Corrects scope aspect ratio to 16:9, adds zoom scopes, improves handling, rate of fire and ballistics. It's pretty cool.
What this is
FWR is a nice vanilla+ weapon pack, but for me it's just a bit too vanilla. It also had some issues I had to correct just for my own sanity's sake. Aaaand I got a little spoiled by my recent Arsenal Overhaul 3 update that improved rate of fire and ballistics, so I figured what the hell, just make FWR feel badass and be done with it. I'll have to port some of the recoil changes I made for this back to AO3, this actually feels a little better as of right now.
I am getting sidetracked. It happens. Here's a list of what this changes.
- Ironsight zoom or non ironsight zoom
- Reduced scope-in times
- Improved handling
- Corrected scope aspect ratio for 16:9
- Advanced scopes are dynamic zoom scopes (detector, long range scopes, nightvision)
- Added zoom scope textures
- Improved accuracy, rate of fire, range, recoil and ballistics values
I have pretty thoroughly tested these values and have found no really big issues. It feels really good, actually. It sits somewhere between vanilla's classic gunplay and my kind of nutty AO3 gunplay, just without the large caliber rifles.
The ballistics etc changes essentially boil down to this: weapons and ammo behave more accordingly to their roles in the game. Buckshot is devastating up close, but loses a lot of that oomph at any kind of range and does not penetrate armor. Pistols will pretty much only stagger dudes unless you shoot them in the head. If they're wearing helmets, shoot them in the head more. Regular ammo is far less effective on body armor than armor piercing rounds.
There are of course a few things, a few nitpicks and quirks, some of which I can correct in future updates and some I cannot correct at all.
Issues
The pack is meant to be used on 70 FOV, 0.40 HUD FOV. There are clipping issues, but not many and none I've seen that are really outrageous. Play around with the FOVs until you're comfortable.
Some weapons do not have tactical reload animations. My understanding is that this is due to an engine thing.
Install Full Weapons Reanimation
Drag and drop the gamedata folder from the main files folder in this addon into your CoTZ folder
Drag and drop the gamedata folder from either ironsights or no ironsights zoom folder to the same place
Compatibility
Not compatible with other weapon packs.
UPDATED March 10th 2023
> increased recoil
The camera no longer automatically centers after shooting. You have to control recoil yourself. Without upgrades, some weapons kick pretty hard. Recoil reduction upgrades are now worth getting.
> reduced condition degradation
You no longer have to repair your SPAS-12 every time you shoot a rat. You can shoot at least three now!
> zoom scope corrections
Found another zoom scope that I had somehow managed to make off-center.
UPDATED March 7th 2023
I don't know how it happened and I'm not sure if it's in the file I uploaded, but I'm reuploading just in case. My PSO zoom scope was off-center.
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Before someone asks: I will only update this and its AO3 big brother. If someone else wants to apply the values in this to another weapon pack they are free to, but I have zero interest in other weapon packs.
really cool pack, no more ugly mega scope thank again !!!
I cannot stand stretched scopes. I literally Alt-F4'd the game to fix that first when I tried FWR. :D
EDIT: Also, daaaamn you're quick!
Awesome i've been waiting for this since your "Call of the Zone Arena" upload! Hey mahzra do you think it's compatible with this? I usually use FWR with this mod cause sometimes I like having the vanilla damage. cause as you know cotz, is literally one hit simulator most of the time :D
Moddb.com
I had a look at the CoP gunplay patches in the addon you linked, and it looks like all that does is reduce hit_power.
I would first try my addon as is. Let me know if it feels too lethal and I can think about making a compatibility patch for it. It may actually be fine.
EDIT:
I know you play on Master, like many players do.
It recently occurred to me that it's dumb that Stalker players insist on playing on "the hardest difficulty" because there's no way to go from there but down. Master in this is much more difficult than in vanilla. I gave you some room to grow. Play on Veteran until you're ready for Master, as Veteran is probably also more difficult than vanilla's Master. :D
I myself am not ready for Master. It kicks my ***.
Oh, and do not enable hardcore AI aim. That's the ******** toggle CoC used to need before we all went ahead and made weapons gooder.
alrighty! still have to download FWR. i'll do that when i arrive home. update u as soon as i can.
Yeahh no argument in that. Kinda got peer pressured ever since being introduced to stalker in playing to the max difficulty. Felt like a fool last year when I researched and realized that the difficulty doesn't really affect the damage I did to enemy in shadow of chernobyl. I guess we just got used to it or something hahaha! but i don't mind switching to low difficulty when things got really unfair.
I didn't know that you also increased the difficulty factor, did you also do it in your mahzra pack?
and oh. i turned off that hardcore ai aim. it's really ******** to be honest. never turning it on again even when playing with bullet time :D
Yeah, the changes to the actor in my pack make the easier difficulties more forgiving and the AO3 changes make the harder difficulties more punishing.
In vanilla, every weapon has 80% hit probability, in my weapons they scale from 70% on Novice to 100% on Master. This applies to both the player and NPCs. Since there are a lot more NPCs than players (:D) this makes combat pretty damn hard. Fortunately my changes also make NPCs suffer from recoil and weapon jams. In vanilla they can shoot forever without reloading and their weapons return to center instantly, which means NPC weapons have no recoil.
I recommend using my weapons on Stalker for casual freeplay and Veteran if you're looking for a challenge. Neither of these is actually "easy" though. Master and Novice are for niche players. Master is for masochists and Novice is for players who enjoy commanding squads of companions.
I'm playing on veteran now and it's pretty good for me. No need to use the cop gunplay i sent to you earlier. When the masochistic tendencies strike i'll just switch to master ft. hardcore aim hehe jk. Installed and got it working no problem (Love the 16x9 scopes and zoomed ironsight).
I also installed "Less is More" but my game crashed when creating character in loading screen. my guess is that your new fwr patch is not yet compatible with less is more. i just solved it by reinstalling fwr/fwr patch again.
oh i also highly suggest including your crosshair presets in your combat module! especially the addon that removes the circle crosshair when holstered.
EDIT: or not your crosshair presets cause maybe some players prefer it vanilla. just the removing the intrusive circle crosshair
EDIT 2: I can finally hear the rostok legends I SAID COME IN DON'T STAND THERE/TALK TO BARKEEP/GET OUT OF HERE STALKER. i'm so happy. :)
I'll be honest, I always forget which of my addons removes the circle crosshair. I just install my usual suspects and it goes away. :D
Turns out it's my HUD. I'll add it to the Community Update consideration list as well, I can't imagine anyone really wanting that thing. Or the default crosshairs for that matter.
EDIT:
The crash must have had something to do with the weapons.ltx file. Installing FWR and my patch on top of Less is More should fix the problem, yeah. Thanks for the heads up.
No problem! I didn't remove the remaining files of "Less is More" by the way. Would that be safe? the only overwritten file in there is weapons.ltx like you said.
and i also have questions regarding minimap. since the bastian essential fixes restored it, what addon would remove it? I'm aware that docx originally intended no minimap and I also got used to no minimap cause of your pack and minimal hud :D
or sometimes i like having minimap but i also like seeing dead bodies mark in minimap. i'm also aware that the mugged minimap (that is added in CU2) from mangun removes the dead bodies because of the bug when mugged. the purpose of that mod is completely removing dead bodies in minimap/counter. but as far as i'm aware the community update doesn't have mugging.. would be nice to have those dead bodies for options. what addon would do both of these things?
Yeah, should be fine using FWRIP's weapons.ltx. The one in Less is More only makes ammo boxes smaller, and the one in FWRIP does that plus some other stuff.
The CU does not have mugging, but it does have a storyline task that kind of mugs you that causes the same bug.
This removes the minimap. Miminap.
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The typo is mine.
I really don't like the dead body dots, because that does make players stare at the minimap and makes them think they have to loot all the dots. And waste time searching for bodies they can't see, but know are there because dots.
Awesome! Now my vanilla+ desire is completed knowing less is more can work with your recent combat tweaks/fwr patch.
Heyy thanks a lot for the effort of sending that minimap remover. Appreciate it a lot! Miminap (if you make an addon about that, that should be the name hahahaha)
Didn't know that there's a quest that causes mugs. Knowing that would be helpful in the future.
Yeahh I understand what you're talking about, that used to be my mindset (in fact i still don't like bodies on minimap, but not here in cotz) the main culprit is ActionAI, the ai can track dead bodies accurately even when like 50m+ away exacerbated by them sprinting in them like a madman, giving you no chance to loot. from what I can remember too in sidorovich tutorial introduction in shadow of chernobyl he mentioned the dots showing in minimap, that makes it lore-friendly in my book. i guess the reason i'd like it back is to be fair with the actionai tracking abilities. if that's not possible i'll gladly stay with the no minimap though :')
Mahzra i've found that shotgun, specifically the SPAS-12 is degrading rather quickly even when i upgraded the reliability. The repair costs a lot so i think it's not cost-effective to maintain especially when in a long haul journey without stopover technicians. would test the other shotguns if they also have these issue. it would be fine if only it had the maintaining oils from the item overhaul but since it's not applicable for community update, some tweaks for the weapon degradation will be good enough.
P.S i'm having a lot of fun running and rushing through the quest with this latest FWR Patch, the difference is highly noticeable when in combat. the weapons has more punch :)
I've noticed this too, it's like it's made of cardboard. Wet cardboard. I'll make all weapons last a little longer. Because of the higher firerate some weapons just melt. :D
Thanks mahzra! I'll patiently wait for the next update. Tested the armsel protecta and it's even worse than the spas degradation sadly.. i'll stick to my trusty an-94 for now.
The pump action shotgun is actually the best shotgun in the game right now, believe it or not.
EDIT: the strange thing is that I didn't touch the weapons' condition and degradation at all. They should be the same as in vanilla FWR, which should be the same as vanilla CoTZ.
I'm fine with weapons getting damaged by anomalies and other physical causes, but just using them shouldn't degrade their condition this much.
Either way, the next update is coming a lot sooner than I had intended, because I need to give all weapons a lot more recoil. I should have just taken my own advice from the start, siiiigh. I told the AO3 ballistics author to make weapons feel perfect once upgraded, not when they're blank slates.
Aaaaand then I went and did the same thing, looking for early feedback. :D Lesson learned, me!
The thing is i can't even remember about that degradation problem since my last first serious playthrough of vanilla cotz has been a long while now. And also i got used to your pack's fair degradation that includes maintenance on field so i guess that made it more noticeable when coming back. Glad to know that the pump shotty is good, always been a fan of that. But i'm a bigger fan of the double barrel, it'd be nice if it's buffed to have tremendous amount of damage to mutants so i can feel like ash from evil dead or doomguy hahaha. high risk, high return weapon.
Made a note to make the double barrel super high fire rate full-auto.
You laugh, but doing that means you can properly fire both barrels at once, like you do in Doom. I say full-auto, but it has only two shots. :D I'll play around with it.
The main reason i love FWR is because of the reload animation of the toz-34 double barrel. it's so smooth, putting two shells at once and immediately flicking the shotgun ready to use again. now having what you plan to fire both shells at once will be mmmm chefs kiss.
Time to grab my fully-upgraded spas! now i can spam my boomstick to the pseudogiant without the fear of it breaking :D
Just for ***** and giggles you should grab a blank SPAS as well to see how much difference the upgrades make, it's neat!
Here is an interesting video on one guys view of how to balance out sniper rifles. It is more for Mp but I thought some useful information might be taken from this nevertheless:
Hah, youtube has been suggesting I watch this. I watched up to about the 10m mark, and I think I know where this is going, will watch the rest later though. There's some good stuff here. I'll review the stats of the weapons in the pack using this video as kind of a template for damage and stuff. I'll probably keep the mobility and handling buffs I gave the weapons though. Gotta go fast.
It's funny, I used to play bolt-actions in an online shooter, and even back then I purposefully nerfed myself by building bolt-actions that would only one-shot kill on headshots but had high mobility and handling. And reflex sights. :D I love bolt-action scout rifles.
EDIT: yeah, it went where I thought it would. He's right but he's preaching to the choir in my case. Also years late. Like, decades. Has this seriously not been fixed in mainstream games yet? Wow.
I figured out how to port weapons from AO3 to FWR. That means I can use AO3 weapon and scope combinations and create new unique weapons for FWR. These uniques can have unique stats, names, crosshair textures, etc.
First thing I ported was the Sako TRG-22 but chambered in whatever stuff the SVD uses. I really missed my Sako. I needed a bolt-action rifle after watching that video linked above. :D
If you have any suggestions, requests or recommendations, post them here. I would like to maintain FWR's standard of quality though, so no uglies plz.
I also love bolt action guns and
a crazy wish would be a Mosin Nagant or a SKS with a nice scope :)
That wish is not so crazy, I can do both. How about a Mosin with a simple open fixed-zoom PU scope and a SKS with a closed variable zoom Litesite scope, or do you have other scope preferences?
They do have to have permanent scopes. Because of the way AO3 handles scopes, I can't make the scopes removable. At least not yet, maybe someday.
Thumb's up for your combo's you read my mind !
For me old guns like these makes more sense in the zone
with the ak47 and handguns.
My usual game setup is misery NPC's with hardcore AI, no crosshair, no hud and in my playthrough's i never use NATO guns only a main rifle with a good handgun so this would be treat !
Are these addons will be available with your future 2.0 modpack ?
Thanks again for maintaining and upgrading this mod
Mahzra's Package 2 will use AO3 again, that pack is meant to be Ultimate CoTZ pretty much. Item overhaul, artifact expansion and tons of weapons.
I'm slowly expanding FWR until I consider it complete enough to replace the vanilla weapon set. These uniques will be available to buy from select traders depending on their faction's preference. For example, Military prefers warsaw pact weapons, so their trader would not sell NATO uniques.
I also plan to put some in Nimble's inventory and use them for quests. Sakharov gives you a detector to find an artifact, I think Sid should give you a Mosin for the Thread The Needle mission. Things like that.
Since the added uniques are based on AO3 originals, they will be compatible with my new pack, though.
While I'm on the topic of Mahzra's Package: v2 is currently in closed beta and I'm getting very valuable feedback from my testers. The problem is that some of that feedback actually concerns issues specific to vanilla, so before I can do much more with my pack, I have to correct those vanilla issues. Hence the Community Update, it allows me to keep vanilla updated and my package separate. The cool thing is that the CU also allows others to apply the same approach on the same stable and updated base. They get everything in the CU for free.
See, it all ties together! :D
good gun integration and great global plan
Eager to play the 2.0 final version :)
keep up the good work !
Would love if you did improved FWR ports for the 3 main games as well. The ones available for Shoc and CoP here on Moddb have issues according to the comments on them.
Kinda out of my depth on other platforms, sorry to say. Anyone's free to try the values in my files on those games though.
I love this addon for the game, but would love to see a nato weapon like the M16A4 cause I love the carry handles for those type of weapons
There should be an M16 in the game, I agree. Congrats, it made the list! I think there's a decent one in AO3 to port over.
So far I've added the Sako TRG, the Mosin, the SKS and the MP412 REX. Once I have a decent selection I'll post an update to this addon.
Awesome! dont know if holo sights can be added, but would be cool as the green tint of the susat scopes make it hard to aim properly a bit
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Hello mazhra,i got an error about some missing l85 scope,my guess is it something about the scope texture?? It must be because i play the game at 4:3 res,my old junk cant handle higher res,can you please make a patch for poor gamer like me,hehe,im tired of ao3 tbh and your fwr patch seems good to try,
Hey Rusty, this should fix the error for 4:3 scopes.
Mediafire.com
Mahzra its me again,now its missing motion not found [gauss_idle_bore] :(
Also im maybe asking too much but could you port the campfire saving to cotz??
You did install FWR itself first, right? My addon is meant to be installed on top of it.
I'll see about campfire saving. Maybe after summer. There are a couple of other things I want to finish first.
Of course im already installed FWR lol,i know the basic stuff of installing since CoC since its just copy pasting and some merging,FWR is the only weapon pack rn in my game so i dont think there's any other reason it crashing.
About the campfire yea take your time man im happy someone still updating mods for cotz,(R.I.P doc)
You know I have to double-check everything, Rusty.
I just tested to make sure it works properly, and it does for me. I installed this order:
- CoTZ v1.0
- CoTZ v1.2 update
- CoTZ Community Update 2
- FWR
- FWR Improvement Patch
I tested both ironsights and non-ironsights zoom, and spawned in a gauss rifle to make sure. I also installed THAP on top, suspecting that was causing the issue, and that's not it either.
What other addons do you have installed?
Allright let's see
-cotz+1.2 update
-community update 2
-fwr + your improvement patch
- rhons quest expansion
-rhons faction relations
- CoP weather
-death animation
Thats all of the mod im installed,maybe one of them broke something,thank you.
I installed these in a slightly different order, but I can't imagine that causing this error. After CoTZ CU2 installed Rhons' addons, then death animation, then CoP weather (assuming you meant the CoP settings from the CoP/CS Atmosphere addon?) and finally FWR and FWRIP.
Here, this is all the addons you listed preinstalled and compressed. Delete everything, install CoTZ CU2 and then this.
Mega.nz
Its working now thank you so much,turns out i didnt delete ao3 content from the addons folder :/ my bad
No worries man, glad you got it working. Have fun!
Yo mahzra i have another question you might able to answer, i like CoP sky but also love default CotZ emission from atmosfear, how do i turn atmostear emmision while mantaining CoP sky??
This restores vanilla CoTZ blowouts, but does not touch the CoP skies.
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thank you for this patch, I put it in the description of the addon because I feel this is mandatory to go with it :)
Could you give me permission to port this to the CoC version?
Go right ahead, man. Do me a favor and give this addon credit though. Not me personally. I only modified and applied settings I found elsewhere.
EDIT: correction