there! I'm sorry if my comments looks like I'm spamming, that's because of ModDB's ****** edit time limit that made my comments look like a mess without being able to edit any unnoticed mistakes or add something I forgot after a few hours.
Anyways, I just have an idea after playing the game for a bit.
Weapons using 9x39 should use a damage value of 0.4 so they're a bit more powerful than the 7.62x39 weapons.
Why? Well, I have many reasons for that.
From my recent experience, 7.62x39 ammo boxes and weapons seem to be found more commonly than 9x39. The 9x39 is supposed to be a special, subsonic ammuntion for weapons apart from the common Warsaw Pact weapons. That means the 9x39 guns should deal more damage than the other Russian assault rifles like the AK-47, right? Wrong. In this case, it's the other way around. Most of the weapons using 9x39 also come with 20-round magazines or 10 for the Vintorez compared to the 7.62x39 weapons which mostly came with 30-round magazines.
And not to mention the reliabilities between 7.62x39 and 9x39 guns. Since weapons like the AK-47 are designed to maintain even on the harshest of enviroments, they endure a lot with only a bit on the condition bar reduced by many shots.
For the 9x39 weapons like the SR-3M, you should prolly think twice before carrying them to combat because they wear down a lot faster than the 7.62x39 guns. Not to mention, if you compare the stats for weapons like the AK-47 and the SR-3M or AS Val, you can notice these 9x39 guns have reduced stats apart from the AK-47. At least that's what I remember. All that listed above just defeats the purpose of using the 9x39 guns in lieu for the much more common 7.62x39 rifles.
The time limit strikes again! A correction: 9x39 weapons should use the damage value of 0.38.
Hello there. I haven't been active in Stalker mods since... a really long time but recently I felt like I ant to play CoC again. I'll dive into what you said about the 9x39 and 7.62x39 rifles.
Let me tell you one thing: As mentioned in the description before, the balance here doesn't try to make the guns balance out as they work in real life, it's more some arcade attempt at balancing them like in Battlefield games so that what weapon you want to play depends from what style you prefer, the weapon handling is also an important aspect here.
So, why is the 7.62x39 caliber more powerful than the 39x9 in my mod?
- The 9x39 rifles have a way lower recoil in comparison
--> Because of this, the precision of the weapon is also still quite decent
- The 9x39 rifles have a way higher fire rate in comparison
This concludes that the 9x39 are in these aspects simply better and their lower damage output is the trade back for it.
Only the NATO caliber weapon handling is mostly easier than the 9x39.
This is why even with my mod I still prefer the AS VAL over most other rifles, it allows you precise short bursts even on long range, just like in BF3.
For me it's still the better all around weapon than the AK-47 from my edit, the AK-47 requires more single shot than 2 or 3 round bursts and is more devastating in close quarters.
Well, the AS VAL still has a significantly higher fire rate then the AK-47, so...
Increasing the damage for 9x39 rifles furthermore would make them too convenient to my style, OP and boring to use again in my opinion.
Most NATO weapons have an even easier handling than the AS VAL, but still a less high fire rate.
Also I'm using the weapon pack redistribution mod, so both the 9x39 and 7.62 calibers appear comparably rare, most weapons are generic warsaw or NATO weapons.
The AK-47 is also listed to appear on rookie bandits for example, while none of the rookie bandits will carry auto-shotguns and 9x39 with themselves anymore.
The AK-47 is intended to be that one vintage beast like in Battlefield games, that's difficult to use but kicks damage out really hard if you master it.
What you mentioned about the pistols, I'll take a look at them again.
I admit my prime priority were the rifles all along.
I did make changes to the pistols, but it seem like I need to look out for this once more.
Especially what you mentioned about the Desert Eagle sounds highly off what I intended to do.
About the shotguns:
I've always felt like they're devastating, even the non-automatic ones. Maybe that's because I never use exoskeletons.
Do the NPCs in your game have a good aim?
Are they even close to you when firing the shotgun? Because they're really not clever in that matter and would fire a shotgun even from 150 m distance at you.
I'll look into it. Balancing this could be difficult though, as the value you edit has for some reaons an entirely different damage result for each caliber, even if you use exactly the same value!
This is also why it was so difficult to approach the pistol balancing, a "1.2" value for one caliber in the config files would in the game result in a higher damage level than if I type a "3.5" for a different caliber.
Sounds messed up, is messed up.
Last but not least, the AN-94.
The lovely AN-94 has even in Battlefield games always been a special weapon, yes.
Unfortunately, what you said about using full-auto for the AN-94 as 600 rpm at the same time as the special 2-round burst is exactly what I really had loved to do and is also exactly how it works in Battlefield 3, but it's not possible.
All weapons have one fixed fire rate value in their config files which is normally absolutely alright for this game, as every other single weapon doesn't work like the AN-94 so that's why there isn't any script that supports a true AN-94 style. Remember how the AN-94 in all STALKER game works just like a basic AK-74 with slightly improved accuracy stats.
This is what the devs should've made different in the first place.
With a 1800 rpm it's not an option either to allow the player to use full-auto for obvious reasons.
Not that this is even controllable, I tested it.
It sounds OP for close quarters, but with all recoil values it just works against you.
So I decided to balance this weapon like in BFBC2, it has only 2-round bursts, while it's low base recoil value and good precision allows you to hit your targets really well at far distance. Also, because of the high fire rate, it allows you to stack the burst intervals very closely to each other which results in a lot of damage before the enemy can even react sometimes.
It's a beast at long and mid range, so we could see it as another balance aspect that it's weak for CQ.
Not that 600 rpm in a video game is good anyways, you're better off with an SMG, shotgun or higher rpm assault rifle, even in Battlefield3.
In this game, it was always a special style to use the AN-94, having a strong revolver, auto-pistol sidearm or the shotgun grenade launcher attachment was what I used as helping gadgets when diving into CQC on conquest mode.
If I'd make it a 600 rpm weapon then it's just a reskinned AK-74 again, this way it's at least unique and you get highly rewarded if it's your style to play.
At least the AN-94 has gotten some love and attention here, in most weapon mod packs it's mostly ignored and treated as an AK-74 which might also be the reason why there was never a script invented for to include two different rpm per weapon.
If someone would be able to do this it'd be definitely awesome!
I guess I'll create a forum thread soon to ask our script-nuts whether and how it's possible to do this.
Don't you ever carry a shotgun or SMG with you and only sniper rifles alongside the assult rifle instead?
In summary:
- I will not change the 9x39 - 7.62x39 balancing.
- No changes for the AN-94 mechanics so far. I'll take a look at it to check if it might needs a slight buff for recoil, spread or whatever. Can't remember exactly anymore how the gun performs with my edit.
- I'll adress the balancing of the pistols and maybe shotguns.
Btw don't worry, you're not the only one who's spamming here ;)
Thanks for replying to me!
There's one thing I don't like about 9x39 weapons though: their condition seems to drop much more faster than any AK guns combined except for the OTs-14 Groza which lasted a lot longer than the rest of the 9x39 guns.
For example, the AS Val and VSS Vintorez's condition dropped into half with just around 10 mags... even when fully upgraded to be more reliable, making them very unsuitable for long and medium raids.
I believe this is pretty much a different story in vanilla, but I'm not entirely sure about this, however. I believe the vanilla Val and Vintorez doesn't deterioate as much as in STCOP. Especially when upgraded to last longer, you shouldn't worry about the said guns wearing away much faster when you're going in a long raid.
Maybe just increase the reliability for the 9x39 weapons other than the Groza a little so they're a bit more reliable like the vanilla especially when upgraded? That'd seem to make these kind of guns have a bit of use when compared to weapons with other calibers and the OTs-14.
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The AN-94... I'm not sure about that. I did some modifications to the AN-94's .ltx myself, re-enabling full auto for the gun and modifying the RPM to 600. In case you didn't know, there's something called "rpm_mode_2" that determines how fast it fires in 2 shots before cycling back to the normal fire rate. I set it to 1800, I tested it in game and suprisingly, it works just like how the real AN-94 would.
Here's the modified .ltx if interested:
Drive.google.com
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Based on experience, yes. The enemies does indeed have a bit of a good aim with shotguns and even at close range with me wearing a powerful vest like the SKAT-9, their shots are like the equivalent of hitting someone with an airsoft shotgun. Meanwhile, I pump a few shots with a SPAS-12 on an exoskeleton stalker from right to the head and he hit the ground with just a few shots.
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And the pistols... Well, it's really hard for me to decide how pistols should be tweaked properly considering the nature of a high number of weapons in STCOP and certain pistols having essentially the same stats as one.
The FNP-45 pretty much serves as an upgrade between the other .45 pistols save for Desert Eagle because it has a larger magazine than the others, esentially it has the same stats as them only the accuracy is sightly decreased or increased.
So after comparing the stats between all the .45 pistols and a little on the vanilla weapons, how about this, maybe?
The M1911A1, the Desert Eagle and the P220 can be left out as-is, while the damage for pistols with lower magaizines should be decreased a bit but they can compensate for the large magazines and the benefits they have (Such as USP's heavily reduced recoil).
In conclusion to the AN-94, yes. Turns out it's actually possible to reproduce how the real life AN-94 is fired in S.T.A.L.K.E.R; firing in 2-round bursts at 1800 RPM before cycling back to 600 RPM.
Wait, are you just telling me that it was possible to reproduce the AN-94 real life mechanism all the time but never utilizied by anyone (as far as I know)? lmao
I mean not even in StCOP weapon pack was this obviously done before as the only one who has ever edited this so far is you.
Funny enough, it seems like "rpm_mode_2" only exists in the AN94 config file and is therefore unique and only available to this weapon.
So why did this never surface?
Maybe this comes down to the fact that most people would drop any AK-74 family weapon anyways as soon as they get a NATO or 9x39 weapon in their hands in the vanilla games and so this perhaps was never adressed by modders as well.
Whatever is the reason, I'm happy that this is possible though and will definitely be a change in the new version of my mod.
If there should ever be a H&K G11 included in a weapon pack, this line could be used to make it's 500 / 2000 rpm three round burst work like in real life as well!
About the condition drop of 39x9 weapons, I never lookeed upon that. Might be a StCoP thing as you mentioned.
I don't know exactly how this works at all, I guess the condition will decrease by a certain value per shot, therefore making high rpm weapons decrease faster if you use full-auto to empty your mag really often as you will fire more bullets and empty more mags in the same time than when you're using a 600 rpm weapon.
But like I said, I'd need to look at how this works in the first place, like if there's a maximum base condition for each weapon etc.
About the pistols, did you meant to say that those with a lower magazine capacity should have the higher damage?
It seems like you accidentally switched them here.
Yeah. Really suprising how a lowly person with hardly any programming skills like me could find out some stuff and do something someone with a talent couldn't.
And also, that was actually a mistake I made I didn't notice. I was supposed to say .45 weapons with a higher magazine capacity should deal a bit low damage.
Alright, I'll take a look at this then.
I discovered what's the issue with the enormous degradation of 9x39 rifles.
They have a 10 times higher degradation per single shot as well as an almost 8 times higher degradation per shot in full auto-mode than most automatic rifles, both NATO and Warsaw version.
I guess that's because these degradation stats are aimed towards the VSS, only the Groza has comparable degradation like normal rifles.
Originally only the AS VAL was the third rifle which was supposed to be seen similar as the VSS Vintorez I guess.
Though only for the VSS this makes sense as this rifle is mostly fired single-shot only.
So the 9A-91, VSK 94, Vikhr and VAL all have the VSS degradation stats which is way too high for assault rifles/carbines of course.
Exactly! The high fire rate combined with a ridiculous condition drop rate makes them a pain in the *** to use in certain conditions even when upgraded, that's why I suggest you to make the degradation rate for those rifles much lower like the Groza so they would have a lot more use compared to other assault rifles.
when I install this I get the following error that I cannot resolve. please help!!
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Expression :xml_doc.NavigateToNode(path,index)
Function: CUIXmlInit::InitWindow
File :ui\UIXmlinit.cpp
Line:79
Description: XML node not found
Argument 0: wpn_crosshair_g36v1
Argument 1: ui\scopes 16.xml
stack trace:
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