Check out the changes in the latest version in the ‘Changelog’ section just above. All the best, -------------------------------------------------------------------------------------------------------------------- What has improved? Eco Med Kit Antirad Pills
Many thanks to GSC Game World for this great game, if I didn't like it so much I wouldn't be making this mod. I hope they are very, very successful as a studio and that the people involved can soon go back and start rebuilding their homes and lives in the best possible way after all.
I can only say that I am deeply sorry and thank you very much once again for your work and perseverance.
Stalker 2: Hearth of Chornobyl has been worth every minute we have waited for.
David.
v0.9.7 - #2 for 27th November 2024
*** THIS MOD IS COMPATIBLE by default WITHA-LIFE EXTENDED MOD (click to see)
*** THIS MOD HAS AN OPTIONAL VERSION COMPATIBLEWITH MUTANT LOOT MOD (click to see), just download the mod and choose the correct file. PLEASE, READ EVERY MOD DESCRIPTION PAGE.Tired of adventuring through The Zone without being able to use your favourite weapon? Feel like you're missing a greater sense of progression? Enemies throw too many grenades and are sponges? Then this mod is for you!This mod is intended to be played on ‘Hard/Veteran’ difficulty. (Seriously, try it!)*This is a compilation and tweaks of all my mods to date (and some brand new ones).
If you have this mod, you have every other mod that I've done. Enjoy <3This mod is safe to install/uninstall and won't ruin your saved game*** The game seems to have a problem with artifacts that improve physical protection. It makes you a bullet sponge reducing a lot of the damage intake from weapons and mutants.
This mod is being balanced without taking this bug into account, so I recommend not using such artifacts until it is cleared up.Roadmap
- Working on balancing poorconomy.
- More to comeDue to popular demand from the community, you can now enjoy/test my work with GunPlay feeling in a separate mod. (This is not Better Gunfights). People seem to be enjoying it a lot. You will find the mod hereThis mod has taken me many hours of testing and listening to feedback from the community. I hope you like it.
The Zone is now harder, fairer, more fun.
Meds, Food & Elissir!
This is my version for healing effects, food and elissir, based on SnNakeEe's Medkits and Consumables Rebalance.
Bread
- Heals 15 health over 60 seconds
Fresh Bread
- Heals 20 health over 40 seconds
Canned Food
- Heals 35 health over 80 seconds
Spoiled Canned Food
Fulfils its hunger-satisfying function
- Deals 12 points of damage
Sausage
- Heals 30 health points over 60 seconds
Energy Drink
- Its effect lasts for 5 minutes
Energy Drink Limited Edition
- Its effect lasts 8 minutes
Bandages
- Does not increase health points but cuts off bleeding by -85
Med Kit
- Heals between 50 and 65 health points for 8 seconds
- Reduces bleeding by 15 points for 5 seconds
Army Med Kit
- Heals between 75 and 95 health points for 8 seconds
- Reduces bleeding by 40 points for 5 seconds
- Reduces bleeding by 30 points over 5 seconds
- Heals 60 points of radiation in 10 seconds
Water
- Increases stamina by 25% for 10 minutesHercules
- Increases the maximum weight you can carry by 20% for 8 minutes
Cinnamon
- Its effect lasts 180 seconds
Balances
Gunplay & Ballistics
Rebalanced weapon jamming mechanics. This is a ‘fun’ mechanic that adds depth and variety and should be present. Adjusted so as not to lose it due to increased weapon durability and reduced wear and tear.- Avoiding bullet sponges in both directions.
- Increased damage done by the player by +33%
- Increased damage done by NPC firearms by +31%
- Reduced total life of NPCs by -17%
- Increased the feeling of aiming/accuracy when shooting at things.
- Bullets drop
- It is now more viable to play shooting from the hip at short distances.
- Completely rebalanced the gunplay of shotguns. They are now more brutal, fun and realistic. Try them!
-Improved feel when playing with bolt-action rifles
- Reduced the NPC's chance to throw a grenade around -50%TweakedGrok's Less Grenades Thrownso credits to him for this part.Grenades (Maklane's)
- Grenades are now more dangerous.
- Grenade damage has been increased.
- Explosion area has been increased by 17%.
- F1 grenade will do more damage to heavily armoured NPCs.Gunfights -> Maklane's Better Gunfights - No Aimbot NPCs
This mod is being used/integrated/merged by most modpacks.
It is included in A-Life Extended and other mods.
For NPCs only: Increased the amount of bullets affected by the dispersion coefficient at medium and long distances, making gunfights more entertaining and fair.
NPCs fire in bursts, by default the amount of bullets in each burst varies depending on the weapon equipped by the NPC and the distance from target and within that burst, a minimum amount of bullets will be affected by the dispersion coefficient.This mod increases the amount of bullets affected by the dispersion coefficient at medium and long distances, making gunfights more entertaining.
The dispersion at short distances (CQB) has not been modified.Economy- Increased armour durability by+69%
- Increased all weapons durability between+21% and +33'5%
- Increased main mission coupons rewards by+92%
- Increased secondary quest coupons rewards by+128%
- Reduced the cost of upgrades by-26'1%
- Reduced the cost of repair by-15%
- Increased the market price of artefacts by+19%(Affects while buying and selling)- Reduced the value of ammunition so you don't get that much profit from it and can choose wich weapon you would like to play with.
- Adjusted the coefficient of sale and purchase value.
- Reduced the value of various consumables such as bandages, beer, bread, sausages etc.
- Slightly increased the price of medicines and medical kits.Misc
-Reduced hunger
- Increased damage caused by mutants by+31%total inadditionto changes made to individual mutants
- Increased damage from anomalies by+14%Armour
- Adjusted armour prices, weights, durability and protections to make progression make more sense.
It also gives more variety to armour stats, making their differences between factions and their purpose more noticeable, so you'll have to pay more attention to using the armour and artifacts you have properly.
- Armour generally protects less from physical damage, but at the same time, NPC aiming at medium and long range has
been balanced, (Maklane's Better Gunfights No Aimbot NPCs) making firefights last longer, more interesting and fairer. You'll now be able to move between cover to find the right angle or avoid grenades, all while still taking less effective enemy fire depending on the NPC's weapon, skill and distance from you.
Weapons
- Reduced weapon wear and tear when firing.- Weapon durability has been increased, so you will need to repair weapons less often.
- Weapon weight has been adjusted
- Adjusted the overall damage of weapons and they now do more damage, except for the PM 9x18 which has had its base damage reduced from 30 -> 23.
- Damage is now more dependent on the ammunition used.
In the case of the Player, all weapons of the same calibre have the same base damage and penetration, so the main factor in determining damage is the ammunition used: FMJ, AP, HP or subsonic.
- For balance reasons, this logic does not apply to pistols or the M10 Gordon.
The main difference between one weapon and another of the same calibre will be accuracy, handling, weight, bullet drop off etc.
Shotguns
- Improved feel when shooting shotguns, they are now more brutal. Adjusted pellet dispersion and increased accuracy of slug ammunition. Enjoy***** PLEASE, READ THIS NOW *****I will try to explain properly why, in my mod, all weapons of the same type (e.g. assault rifles) and calibre have the same base damage and why.
Weapons have little effect on the damage a bullet can do. Beyond the different values of each weapon in terms of accuracy and handling is the bullet drop and the effective damage distance. This value cannot be checked as you play, but it is there and is not the same for all weapons of the same calibre. Due to limitations, I currently can't make these values show while playing, so that's where the Better Gunplay Feeling comes in.The main factor that determines the damage done is the ammunition, just like in real life.
The basic ammunition of a calibre does X damage and has a multiplier coefficient for penetration and basic damage.
In other words:
AK-47 will make more damage than M4, but less than the AS VAL.
- AP (armor piercing)
ammunitionWillreducethe armor value of the target by X and that reduction will beaddedto the base damage, in turn, this type of ammunition has a penalty to the base damage.This is because it is intended to penetrate armour and therefore loses its expansive capability.
To make it clear: AP ammunition is more effective the more armour the target has.- HP (expansive)ammunition
Works in the opposite way to AP ammunition. It has a penalty to armour penetration, but multiplies the base damage. Therefore, it does more damage the less armour the target has. Like, for example, mutants.I hope this is understood correctly. As an example you have Escape From Tarkov, the main difference is that Tarkov has much more variety of ammunition for each calibre, but the idea and the functioning is the same.Ammo
- The price and weight of ammo has been balanced, so you can choose which weapon to use and enjoy your gaming experience more (thanks to Grok for the idea). The price of AP and HP ammo has been reduced but to a lesser extent, this ammo is still meta and you will have to manage it.
- Increased AP ammo penetration.
- Increased the damage of HP ammo and reduced its penetration.
- Reduced Time To Kill (TTK).
- Adjusted shotgun ammo. The pellets now act more like buckshot and the slugs type (single pellet) are more accurate, with more penetrating power.Weight -> Maklane's Better Weights Balance
GRENADES WEIGHT
- RGD-5: -40%
- F1: -33%
AMMUNITION WEIGHT
- Conventional ammunition (bullets):-27%
- Gauss ammunition:-25%.
- RPG ammunition:+20%.
CONSUMABLES WEIGHT
- Bread: -50%
- Canned Food:-25%
- Spoiled Canned Food:-25%
- Sausage:-22%
- Energetic:+10%
- Energetic Limited:No change
- Bandage:-27%
- Med Kit:-47%
- Army Med Kit:-35%
- Eco Med Kit:-42%
- Anti Rad:-50%
- Hercules:No change
- Cinnamon:No change
- Beer:+7%
- Water:-27%
- Milk:-14%
- Psy Blocker:-50%
Mutants ->
Tired of burning gunpowder to kill a piece of meat? Getting bored standing on a box? Pigs still won't fly? Then this mod is for you! (Note, pigs doesn't fly!).This mod is designed to make your adventure in The Zone fairer and more entertaining. It adjusts the parameters of mutants to reduce their "Time to kill", but alsobalances in depththe type of damage they inflict and the amount.
Their armour has been reduced to 1 base point of armour, so they will now be really affected by HP (expansive) ammo, as this ammo's only real function is to take out unarmoured targets and it seems that the base game missed to take this more into account.
**The following damage values refer to the damage done by mutants to other NPCs and to you as a playerBlind Dog
Total HP:64 -> 41
Sprint Speed:600 -> 635
Base damage slightly increased. Less bleed damage, less armour penetration and a bit more armour wear.
What you'll notice the most is that if you're wearing good armour, it will protect you as it should, in return they'll damage the armour a bit more. They're also a bit more agile.Bloodsucker
Total HP:500 -> 460
Sprint Speed:900 -> 825
Less direct damage, higher lacerations that inflict more bleed. Increased armour penetration on claw attacks.
These changes live up to its name and make it a fearsome but fair opponent.Boar
Total HP:270 -> 215
Sprint Speed:750 -> 820
They now deal more armour damage, have higher armour penetration and are slightly faster.
Burer
Total HP:500 -> 325Sprint Speed:300 -> 280
I have left his armour at 4 points as he is wearing some kind of clothing/armour.(You should use AP ammo).
Just balanced his one melee attack, now with lower armour wear and higher bleed damage. The rest is untouched, he's still as friendly as ever ;).
Cat
Total HP:400 -> 360Sprint Speed:570 -> 565
Less direct damage, less armour wear, more bleed damage, slightly faster
Changes resemble more laceration damage.
Chimera
Total HP:2500 -> 1800Sprint Speed:800 -> 805
Overall Damage: -> -23%
Armour Penetration: -> -25%
Less base damage, less armour penetration. More armour wear. More bleed.
It used to be complicated, now it's complicatedly expensive.Controller
Total HP:650 -> 580
Sprint Speed:No change
Nothing has been changed apart from his health points.Deer
Total HP:600 -> 470
Sprint Speed:700 -> 715
Increased damage, increased armour wear, increased bleed, less armour penetration.
Ever hit an empty can with a stick?Flesh
Total HP:360 -> 175
Sprint Speed:400 -> 425
Jump:20 -> 25
Max Bleeding:100 -> 29 (the pig will bleed out easily)
Modified slightly to become a direct source of dopamine and fulfil its function, a piece of meat to shoot at while going from point A to point B. Now these will go down with two good shotgun blasts or bleed out while running away.Poltergeist
Total HP:400 -> 310
Sprint Speed:No change
Only his HP has been touched
PseudoDog
Total HP:300 -> 185Sprint Speed:550 -> 535
Only his HP has been changed and its speed has been slightly decreased.
PseudoGiant
Total HP:4000 -> 2700Sprint Speed:500 -> 515
Same damage, higher armour wear.
Don't forget the grenades, he's still a tank.
Snork
Total HP:150 -> 130Sprint Speed:No change
Still has 3 points of armor (You should use AP ammo).
Slightly more damage and more armour wear.
Space bar spammers, don't you love them?
Tushkan
Total HP:No changeSprint Speed:550 -> 565
Jump:20 -> 23
Lower damage, lower armour penetration, higher bleed, more armour wear.
These now jump a bit higher, so you can use your pistol a bit more.Installation
- Unzip the 7z file to get the.pakfile.
- Move the ".pak" files to the ‘~mods’ folder which you can find at:
Steam:
S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods
Gamepass:
XboxGames/S.T.A.L.K.E.R. 2- Heart of Chornobyl (Windows)/Content/Stalker2/Content/Paks/~mods
**If the "~mods" folder doesn't exist, create it!Compatibility
Compatible with any mod that does not modify the following files:
- NPCWeaponAttributesPrototypes.cfg
- NPCWeaponSettingsPrototypes.cfg
- PlayerWeaponSettingsPrototypes.cfg
- DifficultyPrototypes.cfg
- CombatSynchronization.cfg
- [MutantName].cfg
- [MutantName]Abilities.cfg
- AmmoPrototypes.cfg
- ArmorPrototypes.cfg
- ConsumablePrototypes.cfg
- GrenadePrototypes.cfg
- WeaponPrototypes.cfg
- WeaponGeneralSetupPrototypes.cfg
- EffectPrototypes.cfg
I highly recommend this mods:
- Kireina's Merge Compendium
- NullMoxy's Real Weapons Names- Painter of the Zone Better Blood Wallmarks
- No Yellow Trim on Stash BagsNot sure about my mod? Check this ones!
-Grok's Economy and Difficulty Fix Attempt
- A-Life ExtendedDo you enjoy this mod? (or any). Remember to endorse/like so others may find it as well :)Issues & Feedback
Have you found a bug? Would you like to give your opinion so that the mod can be improved? Let me know in the comments/posts.
Before reporting that there is a bug, that the mod does not work or that the game crashes, be sure to:
- Unzip the downloaded .7z file using 7-zip
- Test the mod alone, without other external modifications
- Some changes may take a while to be seen due to the nature of the game mechanics
themselves.Contact
Please don't use it to report bugs, use the Nexusmods built-in bug reporting tool, thanks.
Discord: Maklane