Motor´s Modded Melange of Mods by Other Modders and Own Stuff

Another edition of "Motor´s Modded Melange of Mods by Other Modders and Own Stuff". In this version the new weapon skins by giv_em_hell h...

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Another edition of "Motor´s Modded Melange of Mods by Other Modders and Own Stuff".

In this version the new weapon skins by giv_em_hell has been added, as well as other features such as:

  • Longer firearm ranges
  • New Recoil system
  • Enhanced bleeding
  • Rebalanced Ammo
  • Much more!!! (Check the Read Me)

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Readme
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~:Motorbitch proudly presents:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


~~~~~~~~~~~~~~~~~~~~~~:Motor´s Moded Melange of Mods by Other Moders and Own Stuff:~~~~~~~~~~~~~~~~~~~~~~~~


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~:mmmombomos:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~:Nonspoiling Gameplay Enhancement V 0.9:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




keyfeatures:

-girl on tv instead of the borring railscene. (by Heru) 			
-lesser weaponmissfire, grater scoperange and greater LOS for ai = higher ranges on firefights.
-aiming made more much demanding by a rewritten recoilsystem.
-same damage now taken from player and from the npc.
-enhanced damagesystem and finetuned damagezones. legs will bleed more than arms. 
-brings in new ammo types that can be found randomly.
-rebalanced ammo: AP ammo is more accurate, but does less damage and causes lesser bleedings.HP ammo is verry inaccurate and weak in piercing armor, but does more damage and much more bleeding.
-script to repair broken stuff. ask the barman or trader about news to bring up the repair dialog. (by hERd)
-longer questime.
-tweaked headlight to achieve a even more creepy atmosphere in the dark dungeons.
-higher carrycapacity (60/80)
-npcs may panic. (this can be also a savety value, like for cook who will not suicide into the duty assault anymore.)
-New awsome looking Weapon skins. (by giv_em_hell)
-all modifications included from other mods where carefuly checked if they wuld fit into the original gameplot, or have been removed. (so no scopes bevore darkvaly)

and even more, read below!



*************************************************warning:*************************************************



this mod will altering the difficulty level of stalker somewhat. Enemys will see you far sooner and you  will take most likely more damage when you are hit. If you akt incautious, you will be dead in a second.



********************************************How to install************************************************


what you need to do before installing this mod:

-you will need have the english, german or russian version of stalker.

-the Stalker_Patch_v10001 must be installed.

how to install this mod:

-open the file "fsgame.ltx" in your stalker maindirektory.

 locate the following line:

  $game_data$ = false|	true| $fs_root$| gamedata\

  change it to:

  $game_data$ = true|	true| $fs_root$| gamedata\

- IF you have previous version of mmmombomos installed, please delete or rename the gamedata folder before adding the new one to ensure everything works right.

- Extract the mod and copy the direktory "gamedata" into your stalker maindirektory (probably something like "C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl").

to uninstall just delete the gamedata folder.

old savegames *shuld* be unaffected by these tweaks.
saves made with mmmombomos will *NOT WORK WITHOUT* mmmombomos if containing new ammo anywhere in the world. 
in most cases sell (or shoot) the ammo before save shuld bring back compatibility with uninstalling the mod, but thats not sure as ammo culd be elsewhere u dont know.



***********************************************************
***********************************customising the difficulty**********************************************
***********************************************************


open gamedata\config\creatures\actor.ltx

find the following line:

immunities_sect		= actor_immunities_gd_master

change it to:

immunities_sect		=actor_immunities_gd_veteran ;for 80% weapondamage taken by player
immunities_sect		=actor_immunities_gd_stalker ;for 65% weapondamage taken by player
immunities_sect		=actor_immunities_gd_novice  ;for 50% weapondamage taken by player



**********************************************known problems:**********************************************


-minor:
- sun rises and sets in the west.
- that accuracybar thing. occours in the developement version as well. i can either balance the showing bars or the weapons... i decided to balance the weapons. chances to fix it ~ 0%

-serious:
- none i wuld know. mail to "motorbitch[at]web[dot]de" if you find a bug.



***********************************************************
*************************************************CHANGELOG*************************************************
***********************************************************



---------0.9
- messed around with sunsettings.
- rewritten recoil for all guns.
- slightly incrased move of scope and ironsight.
- the new ammo now spawns with some of the dead and some enemys use it.
- the new ammo is not invisible anymore when droped on the ground.
- ap ammo tweaked, now it causes less bleeding compared to normal ammo.
- 12x70 buck ammo tweaked. now 40 particles instead of 10 with further reduced armor penetration.
- rised damage of assaultrifles a bit to compensate the changed ammo-stats.
- blood tweaked.
- wheater tweaked.
- lightning tweaked.
- headlight tweaked.
- headbob for limping incrased.
- found out why panic had not work right, fixed it. cock and the freedom-mercant got verry high panic-value now to prevent them from suicide in to the duty assault. Provodnic got a pretty high panic-value to prevent him from being slayed by the dogs.
- Included giv_em_hell´s new weapon skins
- added values that makes silenced weapons more silent (taken from the Silent Silencers, and Green Tracer Mod by broken181)
- cleaned up readme to make it easyer for new users to see what them will get with this mod.

---------fixes

- the dead now got more than pistols in the inventory again.




---------0.3.2 
- fixed some values i forgotten to change in order to make the random spawning (jeah!) hp ammo loadable into weapons.


---------V0.3.1 unreleased

- removed hp ammo to buy from stalkers. it worked in the way one culd buy hp ammo from them, but had the    sideeffect to remove all other items from stalkers. including weapons. not god.
- further attempts to let hp ammo spawn randomly. included them with the dead and crates with the same chance ap ammo has to apear, but as this is a pretty low chance i didnt found some jet. well... suprise   suprise :)
- rised the chance to find better artifacts in boxes verry slightly. (i never found a good one in a box, in fact i didnt ever seen good ones exept souls, moonlights and cristasl.) ammo tweaked further, removed lighttrail from all but the heli ammo.
- restored auto-antirecoil.



---------V 0.3 unreleased
- rewritten all ammostats. broadly speaking: 
AP muni is the most accurate and of cause pierces armor better, but also does less damage. 
HP muni does more damage but is more much inacurate, got a lesser range and not capable to pierce armor. ( hp muni will do damage to targets wearing armor non the less, but just not reduced trough their armor).
standart ammo will not alter weaponcharacteristica.
exeptions on  this for a few ammotypes.
-added 4 new holowpoint amunitions,5.45x39-hp,5.56x45-hp, 9x18 mm HP and 9x19 mm HP. you can buy hp ammo from that duty guy and the smaller kalibers also from stalkers. make that ammo appear with the dead didnt work. Hp ammo was inspired by Frosty288s realism pro, altrough sadly i culd not use verry much from his work. (his ammosettings where just to far away from my ones to be just adeptable, plus i made new ammo instad of replacing the old one)
as i dont speak russish, the description for the russian textfiles are in english. as my englisch sucks... well, you will see it on your own. if one is willed to translate to russish or correct that english, please send me an updatet file and ill merge it asap.
-tweaked all weapons further via  various files and tons of liked values. meanwhile, weapondamage isnt much higher than it was origialy... its mostly the damagesystem what makes the resulting damage greater(or lesser... depending on hitzone, ammo, armor and enemytype). iguess the devs spend at last 3 of the 6 jears of development with balancing that... just so many correlated files affecting the damage, one culd went insane over the attempt to finetue them.... but dont missunderstand me... i love it, its amazing detailed and verry powerfull :)
-made smallcaliber ammoboxes containing 50 rounds, take 2 inventory fields and weight more to spare me klicks when selling ammo.
-made smalcaliber ammoboxes containing 20 rounds, take 1 inventory field and weight less as now i where finding the 2.5x amount of that ammo in the loot and the clickrate had not changed. 
-successfuly avoided to do anything important


--------fixes
found out that the english file containing the weapon and ammo descriptions shown in the inventory was in russian language when i added the new ammo. released 0.3 without critters to give you this fix asap, as more critters will take a wile and having no weapondescriptions must suck badly.



forgotten to mention for V 0.2:
origialy, weapons do have recoil (of course,), but the engine will automaticly move back the crosshair to the position it had befor the recoil was aded. i removed this, so its now up to you to aim for each shot. this does not affect the ai, the ai was to stupid to shot without that antirecoil setting.










----------V 0.2
rewrtitten weaponbehavior. recoil is now much stronger and the crosshair will move much more around when zoomed. Weapons are even more accurate now, but over all, its much more difficult to hit. however: its not the fault of the weapon anymore.
all 5.45x39 caliber weapons made stronger and more accurate. respecting the developers intentions they are still a bit weaker and more inacurate compared to the 5.56x45 weapons, but not that much.
made bandages lighter. they dont heal ayway.
radaway now will damage your health slightly (0.1) and lower your endurance (0.25). this can be verry dangerous, rendering you incapable to move for a while so do not use it when you are in the radiation zone. but no drug without side effect ;)
made the standard medkit slightly stronger (0.7) and put it back to the original weight of 0.3 kg.
reduced weight for armymedkit to 0.4 (was 0.5, original is 0.3)
made scientic medkit slightly less efektive (0.9) (due to the antirad) and lowered weight to 0.4 (was 0.5, original is 0.3)

----------fixes:
removed the changed conversation scripts for the military area. this means you can not repair there anymore, but you can get the bloodsucker quest from that dealer guy again. dunno what the questproblem caused as this modification was not my work, but i think the bar is close enugh from there anyway.
original m_crow.ltx restored, i finaly seen some, but culd not shoot them. so i decided to restore the original file just in case my changes caused troubles.removed changes made to cat-spawn as well. i found out why they did not spawn and was able to make the engine try to let them spawn. this caused the game to crash, however.




----------V 0.1
I includet Heru´s phantastic "girl on tv" mod, i culd not resist (this original rail-vid makes me sick) and i think a but perfectly fits into the athmosphere. hope it works, didnt pass a tv since.
tweaked all creatures, beast, humans and the actor a lot.
including:
- higly moded damagesystem : critical damagezones incl.: eyes, eyeleads, yaws, toes and other sophisticated sadistic hitzones like  fingers (me thinks this shuld render humans incapable to use firearms when hiting certain fingerparts,(each finger got 3! hitzones but there are only 6 fingers and no thumbs, so 18 fingerhitzones and 3 are important for weaponusing), altrough i did not manage to snipe one of yet).Over all, humans now die much quicker without further rising the weaponpower.
- advanced blood-loss-system (damagezone related, legs will bleed more than arms exemplary) and tweaked woundhealing (precisely: no woundhealing(at last for the actor without bandages)).
- limping occours much earlyer when criticaly wounded, for both beast and men.
-minor weapontweaks and incrased radius that showes itemnames on floor when pressing the pickup-button. 
-Crows *shuld* be shootable as seen in the dev-vids, but i did not seen one recently... maby i shuldnt have put all the values into the crow-file. anyway, if you find this file sucks, just delete m_crow.ltx, rename the includet copy of m_crow.ltx, and all shuld be fine.
-also i crawled trough the m_cat.ltx, seems she was a bit of dissorted. *maby* now there will be visible cats and not just that mejow. If you see a cat or if you can kill a crow, please tell me. 
-Lots of twaks in terms of npc behavior.

-mmmombomos includes all the stuff from mmmombom 0.2 (see below)




********************************final words on the damagesystem:*****************************************

without cusomisation the player will take exactly the same amount of damage as a npc.This means: a single headshot will kill you. just 1-4 hits (strongly depending on where you are hit)  from a assault gun will kill you no matter what armor you weare.
use a bandage everytime you are shot. unfortunately, u can not see where you have ben hit, and a hit into your thigh can kill you in no time due to the bloodloss, even if a hit there will do only average damage compared to the upper body. finaly a use for the tons of bandages in the game. 
dont rush around in hostile areas. take your time and use your binoc. 
take advantage of the much higher weapon range. the ai will.
keep in mind that bullet drop and bullet speed is much more important due to the long ranges.

***********************************************************




mmmombom features:

Higher carrycapacity (60/80)
higher weapondamage.
Zoomlevels for scopes inrcased (now you will get a 4X zoom if you buy a 4x scope). 
Assaultrifles and Sniperrifles made more accurate.
Npc´s will have a greater sightrange to to keep up with your scopes. 
Abakan is only capable of fire single- and dual- fire, but with 1800 rpm. (impossible to make the first 2 shots fire with 1800 rpm and all others with 600, so this is my way to make the abakan more realistic without overpovering it).
trader and the barman will repair your weapons and armor.
The duty-freak will offer better stuff (although not so good stuff that it wuld spoil the game).
spotlight made darker and with a much smaller cone, but having a verry high range. somehow, this is the smallest thing in this mod, but actually the one i like most ;)
Npc respawn ca. after 16 hours.
Food and bandages dont heal.
Questtime doubled.





$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$:CREDITS:$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

mmmombomos includes:



Realism Mod (0.9.1.1) (parts, modified)
- by hERd

taken the repairmod from this grat mod, and some other tweaks like the carrycapacity but most important: LOTS inspirations.



Nights are inspired by weather_overhaul_v101
- by TheVoodoo.
This makes nights darker and much more athmospheric. 



Real_World_Weapons_v1.0 Mod
- by giv_em_hell 


Silent Silencers, and Green Tracer (parts)
- by broken181)



Serilas' Advanced Warfare Modification 4.0. (parts)
I had liked to use his sounds as well, but the console showed me in red errors with them, so i did not use em.


"girl on tv"
- by Heru

****************************************:spezial thanks to:************************************************


- dimand for his priceless help on testings and suggestions about the recoil.



§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§:copyright:§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§

you may use this mod or parts of it in your own mod as long as you credit me in your readme for it.The modifications taken from other mods may have different copyrights, read their readme to learn more.

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Motorbitch


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Registered 23rd April 2007

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