#STALKER Overhaul Mod
1 messages · Page 5 of 1
Gotcha 👍
Question on the Spreadsheet, why is the Hazmat Suit included in the Item Prices and Properties tab if it's not currently available 
I included every item in the game on the list.
Its for consistency.
Makes sense
What are the chances for the mimic weapon drop in this mod?
1% I believe
Okok
I try to see if I can verify
Do you want the specific numbers for each enemy?
Yea if you have them
Thanks
np
Any chance you can include the weight of loot spawns as well? @dawn ingot
Like, inside crates
Those are not publically available because theres basically every item in there.
Oh, understandable
Theres about 400 to 800 items per spot where something can spawn
Some of those are duplicates by the way
I cant pick a percentage chance to spawn so instead I weight it
9 cigarettes vs 1 AKM would give the AKM a 10% chance of spawning.
Functionally the same.
had an AS Val drop in bolotky from a mimic ... done lost my shit when I saw it
lucky you
Yea, the randomness of stuff you can find with this is great. I found a GSH17 with rail B and silencer upgrades in the first area (i desperately needed a silencer as i am on higher settings)
Took me 7 deaths for it but still
ok, i am about 3 hours into this. So far my biggest issue is the overwhelming number of armoured enemies at the start when you mostly just have a PM. So far my solution has been using slugs, as AP and stuff is kinda expensive
in bolokti village i basically had like 60-70%ish armoured enemies
That's just dumb luck.
Armored enemies have a fairly low chance to spawn.
But rng is rng.
i did take a look for curiosity at the table, they have about 5ish lower chance compared to their "normal" counterpart
Maybe in a future update I can further tweak it but it's not exactly easy to do.
It'd take me about 12 hours to adjust all of the numbers, if im fast.
Theres a reason no one else has done it.
i believe the issue is mostly just for village to be fair. Once you get rolling and have weapons and whatnot, armoured enemies would not be too much of an issue
in the first map, i did just find 7ish armoured in total so it was fine
i'll see what happens the next tide, maybe i was unlucky
i'll likely get the economy back to normal as well to offset that for the time being, i just realized AP costs a bit (eheh mosin is still fine)
the mod is still fun, just that i need to tweak the settings down to make it a tad easier
A bad weapon with good ammo is better than a good weapon with bad ammo
Most intermediate ammo is "good enough" to not feel like a detriment
Subsonic 7.62x51 Nato is also in the "good enough" camp
Im turning this into a game tooltip
its a good phrase
yea i was figuring that out. In the base game, i just went P+ all the way and usually jumped to snipers or scar by the time i had enough money to buy them. In this one, P+ is not as good, and AP is quite pricy compared to the base game. I believe this just means i'll need to get the economy back to "normal" for the time being, odds are i'll make more money from the random drops anyway (as guns are usually the most expensive things to sell)
slugs seem good to get started, so i'll go with that for now
cheapest AP option early game
oh wait, you tweaked the difficulty settings too from the base game? That'd explain a few things
Yes.
If Normal is too hard, play on Reduced.
I made every difficulty playable.
Reduced is about on-par with the vanilla games Normal
P+ is a more versatile premium ammo.
AP is a specialized premium ammo.
P+ is better against unarmored and armored targets than FMJ,
AP is only better against armored targets than FMJ (and P+)
So with those two, you have to pick if you value armor penetration consistency vs more damage.
Both are better than FMJ but are side-grades of eachother.
Aye, this was my mistake. I increased the difficulty thinking it was like the normal game. I started a new run on normal iron man and seeing how it goes 
Allright, so:
I tried again on ironman normal, the first thing i realized was the HUGE difference between normal and increased enemy count.
Second, i did not find even close to the same amount of armoured enemies and i found 2 guns at the second quest location.. so i think that was dumb rng for sure
Upped the settings a tad (besides damage) and will check in again later on
RNG does that.
As far as tide intervals are concerned...I suppose this is personal preference cause I feel that 23 in-game hours is just too short especially in the later game when some missions span across 2 or 3 maps. But setting it to reduced (or increased? whichever extends the timer) doubles it which feels like its too long. Feels like it would be better if it added 7 or 11 hours instead of an extra 23.
Unless the setting is a straight multiplier and altering it is not really doable.
Saedriss time scale mod is already applied so 23 hours in this Stalker mod is not the same as vanilla. I felt much longer than that.
Yeah it's definitely way slower, but you'll always feel strapped for time, you have to really pick and choose routes/missions
Allright, after about 5hrs put into this, i noticed that tuning the settings back to normal (expecially perception) and reduced money from loot seems more resonable, however, going from the "normal" enemy count to "increased" is a crazy change, i saw village brimmed with enemies (like 20 of them), while the normal setting makes everything feel kinda empty. Is increased x3 the normal amount?
i've played the normal game on ironman with max settings at it was empty compared to what i saw today
Yes its 3x the normal amount.
Bro I had to turn down my settings cause there were too many enemies how good are y’all at this game 
oh, i see. Do you happen to know how much it is in the base game? that "increased" felt perfect (to me, of course it is different for everyone)
would love a middle ground
+33% average
It's a bit complicated because it adds 1 enemy to every node, so the actual increase depends on the nodes' population
Actually, I added my own modifier to it.
Normal is 0, Increased is 1, Greatly Increased was added and is now 3.
the 1 is x3 i assume
mmh, do you think there is a chance to lower it a tad for increased? the current one feels a tad overtuned and the default one is too ded in my opinion
Huh?
Between 0 and 1

Uuh
What i mean is
In the base game, increased is about 33% more give or take, in your mod it's 300% @molten pine
At least according to saedriss for that one
Increased in base game adds 1 enemy to every spawn
1 goes go 2, 2 goes to 3, ect
With Nightmare difficulty it adds 3 to every spawn
1 goes to 4, 2 goes to 5.
If you dont want that many, manually set Increased in the custom menu, it will only add 1 enemy.
Do changes apply in iron man as well as far as you know?
Because i did tune it down but increased felt like, more than increased if that makes sense
However, i only had this issue in village for some reason
..maybe the quest spawns more enemis too? (The main one)
You cant change ironman difficulties
oh, so this means that even if i fiddle with the settings from i don't know, normal damage to increased, it won't change?
this would explain it
No like
If youre on ironman
You cant even change the difficulty
It doesnt let you
it lets me change the difficulty like.. 1 by 1, if that makes sense
well i'm sure i am on ironman.. so
i do believe they change too
it's just this village that weirds me out.
i swear when i played on increased in the normal game it was not THAT bad.. mmh 
for now i'll run with nothing and get the quest done and see what the rest looks like, as that has been the only area HEAVILY overcrowded for some reason
if i get the chance i'll show you what i mean, i don't think my words describe how many things are in there
well nevermind mystery solved, i attracted half the map with a shotgun 
and there was a spawner too
forgot how crazy their perception gets if you up it
I had the same thing yesterday. Lost an entire kit to accidentally attracting the entire map with one shotgun shell.
8-9 fragments, 5+ mimics, 2 sliders… all with guns pointed at the spawn 😂
Yup, at the moment i set everything to normal and rolling with that, i'll likely only increase the enemy count next
i'll likely play it again with increased settings, i figure just getting a silencer should fix what's getting me killed so much
Can the mosin take a silencer in this mod? I don't see the upgrade
It'd be really good if you could.
indeed, i am not surprised you disabled it
it was the "goto" strategy for higher settings, outrange everything with a silencer. I'll figure something else out 
likely will go look for an AKM
i assume only the DVL is silenced now, as far as snipers go?
and the semi auto sec.4 rifle, forgot its name
Vintorezz?
You can use the SVD
uuh, not sure what's happening here with the hearing range @molten pine
is there a chance that you overtuned the hearing for increased? accoring the chart is following how you changed it
I think I forgot to put down the new number is all.
oh, so the ingame settings are not overtuned to 1.56? just a chart mistake?
Yes
any chance you can give an example of what 175 range equals to? and 30k noise distance @molten pine ? this is about the nades
not sure how to quantify these "in game", if that makes sense
175 is about 4 feet.
mmh.. and the noise radius on guns, like when it says 10 for sawned off, is like 10k meters?
because in that case, 30k would mean the entire map, and i'd have plans for that
I dont know or think there is a real answer for this
Fair. I wonder if 30k would attract the entire map still
also i tried the new nades, they seem to work much better than the base game
i'll try them more for sure
If I had to guess how noise works
And this is a guess
I almost feel like theres a loudness meter
One that slowly decreases overtime and each subsequent shot is louder
i see, it does feel odd for sure
i'll see what i come up with by using them more, thank you
Not sure if it's an oversight, but rail B side attachments are really cheap compared to the new prices.
Example: AS VAL rail B is 11k, the side one was like 3.5k
Quick question, what does "Tide Interval" do in settings?
Is it so that the more reduced it is the longer you have to wait for the tide to arrive?
I believe so
Okay! Thanks
Other way around
Wait i may be dumb
Yea no nvm, i said it correctly
0.23 is the default 1 day, i'd assume 0.46 is 2 days and so on
Ahh okay! Thank you :D
I'm so torn what to do, normal mode is impossible for me, but lowering to easy feels cheating. I can't do anything, only gun I found is a mosin, and with the enemy numbers and detection in this game the mosin is useless since you can't supress it. I'm too innacurate with the PM that no way can I take out commando, and sniper with that, and the shotguns are, decent, but again so loud that the entire map swarms me.
So far the only 2 times I have done the film mission [yes twice because I had to delete a save because it felt helpless] was:
-
by literally running, just dodge and pray
-
Using a bathroom little window to "snipe" with my full size shotgun
Just dunno what to do >.>"
Also SKS is nice but 12k to be allowed to add a 9.5k suppressor to a 7.5k gun >.>" Yeah basically I'm not sure what to do since going unsuppressed is a death wish
You can tweak aspects of the difficulty with the custom difficulty menu.
You do not have to play on Normal.
Change what you think is best.
All of the difficulties are valid options.
I didn't see an option for enemy count, it's either normal, off, or extra enemies. I need like less, but not off
Unfortunately this is not possible due to a bug.
If a load easy, can I reset some of the other options once in game? So then at least I get the less enemies part of the Easy mode without the other easier things like damage and money
Reduced difficulty does not have less enemies.
Really? Oh thought it said it did, darn.
Ah
Just so you understand
Normal has a value of 0. This keeps the enemies spawning to be the default with no modifications.
Increased would be 1, which adds 1 more enemy than normal.
Decreased would be -1 which decreases the enemy spawns by 1 per spawn node.
really? Mod makes it feel like there 1.5 if not 2x base game >.>"
The issue is that some of the spawns, which I assume are older versions, will not cooperate when I decrease the count by 1.
Yes, the current spawns are default.
Back to my point though.
maybe it's just the increased detection? Or sound of the guns? Never had them swarm so hard in base game as they do with the mod
These older spawners must work different.
And if it's set to 1 and you apply the -1, it turns to 0.
So 1 per spawn, reduced does 1 (-1) so in turn nothing spawns?
And for some reason, these older spawners when set to "0 enemies to spawn" will instead spawn every possible enemy.
Which is about like
XD Ah hard mode
Which is why its disabled.
In the default game, this bug likely isnt even noticed beause instead of having 450 possible enemies
it only has like
1, 2 or 3
so even if it bugged
it would only spawn 3 enemies
and theres only a few spawners that do this
its not all of them
What if you change it to -.5? what would .5 a spawn do?
Don't know.
Hmm, well for now I'll see what other setting help me, will enemy perception lower the range that they are attracted to gun fire? Or jsut make them see and hear the player themselves at a shorter range?
It will lower their hearing, yes.
ok maybe I'll try that then
I also ran into the same "problem" as you, I reduced every posible enemy setting to highly reduced (can always change it back late-game)
Next thing I did was save for 7k so I could get a suppressor on the default PM Makarov. This made it way easier, as i didn't get swarmed after every shot. Now the game is easier and more fun, just takes an hour or three to accomplish but highly recommend to get a suppressor before anything else. You can ofcource also get a suppressor on any other pistol, I just decided to do it on the Makarov as at the time it was the only gun I had
My issue is I cannot use the PM to save my life if the enemy is too far. I need a rifle. Why I'm sad they removed supressing the Mosin
Ah okay! Damn, hmm.. Not sure what you can do other then change the difficulty settings to low and perhaps practise at the shooting range in Vanno. I do have a tip for mimics, wait until they get close. They'll eventually walk towards to to "investigate", just be sure to hide behind cover
I play on higher settings so i can help a tad.
A few rules:
- rifles and bigger guns make an absolutely insane amount of noise, you can't stay in the same spot if you shoot one of these. If anything, use this to your advantage to lure enemies on a side of the map you don't care about, and leave the area before they see you (for the mosin, i take about 3 shots at someone before i leave). I once saw about 7 mimics going to the location of my shot (increased perception and enemy count), so be on the move.
- plan your cover as you move, and how to fall back if needed. A lot of times there will be fights you can't win. When that happens, fall back and plan a different route
- play at the advantages of your weapon, and learn to aim to engage mimics from far away, they hurt less ( i think they may have falloff damage, not sure), and they'll miss a ton more
- at the start, your priority is a suppressor. So loot the easy areas, loot the anomaly fields, and always check the "easy to get crates" at the tides. There is 1 at the entrance of factory in parvomary that is easy to get, and one in factory (from that entrance) on the left side, where the first gas anomaly is (it doesn't always spawn), i got an AS VAL from there. If you are brave, you can try to move a little bit forward and sneak into the warehouse to loot that too, but sneaking anywhere past that starts to become problematic.
Oh yea, learn how to shoot from cover too.
- peek quickly to see where the enemy is, preaim and go to cover again
- peek at a medium speed, take a shot or two, then fall back to cover
If the enemies KEEP shooting, don't leave your cover and wait. They need to reload after a while, this is abusable too
Nice tips / rules!
Hmm will try and keep it in mind, dropped and make easy mode file, the enemy perception def helps a lot
Though...fragments and shadows being a 1 shot is still beyond annoying
You can likely keep their health at normal
The hardest setting is probably enemy damage anyway. Perception is annoying, but it can be played around
Also consider upping money earned if you don't want to lower other stuff.
More money = better gear
- little addition to the "rifles and bigger guns make insane amount of noise", if entities are close enough you can use your combat knife or machete to kill them. DO NOT STAB THEM, besides spawns, but THROW them. It's a quick and silent way of killing them, may need a little practising if you never done it before but highly recommend it
yup, this mod makes the mimics FoV smaller too, so you can sneak behind them if you are lucky enough (always have your gun ready in case they turn doh). They do not seem to react to footsteps, so feel free to run
yeah, it's very fun to do too
thats how ive been getting through bad RnG, Sprint at the mf with my PM and its all good my tried and true method until I got an SKS in a crate
Tiger rifle mimic vs PM? no problem sprint and dodge the bullets babyeee
Oh I mean like the fragments and shadows 1 shot me, even on reduced enemy damage. Idk why but they do stupid damage
oh, i believe that's intentional from the mod maker
mostly because they are easy to avoid
if you didn't know already, shoot at their "core", as that's their weak point
also, be mindfull that they can hit you throught walls
You can literally walk away from them and they cant hurt you. You can even beat them in melee
Boosting damage is the only way besides insane health that they remain relevant.
They did like 15 damage before
You gonna tell me a fragment hits you 7 times ever?
Also they dont oneshot
They do about 50 to 70 damage.
They twoshot you, or less (with reduced damage).
Phantoms do more damage than fragments to emphasize their sneaky nature.
You can see all values here.
Yeah on the spreadsheet, they do a minimum of 60 damage and a maximum of 70 damage.
On highly decreased this would be 30 to 35
On decreased this would be 46 to 54
Though on the highly increased, the max, they can do a maximum damage of 105.
Lethal without armor.
I also recall being 1 hit killed on normal damage from them
But maybe i was not full hp? I'll take a look next time i play
Also armour does not reduce damage from them i'm pretty sure, or sliders / spawns
I believe armour is only for bullets
It does.
There are only 3 damage categories
Physical, Anomaly and Gas.
interesting, i'll check these out next time i'm in game
Can you fit a suppressor on the SKS or has that been removed just like the Mosin Nagant?
oh and another question, shall I use a TT-33 or is there a pistol that's better? (Don't really want to use the M9, just so you know lol)
You can on the sks.
The pistols are all capable except for the makarov.
I've read that the TT-33 (Gun Nuts Guide) is very durable and powerful (as in damage). Did you fiddle with any of the gun specs or are they the same as the vanilla game? :)
I've adjusted every value.
Weapon and Ammo Spreadsheet
STALKER Mod,By Ziggylata,Version 1.04,Price,Price
Guns,Caliber,Ammo Type,Small Box,Large Box,Damage,Damage Modifier,Armor Penetration,Non-Armor Penetration,Bounce-Max,Velocity Multiplier,Velocity of Bullet,All Possible Upgrades,Included:
AKM,7.62x39,Subsonic,$250,$1,6...
I would not use the TT for the low mag size anyhow
The glock 18c is pretty good, but no pistol compares to the M9 for range
Most pistols are about 70-75 accuracy, m9 is 80
Usually the choice is between M9, 18c or OC33
18c is a biiiit better than OC, but ammo is more expensive
And pretty sure 18c is lighter
In this mod, the gsh18 is lovely for early game, to go from 8 bullets from the PM to like 18, it's a huge quality of life thing
Yeah, at first I wanted to use the OC33 but I read that the durability is very low for that pistol, so I was aiming to go more for the TT due to it's high durability and damage. I don't really mind about mag size, I mean, obviously a bigger mag is nicer but not aimed at a higher mag for now.
Thanks for linking this! I'll check it out now, also big thanks for your explanation and comparisons :)
edit: repost cause I forgot to reply to it
Bare in mind durability can be fully mitigated by bringing a rod and toilet paper with you as well while you choose
Which you will likely start doing for more difficult areas and longer expeditions
And you're welcome 
The TT is very good except for its magazine capacity but it's also dirt cheap.
7.62x25 has good penetration and velocity and damage.
I absolutely crapped myself yesterday evening at around 11pm. I was just casually walking through the Radius and suddenly came across the harvester. didn't sleep till 2am IRL 
Oh boy
Hey he gives a regen artifact with 80% chance at least. I wonder if it's even worth killing
i only have a suppressed makarov 
As the founding radius intended 
I may teach you the location of the holy factory crate
It's 1 crate in factory that is not guarded
That means that in the stalker mod, you can even get sec4 guns from it
It's how i started my snowball.
I used a mosin first, then found AS VAL in said crate
@hidden current may have a scree shot actually 
The one on the left when you enter factory from parvomary
Likely the most broken crate in the game
noo don't :( I want to find everything out for myself
Oh
I just posted a picture in #chat_1 just a little ago 👀
I'll spoiler to not ruin it for Fred, but this location?
Perfect and all good, I understand wanting to find it for yourself 
oh I did find a mosin yesterday :D
Just be on the move with a mosin. It's so loud
though- it can't be suppressed soo.. I'm still using my makarov to prevent me needing to buy more diapers
yeah, doing that!
I'm currently saving for the AS VAL, one of my favourite weapons heh
It's great, but i hate the bullet drop on it
As a rifle it does its job, it lacks on long range as it's hard to aim
Expecially because i am using CHP ammo on it
Cause i am poor 
yeahh, I'll eventually get a long range rifle too
is CHP better than FMJ?
ahh okay
And 9x39 hits like a truck
here -hands over 3k- go get yourself some good ammo..
So even if the chance is like.. 50%? You just need to land a single headshot still
It's like 6k for fmj
1.5k for chp
The big boxes
Dayum
the mosin aint too bad
its loud but like
if you arent missing and use good ammo, you shouldnt have to shoot much to begin with
It's amazing, just that anything loud needs some planning and repositioning
Depending on settings, you may not be able to kill everything that comes at you
oh boy my aim in VR is so potato even a mimic on steroids can aim better than me LOL
I've learned from playing STALKER
anyone who's played an extended amount of STALKER should have an idea of what I mean when I say "going to Radar"
Sadly i never played it, yet
and I've learned that with lethal enemies, I always over-assume how much ammo I need to bring because anytime I have ever said
"oh I have enough ammo"
me neither, weirdly enough I'm really obsessed with it, just never played it lol
(it wasnt enough ammo)
Look up trex aiming technique
I once went to Radar with over 1000 rounds of 7.62x54r and a PKM
and I left clawing my way out because I was out of ammo
On YouTube / Google or in one of the guides?
The idea is to get your shooting arm as close as you can to your body, and the other arm very far, and you aim only with the front arm. Works like a charm
This creates a longer line, a.k.a the gun moves less
And your back arm is stable
1000 rounds wasn't enough ammo?-
it was not enough ammo
what the
It works the same way in this game to be fair
You always need more than you think
Expecially because the more shitty the situation gets, the less efficient you'll be
I do not go for headshots as much if an enemy can light me up easily because he flanked me or something similiar
Like i try but, my concern is to fill him with bullets
Monolith doesn't fuck around
8 dudes in exo-suits come around the corner
you shoot
that said
i just bring 3 packs of FMJ and 3 packs of SS 9x18 ammo usually I have enough then (or is that already a lot of ammo?)
the point of this example was that "over-prepare"
Depends on what you are doing
1000 rounds should have been enough in anyones mind and it wasn't
I fully agree with that
generally just doing simple missions and looting / surviving lol
i would've brought 100 rounds max LOL
Normal settings?
everything on reduced besides health
Oh
It's my first time actually playing ITR so..
I had it on normal but died every 20 seconds
yeahh okay, besides that, that's on normal
Yea you should play the base game before touching this mod imo
I still die a fair bit even with 90hrs lol
yeah, read that afterwards
On increased
Lmao
I've only died to anomalies or snipers so far, with my current settings
planning on putting them slowly back to normal late-game when I have better gear
I'd say about 2 boxes are enough in your case, which means 3 are good
Because you always bring more than you think you need
I generally bring around 30-50% more than what i think is right
yeah, me too
planning on bringing 4 boxes of 9x39 ammo, once I have the AS VAL, with me
When you get rifles, or weapons with bigger mags, it changes a tad
Because a lot of your ammo is already in the mags
yeah, wasn't it 20 rounds in one mag (AS VAL?)
Not quite. If you can stay below 15kg, you are a lot faster
yeah okay true, depending on the run / mission I'm doing then
Always try to aim for lower weight generally
yup, number one rule
Number two, number one is to have more than you think you'd need 
always have 20% ish more than you bring along lol
It's painfull to fall back early because you lack stuff
yeah
most of the time I have to fall back due to meds
while I bring like 2-6 stems with me at the beginning of every run
the mimics are just.. painful
just walking through the Radius, all calm, suddenly bullets flying above your head
Wait
you're playing my mod on your first playthrough???
yes
I absolutely love STALKER and when I saw the mod I just thought "oh yup mine"
eventually realising this mod isn't really made for your first playthrough LOL
the beginning was really painful, no suppressor, dying every 20 seconds
that was when I had the settings on normal still
now they're mostly on reduced
Reduced is a valid difficulty
there is a phenomenon in gaming that has occurred where people never pick "normal" or "easy" unless the game is explicitly telling you it's difficult
loving the challenge so far lol
it's like, embarrassing
oh I'm not really bothered with whether or not I pick easy or normal
just pick what feels best with me
"pick hard or you're a baby gamer"
yeah, that's just bullshit (imo)
i tried to make it really clear in my mod that reduced is a valid difficulty
normal is difficult
and nightmare is probably not possible
off-topic but when you write down an entire guide for yourself but forget to save the notepad :(
xd
yeah LOL
whenever I shot one bullet 10 guys came up to me with all full-automatic rifles
bit overdramatic, but it felt like it
There's a major difference between "one bullet" and like
five
if I had to guess how it works (and this is a guess)
whenever I emptied 1 mag (early-stage) I kept dying to like 8 mimics with full-automatic rifles lol
imagine your sound as a meter
the meter slowly decreases overtime
but shooting instantly adds to the meter
and the higher the meter, the louder you are
this is, again, a guess
yeah, wouldn't surprise me if it worked like that
So basically what im saying is like
shooting less is important, melee is good and you can totally kill things with it silently
and if youre going to shoot
dont miss
yeah
because when you miss
thats just more you have to shoot
and that means more problems
that said
most of my game is spent huddled behind a car and killing every enemy on the map
you think your game is hard
just wait until the 4th area
I'm a fucking gamer warlord who made the mod and it was like
I met a Harvester there yesterday after the tide
Did you say hello
and a slider..
it was more like a brown hello
I turned around and it was like 20m in front of me
didn't see me I think as it didn't do much, but never in my life has my heart beat raised like that
Grenades helped me in the 4th area because about 30 dudes rolled in at the same time, which is unfortunately not an exaggeration
I play on Normal
30.. mimics I'm guessing?
with AKMs, yes
oh god.. 
i think I need to get some more diapers and cigs.. be right back
It's okay
you're on reduced
it'll only be really hard
not super super duper hard
yeah true.. but I may change it back to normal or slowly try to once I have a suppressed rifle and some more gear
Yea playing this before the base game is masochist stuff
But reduced helps
For context, i have most stuff on increased besides health and damage dealth by enemies
On 90 hours. It's difficult
It gets exponentially easier with a silenced long range gun + scope doh, just like the base game
The only real way to beat max settings in the normal game, if you don't want to die a ton, is with the good old silenced mosin
the first 3 hours of unsuppressed makarov gameplay almost made me throw my headset against the wall LOL
that was on normal, changed the settings to reduced afterwards
maybe I'll try and beat the game on max settings once I have more knowledge (and finished my first playthrough) about the Radius and such lol
but by the time that that happens I think we'd all be somewhere in our 90s
I found base game to be very easy
On max?
Oh, yea realistic is fairly simple
Pretty sure it is impossible at that point
Even the base game on max is a lot harder
Doable, but you need to know spawns and whatnot
Or a lot of preservarance
I am a strong believer of "intended difficulty"
I always liked when I was a kid and played halo and they tell you on heroic
"this is the way the game was meant to be played"
And thats like
"oh thank you for telling me"
Heroic isnt too hard either
In halo
Its a very fair game difficulty and some people need to step up
Its not a tryhard difficulty
Its an honest one
Like max settings in this game means policemans 2 hit kill you without armour
And even with full gear and armour, full autos can drop you in 1 or 2 bursts
Yeah, my mod doesnt make it much easier either
I think yours turns it from "doable" to impossible
Unless
You don't max spawn rates
And keep it on increased
Then it would be doable
It wasnt ever meant to be possible, admittedly
Like
It wasnt really meant to be played much at all beyond the novelty
I made it very clear in my mod
Normal is difficult enough and is the intended difficulty
Going beyond that to begin with is asking for trouble
Fair, your settings do allow for some fun ways to mess around doh, as in you could max spawn rates but reduce other stuff
Yeah, I like that too
Yea even on increased ironman i am focusing a lot
And i did not increase damage and health
For sure, just had some confusion at the start on why i had 20 mimics in village
Like 70% being with armour
I forgot how bad noise was in this game
But that's not on you
I shot a shotgun, and on increased perception + enemy count you attract a crazy amount
A lot of luck is involved as well
Its possible that you could walk into pervomay and get all sliders
Yup. I did raid it with AS VAL and CHP ammo this time, much better
That'd be funny
However, there is only 1 issue i found that is easily exploitable
Consider that you can easily get 1 factory crate with no enemies
And loot a warehouse almost for free too
That means free tier 4 guns
Because factory had tier 4
Not sure if i just got lucky with that
Oh well
I'd just reduce tier4 guns rates in factory, but not much else. I know that would likely take for ever anyways
I also found a spas for some reason
Maybe i'm just getting lucky
Definitely not
You either havent been to kolkhoz yet
Or have gotten lucky
If anything
You should be able to find tier 5 guns in factory
(youre gonna need it)
The truth is that actually you can
Later areas dont have a higher chance of getting rarer guns
But rather they just have a chance of getting rarer guns and have slightly less shitty guns in the loot pool
And I mean like
Less makarovs, TTs and such
Regardless
I may not update the mod again until the next game update
The list of things I can do for now is capped besides balance tweaks and adjustments
Interesting, it may make more sense when i mess more in factory
So far i was fine with AS VAL and chp ammo even in there
I'll need FMJ for sure for the assault
Alldoh i am literally using the AS VAL in what it shines at, so makes sense
@molten pine Do you change the Mimic view distance, and if so, what file is it in?

i did find my first assault rifle though! (mimic dropped it after getting it's head blown off) very happy, as I can take on a bit more (attachments were not dropped, bought the suppressor and already had a sight laying around)
Oh hey that's pretty cool
I saw some people talking about them dropping guns earlier
yeah, I only had makarov drops so far
were about to leave cause I pooped myself because of a slider, suddenly a mimic drops its gun
just so you know, didn't literally poop myself
Oh by the way! Quick question, has the headlamp been removed? I couldn't find it in the shop, wasn't sure whether I'm blind or it simply just doesn't exist anymore
It's there, for like 15k
Or 25k? Don't remember
Oh?
Veeeery expensive
Is it under the survival category?
oh, I must be blind then as I checked that category three times lol
Maybe it was in armour
But i doubt
I can tell you that it's on the top right however
Okay! I'll check it out in a few days as I'm going away
Also this is cool. So far i've only had 2 PM drops, and i've killed like 150 mimics
God they are everywhere with increased
I've killed about.. well to be honest I think it's my second mimic of that kind (forgot what kind uses the AKS-74U)
probably commando, think the gunner uses the AKM
Yea i think so as well
Alldoh because i have an AS VAL and i found an AKM..
Any drop is just money to me now
Besides tiger
Or commonly called, SVD
I was saving for the AS VAL but screw that now, first gonna get things like a gas mask now that I got that AKS-74U
I have about 30k lol
Jesus
I have about 1.5k and i know where to loot
My issue is mostly that it's more expensive to loot in the first place
Because more enemies and whatnot
I have mission things on increased so I get about 1k per mission, got 7-8k for the high-priority / security level +1 so that may be wehy
And i reduced the money earned
Oh i see
My current missions with security lv.2 give about 500-900
Ahh yeah, that's why then
Which to be fair, is good for me
Consider i do like 4 at once
- artifacts from anomaly fields
And likely some loot here and there
It all adds up
yeah me too, I've started hunting for artifacts since today
Good, it's one of the best incomes
And low risk for the most part once you figure the anomaly fields out
Fair. Just make sure to clear enemies around 1st
Being shot at in the middle of a field is almost sure death sometimes
Depending on how accurate the mimic is
yup haha
I'm in the exact same boat with him. 😅
To be honest, I like this mod more than the base game
Love the thrill and challenge, besides that the scavaging system is also 10/10
Uhm.. did that accuracy multiplier of 1 do something to the shotguns? I just shot someone point blank with about 5 slugs and not even a single bullet connected @molten pine
I may have woofed all of them but, it felt like they were nowhere to be seen
EDIT: it seems that the issue has nothing to do with your mod, but with a huge hitbox from the ropes of the entrance from village
Game difficulty
My biggest gripe with this game is bad map geometry.
i fully agree with that. I hope the mimics moved from my body
i guess i know for next time
There have been so many times I've tried to fire from an advantageous position, only to be blocked by oversized hit boxes.
Yep
At this point, it's easier for me to just rush them out in the open.
me using a supressed pm with fmj: 
I tend to overpeek instead of peeking slowly to aid that
Or you can use a laser
But yea, they are quite generous with hitboxes for cover
Also you are right @molten pine, i just lost 3 weapons cause i was dumb enough to not have a second kit with a silencer, and not having a rail B flashlight on my main kit in the night
Time to go find new guns lol
It's not dumb
The more you don't use the store, the more reliant you are on luck of the draw.
A mostly store-less playthrough would have you scrambling for gear so often
I have something similiar because of higher settings + lower rewards, so buying guns is mostly out of the picture. I'll likely leave my stuff there and pick it up when i get a better weapon for village. My asval was doing well, but with CHP its range is hard to use, so i'll likely kit out an AKM i found next 
Feels like i am learning a new game this way
As even different maps with different enemies changes how you approach them
9x39 is a very good caliber in my mod but is limited by its range heavily
But its probably the strongest power for value ratio in the game
High rifle damage, silenced guns, good penetration, not TOO expensive
But you have to use the groza, asval or vintorez only so...
There are things im interested in updating in the mod but, like I said
I dont feel up to going back for minor changes
Ill wait until I can do a bigger update and include the smaller adjustments.
I think all the rifle caliber guns are good tbh
The AKM and SKS might be lacking a bit compared to the 9x39 or perhaps 9x39 is a bit too good
Might wanna tug it back a bit
Besides, i heard they are making SDK
Both modders and devs
So odds are waiting till then is better
I think the current build of the mod, while not perfect, is quite good.
And i believe this is correct, unless we consider shotguns
Shotguns yes
Yes it's good imo too
But shotguns are loaded with like
Dinner bells
Use the shotgun if youre cool having a 45 minute firefight
Literally, i wish they were more usable
Oh they are
But youve really gotta be prepared for it
I use shotguns by holding a defensible position until things stop coming at me
I spent about 200 buckshot in bolotky
Which sounds like a lot
Until you consider it costs about
900 dollars for 100
Or some shit
Brave to go with buckshots as they lack armour piercing
Thats a loaded statement
Allow me to express why you can survive with it
It fires out like, I dunno, 12 pellets
Each pellet had a chance to penetrate armor
About 33%
So regardless
Youre probably gonna do some damage
No i mean like, they don't have any armour piercing value i believe, unless you changed it
Wait really
But they also do way more damage now
And with better range
So
The default velocity multiplier of buckshot is oike
Like
0.25 or 0.3
In my mod its 0.65
33% pen chance
Shotguns do more damage and buckshot has a damage modifier of 1.25
So they do more damage than slugs
So basically to summarize:
Compared to vanilla, buckshot is cheaper, significantly higher damage, better range and with tighter spreads, but slightly worse armor penetration.
This is okay because shotguns are fucking loud.
The effectiveness of buckshot is limited due to penetration of armor making armored enemies scarier, combined with being loud
And even as far as you as a player, theyre very loud when you shoot an armored opponent, not "stealth" volume but all you hear is ricochets and see sparks
Its hard to maintain visuals and focus like that
Panic inducing
I had no idea about that, thanks for the explanation
Oh you also changed pen from 10% to 33%
Makes more sense now
I may get heavy gear, find a chokepoint and shoot away and see how it goes 
Just checked it, wasn't able to find it. Either I'm blind or it's simply not there..
I'll let you know where it is when i play again
Thank you! :)
killed a mimic, it dropped MP5K
should I keep or sell it?
I am not sure why, but i am a fan of the MP5
Something about it is nice, probably how small and good it is.
With that said, i do not think ammo is well balanced enough in this mod to use it over ARs
Not for the low calibers at least
Or, better said, sec4 and 5 guns are a lot more efficient to use, sec3 are expensive as hell for AP, so it can work if you need a budget AP weapon till you get sec4 or 5 guns
There is P+ ammo, but i don't think i'd use it over AP on this mod
if you play any vr shooter I recommend a gun stock. makes aiming a breeze, no more shaky guns. combine that with virtual gun stock and you'll never miss
yeah I have a virtual stock but the outer ring of my Oculus controller (OG) broke so I can't use it anymore unless I want to rip my controller apart
I've already bought an Oculus Quest 2 which should be coming tomorrow, meaning I can use the stock again
thanks for the reply tho!
It's veeery possible to have good aim with no stock, but you need specific aiming techniques and practice
It's quite simple in ITR because:
- more zoomed in scopes have smoothness enabled
- they introduced a focus setting to make it even more smooth
Probably the easiest game to shoot in now
But yes, a stock is basically a cheat in that regard, and helps a lot for games like pavlov and onward where long range shooting is more difficult
Low calibers produce less noise and are cheaper to suppress.
The guns are also cheaper and often smaller which lets you store them in the bag
Not to mention how much cheaper low calibers are.
Thats not saying theyre better than higher calibers but I feel lower calibers are plenty viable. Recoil is lower too.
as in, easier to upgrade and the silencer is cheaper?
If you mean the guns themself, yea. The ammo is not cheaper than sec4 and 5 guns doh
like sec4 guns FMJ is around 4k for a box i believe, where for MPK5 it was.. 6k? ish for AP
i remember sec5 FMJ had a pretty good price as well
I think you need to check again
Small AP is going to be more expensive than Medium FMJ
But its also got better AP than FMJ
wasn't the pen chance on the sec4 and 5 like 80% with x3 the damage?
yea, it's just how we tend to label them
also it's 85% pen chance for FMJ
for sec4 guns, as in AS val, groza and whatnot
for 4.2k
the sec5 guns have about 75% pen chance, so there's that
uuh, sure i can do that
it's similiar for 7.62x51 nato
however, they get more damage and drop some pen chance
they can be good till you find these still
and yea, lighter
so you can make a 15kg lodaout for lower end areas
7.62x51 is a larger caliber than 9x39 yes
9x39 is a pretty modern caliber
51 nato isnt very modern
Its been around a while
9x39 has amazing armor penetration irl at subsonic speeds
makes sense, what i mean is there is very little reason to use assault rifles or submachine guns when you unlock these calibers
besides weight
i guess cheaper upgrade is there
which can actually be a big deal early on
if the 9x39 and 7.62x51 nato calibers were roughly as expensive as the AP for 9x18 / 9x19, then i'd argue that you have almost guaranteed pen vs low pen but high damage
I dont agree no
Larger calibers are more expensive, they recoil more, create more noise, physically larger, heavier, smaller magazines, heavier ammo capacity
The ammo
the AP is, but the FMJ (which has pretty good PEN chance still), is even cheaper than the AP for low calibers
9x39 and 7.62x51 nato FMJ is 4.2k and 4k, where 9x19 AP is 5.1k (for boxes)
unless i'm missing something
oh you're right, there's surplus AND subsonic for that caliber, then FMJ
it's the subsonic that has 75% pen chance
i wonder if the subsonic has other downsides
i never used it in the base game either
oh, slow
9x39 is a great caliber both irl and ingame, but is limited by being subsonic and only having 3 guns to shoot it.
Even subsonic 51 nato has better velocity than 9x39
oh nevermind it's still faster than MPK5
As far as value, damage and armor penetration, 9x39 is the best.
Its expensive but you get a lot for the price.
And the cheaper options are still insane.
oh for sure, i've been using the cheap option
Next time I update the game
Im making the guns more expensive
Loweing the drop chance of the asval
Making the as val way more expensive
And then allowing the as val to fold into your bag since it has a foldable stock
will making the guns more expensive increase their sell price?
i'd say that would aid the economy instead of making it harder, but for how expensive ammo is, i think it'd work out
you find guns like candy if you know where to look
You arent really likely to find a 9x39 firearm
Dont take this the wrong way but theres nowhere to look
The crates are entirely random
I wrote the thing after all
Well no
ah, that's what i was referring to
There are randomized crates and static crates
I lowered the amount of loot that spawns in static crates
oh that's good, and yes i totally agree on making the AS val harder to get
Wont happen until the next major update
I also might slightly nerf 9x39 as a caliber
Bring it from 150 damage to about 130
Youd feel that most at range
Not so much up close
that too, so far the 9x39 caliber has been reeeeally strong in my playtrought, expecially its economy and free silencer
it basically skyrocketed my loadout, till i died and now i got mimics camping my weapon lol
which was bound to happen at some point
I would say if you want a real view over 9x39, to try the groza
which may not sound right since 2/3 of the guns are silenced
but what other guns have an integrated silencer
the DVL
its not a fair comparison, imo
Yea makes sense on that
one thing i'd do, if it was me, was to make the FMJ for 9x39 like 1k more expensive
and likely something similiar for the NATO subsonic one
because for AP options, you got 5k for lower calibers, and about 8k for ARs
9x39 has that crazy bullet drop and lower pen still, so i figure it'd work out, sort of
the goal would be that you'd still use lower tier guns as their ammo are cheaper, and run stronger ones for later areas, instead of just "cheesing" it because these calibers still have resonable pen chances, but like half the price of AP from other assault rifles, while retaining good penetration even with FMJ or subsonic
if that makes sense
it'll likely be a lot easier to mess with these values if SDKs are created anyways
i hope so at least
cause 40hrs for these changes, with TWO people, sounds like a ton of effort
5k for 9x19 AP is a fair price compared to 4k for a rifle caliber at FMJ
because most of the rifle calibers have an AP of like
60 to 66%
but you get quite a lot more damage and WAY more velocity
So you can get 95% penetration at about 65 damage (average)
or you can get about 63% penetration at about 95 damage (average)
the velocity is a huge factor here
along with the higher damage per shot
and yeah its a bit more inconsistent
but 9x19 AP is the peak of what a 9x19 gun is capable of for penetration
4k at FMJ is more inconsistent for penetration, but you could always spend more upwards of 8 to 9k to get AP
9x19 guns are also smaller and rifle calibers are larger
quiet guns, loud guns, ect
Not to derail the conversation, but what is the actual difference between virtual stock being on or off? I've tried both, and I honestly couldn't notice any changes.
It will add a magnet point for the gun at the stock
to keep the gun more stable
it doesnt seem to work much on guns with foldable stocks
it may not be working properly
but if you try to aim a pistol, youll see it aims free
but if you use a long rifle
and you rotate it
itll "pull" towards your chest
I'll have to test it again, but every weapon has handled more or less the same so far. I have it on, but weapons like the MP5K are incredibly difficult to aim smoothly.
an easy way to see what it does is to try to flip your gun around while having it on and off
personally, i always recommend it on
unless you have a real life stock
also, what makes it difficult to aim? VR aiming has a learning curve, it took me a few months + a few weeks of proper "training" and following guides to get my aim very smooth
and i'll tell you a lot of that is proper controller placement
Honestly, my main issue is how shaky the guns are, it being especially prevalent with SMGs. My hands do shake slightly in real life, but it is grossly exaggerated in VR, unfortunately.
The MP5K, specifically, is a nightmare for me to stabilize. Ironically, the P2000 was the complete opposite. That gun was a breeze to handle.
The monocular is the greatest demonstration of sensor shake for me. It looks like my hand is having a tremor, despite my actual hand only moving subtly.
i believe that's cause the MP5K has 2 points of contact (like a rifle) and the p2000 only has one
not sure if that got changed however
one way you can work around that is by
- putting your trigger arm near your body and your face, basically your goal is to keep this as stable and close to your face as possible
- extend the other arm and aim with it
This allows to create a longer line between the 2 controllers, a.k.a less sensitivity, and 1 of them is stable.
oh i didn't realize that either actually
nevermind then, i can agree with that logic
then yea scratch the ARs too, just the FMJ of 9x39 and subsonic of 7.62x51 nato make the 9x19AP not that worth it imo, whenever you get to them.
Before that, i can see them being usefull (i may even use it myself soon actually as i need some AP)
Is it worth upgrading from a PM into a GSH-18, or would I be better off saving up for a different sidearm?
Outside of an early double barrel, I haven't had any luck in looting firearms. So, the store will have to do.
Though I don't have much experience and can't really "highly recommend" you anything, I've been saving for the OC-33, as I think it has a good durabilty, a nice magazine capacity for my needs and like the looks of it. To be honest, if I were you I'd just upgrade / use whatever you like the most (as of looks / RL favourite weapon)
So yes, if you want the GSH-18 get it. If you're looking for the best stats or any other things, I recommend you try the shooting range or visit one of the "gun nut" guides in #1020649359454511144 (made by UNPSC Weapons Enthusiast)
edit: here's a link to one of their pistol guides: #1021158635935641730 message
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I did that mostly for the mag size alone
I'm not sure if it's base game or due to the mod, but the PPSH has been a godsend for me.
The irony is that online stats list the MP5 as being superior, but it has been the complete opposite for me.
Yea. I can’t find the headlamp in the shop too. Been looking for it. I assumed it was taken out.
It out of the shop, but you can find it in the zone
oh radius
maybe
maybe you can buy it after you find it, but i can't think of a way to implement that
oh no, i didn't find it. I looked for it as one of my first things as i usually purchase it early, then saw it was 15k and went like "oh, fair"
there is a chance i don't remember correctly given 3 people are reporting otherwise
I thought that was the case.
Headlamp too strong
Thats why you cant buy it
It makes it trivial
And everyone always rushing to buy it is proof
Oh yeah Ziggy, I was looking into making Anomalies never trigger randomly (like the STALKER games
) but it didn't work, I can look further into it if you have any interest in it but I don't see any reason to pursue it other than for this mod
Huh?
Not all of the anomalies have effects to reveal themselves in this game though, the blue boxes have a small effect so they definitely could, but the other common one, the white ones that push you around, they cant be turned off.
Every anomaly in stalker has some sort of effect to reveal itself to a watchful eye.
Yeah I noticed that
Turning it off for the blue boxes could be a decent idea but thats it
From what I've played (Anomaly), they generally don't trigger randomly other than the weird effect in the middle
Not that theres many anomalies to begin with
sdk 🙏
Weve got blue boxes, white bubbles that push you, lightning and gas
I call that a creature instead tbh
fair enough
yea nevermind, no headlamp in the shop. I must've been confused with the science camera @vast bough @pulsar forge
also Ziggy i found out that lower calibers can be extremely good because you can run them without a silencer and still keep low noise. Is subsonic still less loud in your mod?
(that basically means that everything seems to have a good balance, besides already suppressed guns)
okay thank you!
Is there a way to turn the pocket lamp into a white light instead of colored? I still don't understand the design behind that.
you can turn it into red if you prefer that
otherwise, you can turn on a normal flashlight and keep it in your pouch
weapons flashlights are extremely cheap too so, you may want to consider that as well
i'm switching my laser sights for flashlights in this mod, as using the night too is important
I made a separate mod that may work, it switches the red to white and possibly the green to white
I think so???
People think low calibers arent good but they are quite good
I've been relying on 9x18 for the last ten hours.
all guns can be usable to be fair. What i found out is that silencers repairs are expensive as hell, so using a low caliber that still has low noise even without a silencer is not a bad idea
besides, cheaper.
it's only that AS VAL that's a tad broken for how this mod works
and the more precise version of course
as in, i think it's better than the scar as you don't need to repair the silencer (unless you got the money for it)
also, i am a huge fan of how you've done ammo prices, i just realized how usefull subsonic ammo can be too
Thats just an issue with how this game is coded
But yes
I like to think im pretty smart, I think
Honestly, the only thing that bothers me at times is attachment and upgrade prices. Other than that, I've been having a blast.
Certain items being hidden from the shop is also unfortunate, but it isn't too much of an issue.
I like it personally, but only because i am experienced to know boxes spawn and find what i can't buy. I am not sure about silencer prices (as their repairing gets crazy expensive), but it seems fine, and frankly the AS VAL seems hard to balance overall.
I'd make it harder to find than a groza, close to a SCAR, and up the ammo costs as you don't need to repair a silencer with it
One more thing that confuses me about upgrades is that sometimes i find guns with upgrade modules on already, not sure why
I found an AKM with all attachments unlocked for example
I could be wrong, but I think guns occasionally spawning with upgrades is an intended feature of the mod.
Only the headlamp is hidden.
Silencers are infact extremely expensive and it's intentional considering how good they are.
It can seem a bit insane, but that's like...
You pay for the service you get out of it.
i can agree with this, and it gives a lot more use for lower caliber guns that are quieter without a silencer
even with advanced perception, i can use pistols and SMGs while still being fairly quiet
on the other hand, extremely loud guns without a silencer (like a mosin) require a lot of thinking to use without getting bombarded by like 15-20 mimics
such as the shotgun example you made a while back
i like it personally. There is some stuff that i never really tought about in the normal game as it was easy to purchase (headlamp, silencer, laser, good gear ecc), and in your mod i am experiencing with new stuff as i have to make up for the lack of what made ITR easier, if that makes sense.
in fact, i think i'll avoid using the AS VAL as it kinda breaks the game in that sense
nevermind, i'd get railed without it with these settings. I struggle at range with it anyways lol (with cheap ammo at least)
Does anyone know if any of the sprint mods work with this?
not sure what that is, but i believe sprinting has already been tweaked in this mod
i feel like i can sprint a lot more
No you cant
My mod has its own sprint settings
i just got murdered by the harvester, holy that's something
do you know if the red orbs on him count as weakspots @molten pine ?
I think so
So, am I a lunatic for just forgoing stealth altogether? I have been going loud with my PPSH.
I've encountered a few warzones doing so, but it feels so satisfying triumphing over it.
the PPSH is fairly silent, expecially if you play on normal perception
so, not entirely
by the way @molten pine i am not sure if intentional, but there still is a stash
one with 3 heals, 3 nades (i think?) and 1 toilet paper
it's in the truck in bolokty, bottom right of the map
Cant really fix that
Or well
Fixing them all is not necessary
Stashes are single spawn anyway, as far as I'm aware. Not only that, but all of the ones I've found only contain ammunition, so they aren't an excessive boon.
np, was just notifying you in case you missed it
also that harvester is brutal with ||sliders||
I removed all the guns, magazines and the grenade launcher with the 12 rifle grenades.
Most of everything else was left in.
Out of curiosity, what prompted that decision? Was it to prevent people simply memorizing spawns?
because once you know stashes, they are veery cheesable
as in, you can get one of the best pistols (M9), tier 3 guns, even attachments for free
at least, that's my guess
Why make guns expensive if you can just go pick one up
Why randomize the spawns when you dont have to care
How many guaranteed weapon caches does the vanilla game have? I've only ever played with the mod, so I'm not experienced with vanilla spawns.
20 i believe
the best stuff you can get is an AUG, M9, acog scope, and a taiga at end game (you can cheese it doh)
oh, and for this mod, the pistol silencer
as silencers are expensive
Lots
Also, loot really is feast or famine sometimes. I went ten hours without finding a single weapon, to suddenly finding so many in one run, I had to cheese my weapon slots and carry weight to take it all.
Theres not much of a solution to this
When something is entirely rng


