The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

OUTDATED. A complete overhaul of how ammo works in the game. Rebranding of some ammo to FMJ, HP and AP ammo, new armor penetration system bypassing the engine flawed computations, tankier mutants but weaker weakspots. Exos are recommended to be taken down with AP Ammo. Overhauls all guns recoil including BAS guns using enhanced recoil. Only concerns Player to NPC/Monsters shots. Natively supports DICK's and FVM's new NPC models.

Preview
[1.7.1] Ballistics Overhaul
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utsubo
utsubo - - 44 comments

I found the mod interesting. There are a few things in the description that I don't like, but I'm going to try a few things first before asking.
First of all, let me hastily check this:what is the get_models_capture.sh file needed for? It looked like it got mixed up.

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Grokitach Author
Grokitach - - 896 comments

It's for modders if they want to make a compatibility patch with this add-on for their NPC new models automatically. It is needed since the code of this addon is checking the armor profile of NPCs visual models.

If you use MO2, I'm not sure this file is an issue.

And yes, test it ;)

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utsubo
utsubo - - 44 comments

thanks you! I just play with mods normally, so i can delete it, right?

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Grokitach Author
Grokitach - - 896 comments

Yes you can safely remove it

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utsubo
utsubo - - 44 comments

Now, the phrase "Ammo sell for a low price" was my concern, but it was a big misunderstanding. Your balancing is really to my liking.
Shi*ty translation site and my sh*tty English reading comprehension. I'm really sorry.
There is no longer any reason for me not to include this mod.

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nize2864
nize2864 - - 52 comments

Is tissue damage same for 7.62x51 NATO Ball Round & 7.62x51 AP Rounds ?

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Grokitach Author
Grokitach - - 896 comments

Yes

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nize2864
nize2864 - - 52 comments

Hey Grok! Lovely work there mate !
Do you think this could be related to your mod ?
It does happen during some AI firefight. Haven't tried disabling the mod and i'm using More Armours addon too if that could be related...

FATAL ERROR

[error]Expression : ParentID != BI_NONE
[error]Function : CKinematics::BoneChain_Calculate
[error]File : ..\xrRender\SkeletonRigid.cpp
[error]Line : 230
[error]Description : assertion failed

stack trace:

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Grokitach Author
Grokitach - - 896 comments

AI vs AI fights are not taken into account with this addon so I doubt it

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nize2864
nize2864 - - 52 comments

Okay i disabled the mod and still crashes. It's not your mod Grok! Nothing for you to worry about :)

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Zebz213
Zebz213 - - 26 comments

you ever figure out what cause the error?

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nize2864
nize2864 - - 52 comments

Not really. All i know is that it's caused by new models and i've narrowed it down to More Armours addon and disabled Death Animations and GBO mods but the crash still persisted 9/10 times on that same scene. Pretty confident it's More Armours addon but it's really rare crash . I've tried duplicate the crash in debug map but it just didn't CTD... So far it's still a mystery...

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Zebz213
Zebz213 - - 26 comments

I do have all of those installed, I have AlifeWarefare installed and it is constantly crashing because of so many NPC's fighting, guess I'll start a new game without the Armors and test again.

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tehsystem
tehsystem - - 10 comments

But increasing the price of ammo? Not sure about this... would you be willing to release a version without changed economy?

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Grokitach Author
Grokitach - - 896 comments

Try it. Only AP price is increased. Time to kill is much shorter with AP ammo against exos. You need less bullets. They are only required against Exos and endgame targets.

Other targets might need only one AP ammo in the head. Other ammos can be used efficiently against unarmored or lightly armored targets.

This is a shift from Vanilla game.

I won't release a version without this change because the game will be trivialized, and it goes against my "work" of balancing the game.

The main advantage of this addon is to finally get rid of the buckshots supremacy and force the player to use more diverse weapons and think about which ammo to use in which condition.

Using AP against mutants? That's a bad call, use HP ammo. Even against Pseudogiant, yes. Because mutants don't have armors, only damage reduction. Trust me ;)

Also, by the time you need AP ammo, you'll have what is needed to craft them. Uncraft old ammos.

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Veynam
Veynam - - 15 comments

Hi, would you be willing to make a patch for you own GCRO - Traders Sell Random Condition Items? This is a wonderful mode regardless:)

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Veynam
Veynam - - 15 comments

Just noticed the update. You're a legend

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Wang_Laoshi
Wang_Laoshi - - 328 comments

That armor decrease thing is good, but maybe you could make it even more realistic by considering one more factor - blunt force trauma which is caused by the bullet kinetic energy even when the armor wasn't penetrated. Basically this means that a percentage of damage should still be applied to target's HP, not only armor. The more powerful the round is, the more damage is applied

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Grokitach Author
Grokitach - - 896 comments

It's already implemented but nerfed a lot.

HP ammos have higher residual damages than FMJ for instance.

The problem is buckshots again. If the remaining damages are too high, buckshots will still do a lot of damage, and balance will be broken once again as in Vanilla.

You can check the formulas in grok_bo.script. Residual damages are defined line 218

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Wang_Laoshi
Wang_Laoshi - - 328 comments

Ah, it's clear. Yea, that buckshot thing is really a problem in such case. But maybe it's possible to disable non-penetration damage for it at all? From what I know, any more or less decent armor vest would be quite effective in negating such damage.

And this damage can also be tweaked separately. That's cool!

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Grokitach Author
Grokitach - - 896 comments

Yes a special case can be applied to buckshots. One is already in place line 198 to reduce AP power for buckshots in the leg (because with +0.12 AP per pellet, they 2 shot exos in the legs).

Concussion damages work by stunning the opponents currently, which gives you enough time to let you destroy any armor part usually.

Buffing concussion damage "a bit" won't decrease Time To Kill so much I think, even when using FMJ vs Exos.

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steelkeeper0
steelkeeper0 - - 43 comments

whats concussion damage

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thisisntmysteamid
thisisntmysteamid - - 48 comments

Are you able to make compatibility with JSRS Port 3.6 Sound Overhaul? That mod also has a weapons_ammo.ltx file. I'm currently trying to merge the files.

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Grokitach Author
Grokitach - - 896 comments

Ah I didn't know about this. I'll be back on Saturday night to do it

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Grokitach Author
Grokitach - - 896 comments

I think I will solve the issue by externalizing the ammo ltx file used by my script. That way this add-on will be almost 100% conflict free.

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thisisntmysteamid
thisisntmysteamid - - 48 comments

thanks man. im having no luck trying to merge the files lol, 5000+ lines of pain

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massimogrecoab
massimogrecoab - - 515 comments

Yes, this will be perfection, because so many good mods alter's weapons_ammo.ltx...

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thisisntmysteamid
thisisntmysteamid - - 48 comments

Also I would like to point out something, I see as a discrepancy.
Imgur.com
The description doesn't really match. (Don't mean to nitpick, I just wanted to point it out. It's a very trivial problem.)
ACP only has two ammo variants, one being regular FMJ and the other Hollowpoint (as described in the description). Mod changes Hydroshock rounds to being AP, losing .45 ACP's HP variant.
It would be a bit more realistic if it remained HP imo.
It'd pretty cool if .45 ACP had a third variant, being AP.

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Grokitach Author
Grokitach - - 896 comments

Oh you are totally right thanks !

Well, let's see, new variants mean lots of incompatibilites. But, I will make an independent ammo ltx file, and I'll be able to add new individual icons. So this should be doable in the long run. Thanks for pointing this out

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angrycat2017
angrycat2017 - - 43 comments

But what about the damage from NPCs to the player? Any plans to address that too?

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Grokitach Author
Grokitach - - 896 comments

It's a really really different beast. This system couldn't be applied to the player, or you would die very fast and you'll need to repair your armors very very often.... Tarkov style, but it doesn't work well in a game such as Stalker.

so on the player side, new things must be done, and this is essentially related to how artefacts interact with base armor values.

Currently artefacts work as a base armor defense multiplier, which is why Full Empty + Exo = invincibility.

A capped additive system would help. Currently this is defined in engine. But damages are also defined in engine and I succesfully bypassed the engine in this addon.

I will see if I can also change it for how armor and artefacts work, and also change a bit how bullets AP work compared to player armor.

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angrycat2017
angrycat2017 - - 43 comments

I can only wish you best of luck and thank you for your work!

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GalaxiT
GalaxiT - - 104 comments

You doing nice work. Now we a little bit closer to Escape From Anomaly.

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Redarmort
Redarmort - - 3 comments

very cool mod! im curious, how does the system from NPC works when fighting again us the player ? since this only works when fighting against NPC

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Grokitach Author
Grokitach - - 896 comments

The vanilla system is used. It is very similar to player vs npc in vanilla.

But the player has some inate damage reduction and bone armor tied to the kind of armor he is wearing.

I cannot simply port the system introduced by this addon for the npc vs player fights because your bone armor would be reduced permanently... And you'll most likely die very, very fast.

So other alternatives must be explored.

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GroksBiggestFan
GroksBiggestFan - - 2 comments

I love you.
This mod is completely not compatible with Weapon Damage Adjustment, right?

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Grokitach Author
Grokitach - - 896 comments

Nope it's not recommended to have both

Also, what the **** is that oO

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GroksBiggestFan
GroksBiggestFan - - 2 comments

What do you mean, papa?

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Lucas1978
Lucas1978 - - 20 comments

lol +1

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Villainz
Villainz - - 366 comments

you cant have a ballistics overhaul without an armor overhaul. maybe pair the 2 mods together to make it feel complete

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Grokitach Author
Grokitach - - 896 comments

Later on yes. But this is a different system

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mer1toraccount
mer1toraccount - - 12 comments

need weapon parts pls

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Grokitach Author
Grokitach - - 896 comments

What ?

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mer1toraccount
mer1toraccount - - 12 comments

weapon parts has conflicts with your mod in the weapon_ammo.ltx

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Grokitach Author
Grokitach - - 896 comments

Ah yes. I will make a compatibility patch

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mer1toraccount
mer1toraccount - - 12 comments

thank you

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maslinupoymal
maslinupoymal - - 60 comments

You wrote about 50 BMG, but what weapons are they used in? In the game without addons, the M82 use 12.7x55. Do I need to install BAS for these ammo to appear? Or Moddb.com

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Grokitach Author
Grokitach - - 896 comments

.50 BMG and 12.7x55 are almost similar in terms of power. These ammo are in the game but not used that is true. Same for 4.6 I think.

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Tough_Puppy
Tough_Puppy - - 4 comments

Hello Grok, .50BMG (12.7×99mm NATO) is a different beast altogether; 50 cal ammo is known for going through any and all materials in the same way as a knife through hot butter. While I am not knowledgeable of 12.7x55, this strikes me as a very large SMG/pistol round, even larger than .50 Action Express (12.7x33mm) which is used by the Desert Eagle pistol.

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Grokitach Author
Grokitach - - 896 comments

.50 BMG isn't used in game. I made it stronger than 12.7 and Lapua

12.7 is used in anti vehicule non mobile machine guns or in mobile snipers and big rifles such as Ash-12.

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