This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
This addon ports well over 100 guns to OGSE 0693 with the OGSR engine update, primarily from New Arsenal 6 but some from NLC 7 Build 3.0, OGSR, OWR 3, Arsenal Mod, and OP2.1. It also improves various aspects of the mod, including the translation. Note this is built for an inherently unstable version of OGSE 0693, more details on the problems in the full description.
WHAT THIS MOD DOES
- Adds well over 100 guns from other mods into OGSE 0693 with the OGSR engine update. Nothing was made by me.
- Every model and sound for each gun was hand picked after comparing the versions in mods such as New Arsenal 6, NLC 7 Build 3.0, OGSR, Original Weapons Renewal 3, OP2.1 and its Arsenal Mod implementation. I chose the best model for each, and the best sounds I have in my stolen sound repository.
- The same process above went for weapon attachments.
- The end result is approximately 58 guns added from New Arsenal 6, 15 from OGSR, 21 from NLC 7 Build 3.0, 8 from OWR 3, and 38 from OP2 or Arsenal Mod (can't tell whether they originate from one or the other).
- Added many new ammo types to go along with these new guns. Details can be found on the spreadsheet below.
- Rebalanced the entire mod. Weapon/ammo performance is as realistic as possible, the economy is slightly less forgiving but nothing like Misery. Yes, dreaded "realism", but actual realism unlike mods like Misery, based on my experience with and knowledge about firearms since unlike most modder kiddies I actually have experience.
- MANY SCOPES USE PICTURE-IN-PICTURE / DUAL RENDER TECHNOLOGY
- Almost all guns that accept optional scopes can accept more than one. This is impossible in vanilla SoC and all mods using that engine, but possible thanks to OGSE.
- Fixed poorly written English dialogue throughout the game. I am a grammar nazi.
- Wrote all weapon/ammo descriptions from scratch. The original ones are awful and riddled with a poor sense of humor.
- Fixed broken English string references throughout the mod.
- Rebalanced mutants. The goal was to make them, for the most part, realistically durable. Dogs and cats are very easy to kill now, headshots are very lethal against Snorks, etc.
- Restored Duty outfit textures so that they are no longer camouflaged.
- Added Duty's variant of the SKAT for NPCs only. Did the same for the Freedom Beryl from the newer games (replaced the fucking Clear Sky mismatched armor).
- Improved armor variety throughout the game.
- Swapped exoskeleton meshes for the originals. Added SKAT exo mesh for the SKAT exo, and you'll see soldiers wearing it in CNPP.
- Fixed numerous bugs inherent to OGSE, including broken quests and broken string references due to incomplete English translation
KNOWN ISSUES!!!!!!!!!!!!!! - These are issues and limitations with this version of OGSE 0693 itself, not issues brought on by Weapon Expansion Project.
- Pseudogiants in Radar crash the game. This is an issue with this version of OGSR engine and its incomplete implementation in OGSE. KILL THEM INSTANTLY WITH RPG and you'll be fine. I didn't find out about this until late testing... if I did I wouldn't have bothered making this mod for this version of OGSE.
- The Freedom BTR quest is broken. You need SPAWN MENU to spawn a Charged Battery to continue the quest, as Screw's dialogue doesn't update. Pause the game and press F1 to open spawn menu.
- DO NOT USE RANDOM STASHES option in launcher! Not only does it ruin progression, it can spawn NONFUNCTIONAL WEAPONS!!!
- Nonfunctional weapons can still spawn in stashes currently, even without random stashes.
- Some icons are fucked up when attaching optics (this one's on me).
- The engine has some issues when a weapon accepts more than two ammo types. Rarely it will limit you to two, and thus require you to drop ammo in order to load another one that might not be loading.
- The above issue affects hand grenades as well; if you have RGD-5, F1, and OG-1 illumination grenades, randomly you might not be able to equip any unless you drop all of one of them.
- Opening Contacts PDA tab can cause crashes (OGSE issue)
- Attaching an ACOG scope to the HK416, HK417, and LR-300 (and EOTech on the HK's) will permanently remove the iron sights. The LR-300 can get them back by installing an EOTech. Can't do anything about this.
IMPORTANT NOTES!!!!!!!!!!!
- Keep in mind that MANY scoped weapons have BACKUP IRON SIGHTS! You can switch to the sight, or second scope on some guns, using the appropriate key which has a binding in keyboard options. Don't ignore this!
- In the Configuration Launcher, I highly recommend setting stash probability to no more than 30%.
INSTALLATION INSTRUCTIONS (addon version only, those who downloaded the repack should ignore):
- Extract the gamedata folder to your root OGSE folder.
- It technically doesn't require a new game to simply work, however it won't update NPC loadouts for NPCs that have already spawned. A new game ensures the full experience.
WHAT THE FUTURE HOLDS FOR THIS MOD
- It has been ported to OGSR mod, which is essentially an unofficial expansion of OGSE 0693 in open alpha. OGSR is not ready for release, so I will not release anything yet.
About Balance:
This is what I've tried to achieve when it comes to how many shots it takes to kill human NPCs:
- Unarmored Opponents (leather/bandit jackets) - My baseline is about 5 shots to the torso to kill them, using 9x18 mm or 9x19 mm FMJ ammo
- Lightly Armored Opponents (Bandit trenchcoats since they wear armor under, low end Duty and Freedom outfits, SEVA suits, low tier grunts) - I want them to be hard to take down with normal pistols, and my goal was to make it take 5-6 shots to the torso from 5.45x39 FMJ and 5.56x45 SS190 to kill them
- Moderately Armored Opponents (Mercs, Berill soldiers, Monolith) - This armor should stop up to .30 caliber FMJ rounds. It should be difficult to bring them down with 5.45/5.56 FMJ, taking up to around 10 shots to do so. But I'd like for 5.45/5.56 AP to take around 5-6 shots to the torso to dispose of them.
- Heavily Armored Opponents (SKATs, elite Exos) - This armor should, to some extent, stop up to .30 caliber AP rounds. Ideally it would take about 5 shots to the torso from 7.62x51/7.62x54 AP rounds to take them down.
- .338 Lapua Magnum and above should one shot fatally wound any human. .50 BMG API-T should one shot kill any human.
If you have any questions or feedback or just want to get more into the loop with S.T.A.L.K.E.R. modding, join the C-Consciousness discord:
Discord.gg
Congratulations on the release.
To any readers: I tested this weapon expansion project and I can say it really overhauls the OGSE experience by keeping the arsenal fresh and giving you proper progression and variety. I highly recommend using this addon with OGSE as it improves on it and fixes some of it's flaws.
OGSR is here. No need to play this anymore. ARCHIVED.
Moddb.com
What about the minimap? Get it from GDrive?
does this work on ogsr