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Most of ABR MOD 2.0 weapons is in ABR CS MOD now, plus some info.

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Hello, stalkers.

As always, additional content is never planned, but still getting added. Most of ABR MOD 2.0 weaponry is in ABR CS MOD now. Additional weapons are:

PMM
Fort-17
APB
MP-443
HK USP9 MARCH
TT

PP-19 Bizon
MP5SD
HK UMP45

TOZ-66 Full

TOZ-34 Saw-off
MP-133 Saw-off
TOZ-194 Saw-off

MP-133 Full
TOZ-194 Full
Fort-500
SPAS-12 (Special)
MP-153
Saiga-12
Striker-12

AK
AKM
AKMS
AKS-74

Update: AK-74M

SKS

FN SCAR-H
FN SCAR SSR

Mosin-Nagant

SAKO TRG-42
AI AWM

PKM

M79

Guns with dove tail use PSO\KOBRA scopes, guns with picatinny plank use ACOG\C-MORE scopes. SKS and Mosin-Nagant use PU scope. There is still one universal silencer for all guns like in vanilla. Since the last weapon video SVU now doesn't have permanent scope. Desert Eagle uses .50 AE ammo. 7,62x25, 7,62x39, 7,62x51, 23x75, .338LM ammo also were added.

After the Agroprom underground mission you will receive message from Sidorovich about new gear avaiable, so now you will be able to buy any gun no matter what faction you joined. On later stages of the game you can buy ammo from Saharov or Red Forest trader. Since new added ammo, mostly, are rare, to maintain vanilla balance. And it would be strange having everybody running around with AWMs and KS23s. Though, some NPC's randomly can have them.

6 outfit skins were added: brown Sunrise, skins for light Duty\Freedom outfits, bandit Berill, Duty exo, skin for loner exo. All those from ABR MOD 2.0.

Currently the latest build is tested for ironing any smalll bugs and checking stuff. All 10 localizations are already supported, you will play the mod with the same language your game has. All necessary texts are tweaked or added.

The release date is this year.

Stay safe, have a good one.

Comments
AK19MDB
AK19MDB

i wasn't expecting you to do a ABR mod for SHOC now i'm excited

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alanberserkrose Author
alanberserkrose

Nothing fancy is planned for SHOC really, bugfixes, updated hud, some tweaks, expanded OST. It will be a micro mod compared to others.

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HelloKolla
HelloKolla

Will u add artifact detectors to SoC? It's one of the biggest inconsistencies in SoC.

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alanberserkrose Author
alanberserkrose

What's the point. Game wasn't designed for the anyway. Some artifacts are spawned far from anomalies, I'm not going to reinvent SOC.

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HelloKolla
HelloKolla

You wouldn't need to go full OGSR mode and redo how artifacts spawn and and how anomalies work and import CS maps, that's WAY too unnecessary, and asking way too much from hardworking guys like you, doing all this for free. Do what Autumn Aurora did, where artifacts only appeared if you have a detector equipped, that's it. Artifacts will still spawn everywhere the typical SoC way, it's just that you need a detector to actually see them.

I know this is an odd thing to be insistent about, but there is literally NO mod that adds artifact detectors that don't completely overhaul the game as well (Radiophobia 3, OGSR). It's something I thought many vanilla mods would consider alot when "remastering SoC", but no mod does it (again, without completely changing SoC to something else entirely)

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alanberserkrose Author
alanberserkrose

How you would know you need to draw you detector out in that tower in the army warehouses? Or near the far wall on the radar? The gameplay wasn't designed to that kind of thing, modding things just to mod things is meh. How about that bug when artifacts fall under the textures because of that detectors in AA, so they added option to turn this feature off?

>that's WAY too unnecessary

Something like that IS necessary for making a game consistent, instead of adding half working features. And hide artifacts which never supposed to be hid in this game JUST to make THIS game looking like THAT game.

SOC is SOC, CS is CS, COP is COP, these are different games, SOC is not have to be same as COP or CS.

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HelloKolla
HelloKolla

>How you would know you need to draw you detector out in that tower in the army warehouses? Or near the far wall on the radar?

Actually, at least to my knowledge, SoC *does* make artifacts spawn only in specific areas (off the top of my head : that area in-between the helicopter crash and the building with snipers in Wild Territory, the Burner anomaly tunnel on the path to Yantar, and the area near the train tunnel at the entrance to Agroprom are all artifact hotspots.). So players being confused as to where they should look isn't an issue at all (again, if I am correct).

>Something like that IS necessary for making a game consistent, instead of adding half working features

I very much agree with that, having one well though out feature is better that ten shallow features. However, I very much disagree that it applies to AA's detectors. The detectors in AA work very well, shockingly well for just being slapped onto the game by the AA devs, and there's a reason for that; detectors were in SoC right up until the very tail end of development, where they were hastily cut. This meant GSC had little time to redo aspects of the game to match the absence of detectors (This was different to vehicles, which were cut mid-development, which meant GSC had time to redo the maps to work well with just foot travel.). So, GSC just made artifacts appear in front of you, and that was it. This is why I think AA just putting detectors back in the game didn't feel out of place at all; since SoC's detector were hastily removed at the last moment, when AA puts them back, they fit like a glove.

>JUST to make THIS game looking like THAT game

Its more to do with consistency. It's not that I want SoC to be CS or anything like that, SoC is my favourite in the series (which is why I played it again with MoTZ and AA, and plan to *again* with Radiophobia), but the absence of detectors in SoC is an issue when CS and CoP, games that take place *before* and *after* SoC, have detectors, and SoC doesn't. Did all the detectors in the Zone just disappear during SoC, only to appear again in CoP? I just wish there were mods to fix that inconsistency.

Btw, thank you for taking the time to read this Alan!

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alanberserkrose Author
alanberserkrose

>So players being confused as to where they should look isn't an issue at all

Spring artifact spawns not only near anomalies for sure. Some artifacts are showing up only at nights.

>AA puts them back

I played AA several times, sometimes an artifacts was only showing up from the ground up just for a second. But worked for me since I knew where artifacts could be.

Also I am aware of SOC development history.

>SoC is my favourite in the series

Saddly, after modding I see SOC very outdated and even CS looks better for me now (with the mod of course).

If I was me 5 years ago, I probably would be interested in ripping that detector feature off as it is and try that out.

>I just wish there were mods to fix that inconsistency.

I had this kind of struggle on making ABR MOD 2.0 fro COP, I tried to logicalize everything in the game, but hey, this is just a game, you can't make a logic for everything.

Take CS, devs even didn't changed the intro on Agroprom, Duty guy stil lsays where is your gear, they added the mission to return your stuff, but did they care to make it properly? Nope. Take COP, there is an achievement about helping to create anabiotic, but you can get it earlier in the game. Devs didn't care, so why I should.

For me the biggest downfall of SOC is that there is no fast travel system, you just have to run around and round. Meh. Atleast CS has those "return me the stuff quests" on the same locations.

I was nostalgic about SOC, but I've seen how it constantly lags and just dissapointed. After modding COP. I had some spark when started to mod CS, but CS technically is behind COP, and SOC will be even behind the CS.

So I just said to myself - ok, SOC is old and it is as it is. For now ABR SOC MOD has OGSR engine + ZRP + PRZ2.1 + ABR weather + Weapon replacer from ABR + Soundtrack expansion. And dynamic weather like in COP (thanks to PYP).

Anyways, thanks to concern, may be one day I will wake up and try to add this detector feature. But for know I really don't care those artifacts are lying around. I guess perfectionism is just going away with ages? I just want to make it playable and finish ABR MOD trilogy.

Have a good one.

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HelloKolla
HelloKolla

You too, homie. For me, I can easily tolerate every other inconsistency in SoC, but the detector one always rubs me wrong XD, that's why I bothered so much.

Sorry for the wall of text, man. Tolerating some dood like me mouthing off like I know the intricacies of modding, I appreciate it.

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alanberserkrose Author
alanberserkrose

Nah, it's ok.

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SS-Plinskin
SS-Plinskin

Looks great!. Please, add the VEPR bullpup with VOG GL. Regards!

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alanberserkrose Author
alanberserkrose

Nope

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SS-Plinskin
SS-Plinskin

And, what about the AK Bullpup with VOG / GL?:
Gunsamerica.com

Regards!

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PYP
PYP

We are not currently accepting any requests.

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HelloKolla
HelloKolla

Looking at the guns, I saw that the scopes have black backgrounds when looking in them, instead of having a texture for the scope (like in anomaly). It would be cool if you could get some scope textures for your mod.

This Media.moddb.com

Instead of this Simhq.com

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alanberserkrose Author
alanberserkrose

Weapon pack is finished since COP's ABR 2.0 (thanks to PYP). I'm totally happy with it as it is. Including the scope reticles.

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