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Old Sep 18, 2007, 01:20 PM   #26
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Just finished customising pistols. Heres a quick breakdown;

Makarov PM: Firepower adjusted, no attachments possible.
Fort 12\15: Firepower adjusted, no attachments possible.
PB: Firepower adjusted, still silenced.
Walther P99: Firepower adjusted, silencer attachable.
Beretta: Firepower adjusted, silencer attachable.
HP-SA: Firepower adjusted, no attachments possible.
Colt 1911: Firepower adjusted, silencer attachable.
Sig220: Firepower adjusted, no attachments possible, mag size changed to P221 spec (14)
USP: Firepower adjusted, silencer attachable.
Deset Eagle: Firepower adjusted, no attachments possible.

To get an idea of how these handguns have been adjusted i'll put it like this; The Sig may have no silencer, but has a 14 round mag vs. the USP 8 round mag, so while the Sig is unsilenced and not quite as powerful, it uses a larger mag and is more accurate, so just because a certain pistol isnt silenced, doesnt mean its automatically useless using the USP on lighter armoured enemies it takes 5-6 rounds to take them down vs 8-10 rounds or so, being a .45 8-10 rounds seemed a rediculously high amount of rounds to load a target full of lead with before they dropped, a .45 is POWERFUL, and as such parameters were adjusted to reflect this without enemies dropping like flies. Like it or not, the enemies in STALKER are ARMOURED, so you cant drop them in 3 shots with a pistol like all the rediculous gun mods out there I've seen, I mean come on.. do you guys really think its realistic that an enemy in an exoskeleton or SEVA suit should go down from 3-4 shots from a 9mm? I dont think so of course, if you pop them in the head, they will still die in one shot nomatter the pistol calibre Expect heavily armoured enemies to drop in around 12 placed shots to the chest with a .45
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Old Sep 18, 2007, 02:54 PM   #27
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the ag-36 grenade launcher can be fitted to the hk g36
 
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Old Sep 18, 2007, 11:15 PM   #28
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dshnbip k im drunk
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Old Sep 19, 2007, 05:11 AM   #29
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Argh, put it up already!!! :P
If it doesn't get released by tonight, I'll have to start playing the Redux mod and I'll play until I finish!
Maybe if I finish redux first, you'll come up with the definitive version. :P

Kick ass work man.
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Old Sep 19, 2007, 02:34 PM   #30
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Perfection takes time, and good things come to those who wait
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Old Sep 19, 2007, 11:35 PM   #31
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Bah! I shall finish off Dark Messiah (Which I recently got working again) and possibly start Redux. That way, once I've gotten both done, your latest release will be uber fantastisch.
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Old Sep 23, 2007, 11:31 PM   #32
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Bump. beta 2 still undergoing testing, will be available soon. (hopefully)
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Old Sep 23, 2007, 11:49 PM   #33
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No probs Ket. I'll test it for ya if you'd like (BTW: I'd probably chuck a spasz at you if it causes funnies in the game [jokes])
Your other mod is a dream, I was using it and I switched from that to float32 just to see the difference, what I can say is that your mod is much better.

Oh yeah, you should check NMA or DAC to see if you can recruit some people into doing the weapon models and the scripting and what not. I'm pretty damned sure you'll find at least one or two really good ones in there.
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Old Sep 24, 2007, 12:32 PM   #34
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NMA, DAC? never heard of those forums beta 2 should hopefully be up in the next week, I just have some stuff to finish for a friend round hers.
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Old Sep 24, 2007, 11:16 PM   #35
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the sites are... nma-fallout.com and duckandcover.cx
It's filled with lovers of the PA world, nothing better than an irradiated wasteland to explore in. :P
Yeah, lots of people are really sore about the way Fo3 is going (I'm pretty pissed about it too) and lots of modding seems to be going on.
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Old Sep 25, 2007, 10:50 PM   #36
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Ok, I have time, I'm going to test the beta 2 then upload it! watch this space! Here we go, beta 2. FN F2000 operates as normal, still working on modding it.
Attached Files
File Type: zip weapon balance beta 2zip.zip (188.3 KB, 152 views)
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Old Sep 26, 2007, 10:34 PM   #37
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So hows the mod doing?
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Old Sep 26, 2007, 11:35 PM   #38
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Haven't had a chance to check it yet, I've been up to my neck in work. I should be able to wriggle free from the grip of the evil tentacles of work tonight.
I'll be able to tell you either tomorrow or the weekend.
Anyway, I just paste that into the SHOC folder right?
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Old Sep 26, 2007, 11:48 PM   #39
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nope, copy the folder into the stalker - shadow of chernobyl folder. overwriting any gamedata folder already in there if asked.
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Old Sep 27, 2007, 10:42 AM   #40
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The weapons and armor and a lot of stuff appears in the shopkeeper's inventory (would it be hard to just make these weapons randomly found? the shopkeeper having all that stuff seems unbalanced.)

How do I get like unlimited money? I want to test if the weapons are all aok and don't do any funnies.
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Old Sep 27, 2007, 10:59 AM   #41
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still havent done the trader files, need to find time to do them. As for unlimited money.. cheat?
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Old Sep 27, 2007, 12:02 PM   #42
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Ket, add my MSN or email me.

Yeah, found no money cheats. I assume everything will work fine though. Going to test if it's compatible with a previous save game soon. I'll update you in the morning (BTW it's about 2200 here in Syd)
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Old Sep 27, 2007, 11:47 PM   #43
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Alrighty. After much playtesting, I have not found a single problem with the mod. (except for trader. :P) It could be that I was waaaaaay too sleepy to notice minute problems, but all the weapons are great and most of the names seem to be correct.

Colt M1911 - The 1911 is a first run and was replaced by the 1911A1 and then the A2. The version used now would most probably be the A1.

Didn't get to try the FN2000 and some others, I'll check them out tonight and tell you.

Oh, do the other guys also use the Flash and FN2000? Or is it just from the trader?

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Old Sep 28, 2007, 07:18 PM   #44
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Enemies do use the FN F2000, but only extremely late on in the game, in the bunkers.
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Old Sep 29, 2007, 04:13 AM   #45
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The file's seemingly bug free. Now... to wait for the final release. :P
Oh yeah, would you like me to see if anyone in the nma-dac sites want to help add more weapons and stuff?
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Old Sep 29, 2007, 08:35 PM   #46
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Cant see why adding a few more weapons would hurt. Would be nice to have the grenade launcher on the FN F2000 fire shotgun ammo without crashing the game to desktop, perhaps the folk over at the nma and dac sites know whats going on there.
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Old Sep 29, 2007, 10:19 PM   #47
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for the fn 2000, could you try setting shotgun ammo as an alternate ammo, such as 45. apc/ 45. shock?
 
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Old Oct 1, 2007, 01:07 AM   #48
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I tried that, the whole point in the FN F2000 being able to use shotgun ammo for secondary fire as well as grenades was to reflect the weapons ability to have interchangable weapons systems. All I got by adding shotgun ammo was the game crashing to desktop when I attempted switching to shotgun ammo type, I dont think I missed anything in the file for the FN F2000. Feel free to play around with it an see if you can get it working right.
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Old Oct 1, 2007, 01:39 AM   #49
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could there be something in the ammo's file that dictates which weapons will use it?
 
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Old Oct 1, 2007, 02:37 AM   #50
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Alrighty, I got pissed off with the Redux mod. I was hoping to play it while waiting for Ket to finish his fine fine mod, but no, REDUX JUST HAD TO MAKE ALL THE HAZARDS INVISIBLE!!!!

Being able to see the hazards was really good, when you're in combat, you don't have time to figure out where they are!

Anyway, I'm gonna play Stalker with Ket's mod.

Ket: Try downloading the redux mod or other weapon mods as well. They might have something there. I'd help ya doing it but I wouldn't have a clue and I'm rostered every day up to late for the next 2 weeks or so. (Goddamned bills, wouldn't need to take extra shifts if I didn't have any,)
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