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

[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.

Preview
Weapon Damage Adjustment
Post comment Comments  (0 - 50 of 66)
pekjlamob
pekjlamob - - 14 comments

Unclear! but very interesting

Reply Good karma Bad karma+2 votes
alexm160 Author
alexm160 - - 94 comments

Hmmm, yeah, words are hard. I tried to rebalance the weapon damage.

Reply Good karma+5 votes
pekjlamob
pekjlamob - - 14 comments

Well now I understand

Reply Good karma Bad karma+1 vote
nize2864
nize2864 - - 52 comments

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.

Reply Good karma Bad karma+1 vote
abraxas19
abraxas19 - - 233 comments

so this is not for BaS addon? really cool addon but BaS is the power

Reply Good karma Bad karma-3 votes
massimogrecoab
massimogrecoab - - 515 comments

Same to me: I can't give up on BaS, so I'll wait until a patch between this and BaS

Reply Good karma Bad karma-3 votes
OriginalMice
OriginalMice - - 40 comments

you guys know that not everything is for BaS right?

Reply Good karma Bad karma+6 votes
Guest
Guest - - 689,376 comments

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

Reply Good karma Bad karma+3 votes
Grokitach
Grokitach - - 895 comments

Good initiative but I think the values are too high in general. It might trivialize the game.

Reply Good karma Bad karma+2 votes
alexm160 Author
alexm160 - - 94 comments

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.

Reply Good karma+6 votes
Guest
Guest - - 689,376 comments

Are you still getting crashes with Anomaly Magazines, and if not would you add it to the list of compatible mods?

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

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.

Reply Good karma+1 vote
HotJorgen69
HotJorgen69 - - 2 comments

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.

Reply Good karma Bad karma+1 vote
morbid1
morbid1 - - 42 comments

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.

Reply Good karma Bad karma+5 votes
Grokitach
Grokitach - - 895 comments

Lol exactly what I plan for my Ballistics Overhaul

k_hit is here for a reason.

Reply Good karma Bad karma+2 votes
reter
reter - - 615 comments

yea, i remember misterkat doing the same; there's no reason to edit weapon files if ammos are the show here

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

Do you know the mod? I remember something like that, it could be useful to learn from it.

Reply Good karma+1 vote
reter
reter - - 615 comments

misterkat Moddb.com

the damages are a bit toned up

Reply Good karma Bad karma+1 vote
morbid1
morbid1 - - 42 comments

Like it. Your other overhauls found a spot in my load order so I'm certainly interested to see how that goes.

Reply Good karma Bad karma+2 votes
alexm160 Author
alexm160 - - 94 comments

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.

Reply Good karma+1 vote
morbid1
morbid1 - - 42 comments

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.

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

Yup, the link has a script demo which would suggest the same.

Reply Good karma+1 vote
Grokitach
Grokitach - - 895 comments

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.

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

Cool. Is there a way to add bleeding control, to give various bullets more bleeding for tactical choices?

Reply Good karma+1 vote
sardoz
sardoz - - 11 comments

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.

Reply Good karma Bad karma+1 vote
real_leaper
real_leaper - - 240 comments

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.

Reply Good karma Bad karma+3 votes
real_leaper
real_leaper - - 240 comments

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.

Reply Good karma Bad karma+1 vote
HotJorgen69
HotJorgen69 - - 2 comments

"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.

Reply Good karma Bad karma+2 votes
INNIES
INNIES - - 179 comments

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.

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

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.

Reply Good karma+2 votes
INNIES
INNIES - - 179 comments

Alright, this changes the npc dealt damage too, right?

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

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.

Reply Good karma+1 vote
massimogrecoab
massimogrecoab - - 515 comments

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!

Reply Good karma Bad karma+1 vote
Zerk.
Zerk. - - 487 comments

"I sort of used New Veg-"

DOWNLOADING!

Reply Good karma Bad karma+2 votes
alexm160 Author
alexm160 - - 94 comments

Yeah, I'm no Josh Sawyer though...

Reply Good karma+2 votes
Zerk.
Zerk. - - 487 comments

Lol, what do you mean?

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

He's New Vegas' game director. He did the balancing.

Reply Good karma+3 votes
aesop45
aesop45 - - 9 comments

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.

Reply Good karma Bad karma+1 vote
morbid1
morbid1 - - 42 comments

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.

Reply Good karma Bad karma+2 votes
INNIES
INNIES - - 179 comments

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.

Reply Good karma Bad karma+2 votes
alexm160 Author
alexm160 - - 94 comments

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.

Reply Good karma+1 vote
morbid1
morbid1 - - 42 comments

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.

Reply Good karma Bad karma+1 vote
lebmbno
lebmbno - - 52 comments

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

Reply Good karma Bad karma+1 vote
brankovich
brankovich - - 143 comments

You got it other way around. 5.56 most definitely tumbles around and it has absolutely nothing to do with Geneva.

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

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.

Reply Good karma+2 votes
lebmbno
lebmbno - - 52 comments

Thank you for compatibility patches, I've wanted to try this mod when first posted

Reply Good karma Bad karma+1 vote
CantHitNothin
CantHitNothin - - 7 comments

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:

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

My mistake, it's fixed now.

Reply Good karma+1 vote
abraxas19
abraxas19 - - 233 comments

so now works with guns from BaS?

Reply Good karma Bad karma+1 vote
alexm160 Author
alexm160 - - 94 comments

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.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags

Weapon Damage Adjustment has not been tagged yet.