[small tweaks & CEMENT's P&V 1.9.4 compatibility] Rebalances weapon damage based on caliber, so higher caliber weapons are more powerful than vanilla, but smaller ones still pack a punch. Should make using rifles and pistols on mutants & NPCs easier, but shotguns are still king. NPCs do more damage too.
Increases the damage of all weapons except gauss & explosives, with the bigger caliber weapons having a higher overall increase. I took some values from old Anomaly and sort of used New Vegas weapon balance as an inspiration.
INSTALL:
If you are upgrading an older version (before 1.1), first remove that version then install the new one. Otherwise just install the latest.
OTHER:
It doesn't need a new game and it can be removed at any time.
It includes Alternate Aiming For Select Weapons, but only for Vanilla & Full upgrades for weapons and armor.
It has an optional file to display damage and RPM as numbers.
COMPATIBILITY:
Blindside's Weapon Reanimation and Rebalance - "Loner" v6
Boomsticks and Sharpsticks (version Feb 19th)
CEMENT's Position and View 2.0 Beta
Full upgrades for weapons and armor (version 1.5.1.1)
JSRS Sound Overhaul New Tracers (version 3.6)
CEMENT Position View & Full Weapon Upgrades Patch (RC22) [I no longer really suport this mod, but I put it here since it was easy enough to patch]
Please keep in mind I don't play with those mods, so if something seems wrong, let me know.
Anomaly magazines & Weapon Parts Overhaul are compatible - they don't modify weapon LTX files.
Weapon animations or new weapon mods likely use the normal Anomaly damages, but if you tell me what you use I might be able to make a patch.
CHANGELOG:
1.0:
1.0.1:
- Reduced damage of the AK-104
- Increase damage for M16
1.1:
- Moved damage changes to ammo (thanks morbid1 for the advice)
- Slight tweaks to the damages compared to older version
- Rolled back some changes to utils_ui.script to work with ammo-based damage
- Removed upgrade files - they are no longer needed
- Made some compatibility patches
1.1.1:
- Tweaked ammo damage for BaS, forgot that
1.1.2:
- Corrected an error that caused crashes on new game for Show Damage & RPM as Numbers
1.1.3:
- Changed some folder names to hopefully help load order in MO
1.1.4:
- Corrected damage class for Kiparis, VZ61 & Vityaz
- Added compatibility patch CEMENT Position View & Full Weapon Upgrades Patch (RC22)
General tissue damages (keep in mind all the ammo types & barrel lengths):
7.62x25 - 0.45
9x18 - 0.5 (P+ 0.625)
9x19 - 0.55 (JHP 0.73)
5.7x28 - 0.6 (SS195 0.75)
.45 ACP - 0.75 (Hydro 0.937)
.357 - 1.05
5.45x39 - 0.73 (EP & AP 0.66)
5.56x45 - 0.86 (EP & AP 0.76)
7.62x39 - 0.87
7.62x51 - 1.24 (AP 1.12)
7.62x54 - 1.1
7.92x33 - 1.1
PKM - 1.0
9x39 - 0.95
.338 - 1.6
12.7x55 - 2.5
12 ga Buckshot - 0.3*9 = 2.7
Damage winds up about the same as vanilla, so if you think it's OP, let me know.
Weapon-class damage:
Rifle Short - 90%
Rifle Medium - 100%
Rifle Long - 105%
Bolt-action - 110%
Pistol - 100%
SMG - 105%
Shotgun Short Double - 85%
Shotgun Short - 90%
Shotgun Medium - 100%
Shotgun Long - 105%
Shotgun Long Double - 110%
Bad ammo - 90% of GOOD
Very bad - 80% of GOOD
If you think anything needs tweaking, let me know. Change the bullet hit power in the gameplay settings menu to see if it helps.
Unclear! but very interesting
Hmmm, yeah, words are hard. I tried to rebalance the weapon damage.
Well now I understand
Why not supported any more ?
I think the mod is great it adds more to realism and it increases the risk. Otherwise enemies are often bullet sponges when shooting them with 5.45 or 5.56 ammo.
so this is not for BaS addon? really cool addon but BaS is the power
Same to me: I can't give up on BaS, so I'll wait until a patch between this and BaS
you guys know that not everything is for BaS right?
BaS is overhyped anyway, it kept crashing with my other mods so i stopped using it completely, theres too many good mods to keep BaS honestly
Good initiative but I think the values are too high in general. It might trivialize the game.
Enemies hit harder too :). It's somewhat easier to deal with mutants without a shotgun (which in Anomaly might as well be called a focused nuke), but they still require multiple shots or headshots/side shots etc.
In weapons_ammo.ltx, vanilla buckshot is k_hit = 0.4 x 9 buck shots = 3.6 damage. That's three times the SVD and it shows in-game.
I still need to do headshots with the SVD for pretty much all enemies, except maybe the lightest armored ones. I have some crashes with Anomaly Magazines, so I haven't had the chance to test .338, but ideally it would kill medium armored troops with a body shot IMO. The same for 12.7x55 with heavily armored, except maybe NOSOROG. Or at least take most of their health, leading many to fall down.
Are you still getting crashes with Anomaly Magazines, and if not would you add it to the list of compatible mods?
I seem to get crashes using .338 ammo on relevant sniper rifle mags (L86AWSM, M24). Otherwise this mod doesn't change any Anomaly Magazines files.
I noticed the same thing as I was merging it with View and Position. Almost everything went up in damage. However you can just tone down the global damage in the settings if you think so.
I certainly like the thought. Just for arguments sake, have you considered moving the main damage figure to the ammunition instead, and setting the weapon damage values to a variable depending on form factor. That would completely remove the necessity to adjust any of the upgrade ltx's to reflect damage change for caliber swap upgrades.
Lol exactly what I plan for my Ballistics Overhaul
k_hit is here for a reason.
yea, i remember misterkat doing the same; there's no reason to edit weapon files if ammos are the show here
Do you know the mod? I remember something like that, it could be useful to learn from it.
misterkat Moddb.com
the damages are a bit toned up
Like it. Your other overhauls found a spot in my load order so I'm certainly interested to see how that goes.
Good ideea. I know there was a mod doing this, but don't recall what game - Dead Air, Anomaly, Misery...
If I could edit the scripts to show bullet k_hit & k_ap it would negate the need for the vague descriptions in the xml.
Does the k_ap value also need to be scaled up and down?
Reddit.com
I tried not straying too far from what the game devs already did with it since I'm not an advanced modder, but I am curious too see what Grokitach might come up with.
To my knowledge, you shouldnt have to fiddle with the ap values on the ammo much if at all depending on what you use for k_hit and hit power values in the weapon ltx's. I've been playing with a homebrew version similar to what i suggested for a while that stays pretty close to vanilla damage values and didnt notice any real difference in how ap effects damage.
Yup, the link has a script demo which would suggest the same.
k_ap is compared to bone armor value and if the difference between k_ap and bone armor is large, there's a bonus damage applied to k_ap.
If k_ap is inferior to bone armor then only residual damage are applied
Residuals are still quite high, as in you can kill an armored target without AP bullets relatively easily. This is why buckshots are so strong, because the residual damage of each pellet is still quite high.
I'm currently trying to replace this whole formula script wise by something better that would reduce the power of non AP bullets significantly.
Cool. Is there a way to add bleeding control, to give various bullets more bleeding for tactical choices?
The ammo_damage.ltx is a simple merge for JSRS and BaS... also the damage and rpm as numbers mod is great to have in and of itself! Will use only those for time being.
Thanks for the mods! And for organizing the folders the way you did. A much needed balance. If you do all those patches you're the best! Tons of ltx's.
While I generally like more meaningful gun rebalancing, I also recognize that some things just have to be the way they are for the sake of gameplay. Realism is awesome, until you hit a point where some things are useless, some are OP, etc.
As for the underlying mechanics, if I remember correctly:
longer barrel -> should improve muzzle velocity -> higher bullet speed -> more damage (numerical damage is the same, but the velocity is higher, so the bullet hits harder)
longer barrel -> more difficult to aim (increased drag)
If I understand correctly, recoil is a function of ammo power (the kick) and gun weight balance (unbalanced gun recoils further; but heavy gun also recoils less)
bigger caliber -> more damage (bigger hole)
bigger caliber -> increased air resistance (slows down quickly, losing velocity and, therefore, losing damage at long distances; S.T.A.L.K.E.R does simulate this process accurately)
AP -> less damage (neater hole)
AP-> more penetration (overcomes armor)
EXP ammo -> more damage (messier hole)
EXP ammo -> less penetration (easily thwarted by armor)
high fire rate -> more kickback (naturally)
high fire rate -> less muzzle velocity (not really, but this emulates the barrel being manufactured in a way that prevents overheating, sacrificing muzzle velocity for MoAR DaKKA)
But, as I have said, going down this rabbit hole far enough will make some guns clearly OP, and other completely useless.
With regard to increased drag from long guns, it just occurred to me that the player character is always aiming. Even when you are not actively aiming down the sights, the character is still pointing the weapon at a specific point (indicated by the crosshair). At any point of time the player can press the fire button, and the character will pull the trigger, firing exactly at that point (let's pretend for a second that ballistics is not in action). That is true even while you're turning (as far as I remember, STALKER doesn't have aim penalty for turning, just for moving).
I.e. the character is not just waving the gun around when you make him turn, he's constantly aiming to ensure that you can always shoot with some reasonable precision. Instead of penaltizing the accuracy (as I have said, I think that doesn't happen), the game should just slow down your character's turning rate while you have a big weapon unholstered.
That should make small firearms more viable for close quarters combat, where you have to turn quickly, while bigger guns (sniper rifles, assault rifles) would be reserved for positional warfare and, well, sniping.
So it's less about damage here and more about big weapons being unwieldy.
"the game should just slow down your character's turning rate while you have a big weapon unholstered."
This was in the game before 1.5.1 and I think everyone thought it was awful. Hence you have to mod it back in if you want it.
Thank you for this!I just have a question regarding 7.62x54r vs NATO 7.62 how come the NATO round do more damage despite it being weaker than 7.62x54r? Anyways its a great foundation to make your own edits on.
NATO rounds (especially FMJ 5.56 & 7.62) tend to do more tissue damage but less AP.
NATO guns also tend to have smaller mags - it's easy to find RPK74 45-round mags for AKs even in the early game, so that's another reason to have somewhat higer damage on NATO guns.
In a nutshell, my attemt at gameplay balance at the cost of some realism.
Alright, this changes the npc dealt damage too, right?
I believe it does - but you still don't die in one shot to an exagerated degree or anything ridiculous like that. This should also help keep more NPCs alive with mods that increase mutant spawns.
EDIT: About the older question, NATO 7.62 is also a little heavier than Russian plus I think there are more Russian guns and ammo used by NPCs, except maybe for Freedon & Mercs, so more rare = more valuable.
NATO 7.62X51 are more heavier than 7.62x39, but (slightly) less than 7.62X54 (also russian, like 7.62X39). 7.62X51 and 7.62X54 should do the same damage. Great mod, anyway. Now tha it's compatible with BaS I can try it!
"I sort of used New Veg-"
DOWNLOADING!
Yeah, I'm no Josh Sawyer though...
Lol, what do you mean?
He's New Vegas' game director. He did the balancing.
I like the concept. In reality I thought 5.45 tends to cause more tissue damage than 5.56 and 7.62x39. I suppose it's difficult to translate real world ballistics into a damage factor.
5.56 vs 5.45 is an entirely situational thing, but typically its the other way around. 5.56 can easily cause more tissue damage than 5.45. If you want a more in depth explanation feel free to ask, but yes, its difficult to translate that properly in game.
Not really since the 5.45 was designed to tumble when hitting flesh, it causes serious internal damage, the 5.56 does not tumble when entering it leaves a perfect entry and exit wound, this is mostly due to geneva conventions and since the russians dont give two ***** about laws they can make these small, nasty but very effective bullets they even got the nick name "poison bullet" due to the fact of how leathal they are.
Hmmm, what you say means that they should cause more bleeding damage - at least that's what an answer on quora says about 5.45. I don't think there is a bleeding setting.
you're right about 5.45 no doubt, and while I'd generally preference 5.45 over 5.56 you should probably look further into 5.56. It wasn't "designed" as a fragmenting munition and therefore circumvents geneva conventions, but fragment it most certainly does so long as its velocity at target exceeds 820m/s.
If we talking about real life morbid1 got it down, you should see the ******* chasms created in the gel dummies I've shot that 5.56 leave
You got it other way around. 5.56 most definitely tumbles around and it has absolutely nothing to do with Geneva.
I used the values from Anomaly 1.5.0, which I think may be from Misery, but I don't really know. For some reason, they changed tissue damage in one of the Anomaly 1.5.1 RCs, JHP had the same as FMJ. Although Anomaly is grounded in realism, too much of it is not likely to be fun in a game and the devs saw that too.
Thank you for compatibility patches, I've wanted to try this mod when first posted
Hello. If I add the RPM and damage as numbers addon my game crashes upon pressing new game (tested with vanilla). I've just unlocked the 3 new factions (if that's of any importance). Here's the error log:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...lkeranomaly\gamedata\scripts\ui_mm_faction_select.script:626: attempt to index global 'utils_ui' (a nil value)
stack trace:
My mistake, it's fixed now.
so now works with guns from BaS?
Yes. All I did was add damage values to the new weapons.
Just released a small update to install BaS Patch after CEMENT patch, so you can get proper load order in MO.
I'm not 100% sure, since I don't use the mods, but I think the load order is:
CEMENT (IIRC Boomsticks requires it)
Boomsticks
My Patch for CEMENT
My Patch for Boomsticks
I haven't tried using Mod Organizer on Anoamly, so I have no ideea how this works.