Realism mod -1 reply

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Guest

I didn't make it!

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#1 10 years ago

I tryed to change hit power of weapons but when im switch on the game there s error "BugTrap" i don t know how to pass it . I had mod like this to stalker shadow of chearnobyl it was cool to kill with few shots from simple pistol . Could someone make such mod ? I would be very very grateful .




Chubbachup

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26th August 2008

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#2 10 years ago
Szrama;4560733I tryed to change hit power of weapons but when im switch on the game there s error "BugTrap" i don t know how to pass it . I had mod like this to stalker shadow of chearnobyl it was cool to kill with few shots from simple pistol . Could someone make such mod ? I would be very very grateful .

I'm in the process of "tweaking" weapons - I extracted the weapon config folder and have been modifying base dispersions and hit power. The mod (ie. a gamedata folder etc. and then fsgame edited to "true") works fine with saved games but it CTD's if I try to start a new game. Across the board I've found that the pistols and rifles are very clone-like by which I mean they have used similar stats for all pistols and then different but similar set of stats for all rifles... So far I've been pretty much returning the weapons to SHOC values - focussing on making each one distinctive in it's own way - but the extra problem in CS is the upgrades - ie. it's all very well to edit the std weapons to improve their base accuracy - ie. change a weapon from 0.8 down to 0.2 but where does that leave things when you apply an accuracy upgrade that improves the base dispersion by -0.07? I'm going to have to edit the upgrades too so that in the example above it becomes only -0.01 I'm also working on returning mutant parts and making each part edible with various effects - ie. Flesh eyes mainly stop bleeding, Zombie hands reduce radiation, Boar Hoof is a good health boost but increases radiation etc. - so if you have to you can "live off the land" by balanced consumption of parts.




Guest

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#3 10 years ago

Good to hear that someone working over this .

How did you extract this weapons config to folder ?




Chubbachup

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26th August 2008

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#4 10 years ago

There's an extraction utility available - I'll try to remember where and post the link. Need to disregard what I said about base dispersions!! It turns out that the dispersion effect with degradation is fairly extreme with Abokan and AK's. Once I got my Abokan repaired to 100 percent good, the default dispersion is pretty much right on (I didn't think it was actually all that badly degraded). So I'm back to default base dispersions but still looking into hit power reductions in order to improve weapon balance (make firefights more fun and last longer as well as make each weapon more distinct) - and also I've increased range on various weapons - ie. a few of the assault rifles were at 150 by default... and I might reduce the base dispersion effect from degradation on Abokan and AK's.




Bad_Motha

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10th May 2008

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#5 10 years ago

Here you go




Amraam

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30th April 2008

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#6 10 years ago

Yup, Chubbachup is doing exactly what I am. The weapons a rediculous in this game. A monkey flinging shit could hit more than a weapon could in CS. The fire_dispersion_base value for most weapons (I assume anyway, I've only messed with the makarov PM and AK74) was 0.8 which is rediculous. The bullets were going miles around the crosshair! I changed it down to 0.05 which is a huge difference, but the weapons seem to handle better and more realistic now!

I may also tweak the bullet speed, so I need less lead. It seems that the bullets are waaaay too slow and need lots of lead to hit even a slowing walking target!

I don't want to edit too much stuff, as obviously it's my first time round in CS. Plus, no doubt someone with more experience in stalker modding will release a CS Weapons/Realism mod soon :D Here's hoping!




Unconscious

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4th September 2004

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#7 10 years ago

Making mods so soon? You guys sure are devoted!

Let's just cross our fingers and hope they make a 'STALKER: Clear Sky' Oblivion Lost mod.




Unknown03

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4th September 2008

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#8 10 years ago

Unconscious;4564056Making mods so soon? You guys sure are devoted!

Let's just cross our fingers and hope they make a 'STALKER: Clear Sky' Oblivion Lost mod.

That would a very good day for me. It seems Clear Sky copied the oblivion lost mod in some aspects.

Any word on when/if these mods you guys are making gonna be out and about? Cuz I know damn well it doesnt take 6 rounds to the throat to kill someone/something




thyco

The Internet ends at GF

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3rd September 2008

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#9 10 years ago

its not so much that clear sky copied OL, its that OL enabled a few thing that were cut from the original Stalker game files

Edit: ive also noticed that the quickest way to kill human enemies is with AP ammo. yes even bandits running around in leather jackets seem to have Ceramic armour that regular rounds dont work so well against.

Load in AP ammo and a 2-3rnd burst drops all humans very quickly, Mutants however need regular ammo from what ive seen




iErasmus47

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12th September 2008

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#10 10 years ago
Amraam;4563940Yup, Chubbachup is doing exactly what I am. The weapons a rediculous in this game. A monkey flinging shit could hit more than a weapon could in CS. The fire_dispersion_base value for most weapons (I assume anyway, I've only messed with the makarov PM and AK74) was 0.8 which is rediculous. The bullets were going miles around the crosshair! I changed it down to 0.05 which is a huge difference, but the weapons seem to handle better and more realistic now! I may also tweak the bullet speed, so I need less lead. It seems that the bullets are waaaay too slow and need lots of lead to hit even a slowing walking target! I don't want to edit too much stuff, as obviously it's my first time round in CS. Plus, no doubt someone with more experience in stalker modding will release a CS Weapons/Realism mod soon :D Here's hoping!

I fail to see how this can be a "Realism" thread when you want to pimp the dodgy weapons we start with. Don't you remember SoC, weapons get better and at the start we are in the land of "saturday night specials", this adds to the experience, anything else is a cheat not a "realism". Also, as an ex-serviceman the accuracy at the start is realistic, most new squaddies spray everything but the target, see them a few years later and it's a different story. Developers have a number of not so obvious tricks to simulate realism. That said, nearly all developers should hand their games over to the modders for finishing, after all, this is why the intelligent ones can't get the modder kits out fast enough. The latest Project Reality for BF2 is an example of not just how good the modders are but also how they can create a very polished and adult game, highly addictive.




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