Sensible Gameplay Tweaks
Various gameplay tweaks made to the available config files within the game, for a more cohesive and survival-like experience. These are based on personal preferences and may not fit everyone’s approach to gameplay.
This is my take on offering more survival-like edits to various gameplay elements, such as sprint speeds, mutant health and armor values, NPC and player damage multipliers, and so on. More detail about each change will be listed below.
I recommend playing Medium difficulty for a good balance between NPCs and the player. Hard is more gruesome and hardcore than medium and you may experience lots of deaths.
FEATURES
The idea is to offer more engaging and sensible edits to gameplay values, which take on more of a gruesome view of the Zone. Generally, this will entail things such as mutants being more dangerous, dealing more damage to you while you can dish out a good chunk of damage to them as well. Respectively, all Stalker NPCs will have different varying levels of difficulty, depending on group size, uniqueness, armor, weapons, etc.
GAMEPLAY
Combat is intended to be fair, but still difficult and challenging for you and the NPCs. With how well some of the NPCs can fight and engage the player, you, they can sometimes be intensively difficult. For this reason, various tweaks to the damage multipliers and health pools of NPCs and Mutants have been adjusted accordingly. Many of the NPCs you come across will die fairly quickly, unless they have some pretty good armor or belong to a specific faction, or are unique. Mutants will generally die within a single magazine, if you land a good amount of shots. Bloodsuckers do not eat up 3-4 magazines anymore, instead can diligently be taken out in about 1.5-2 30 round magazines of 5.45.
Damage multipliers are overall increased and adjusted based on the difficulty, with medium being a good balancing point between you and NPCs. Anomaly damage multipliers have been adjusted throughout all difficulties along with mutants also dealing out more damage.
Stamina and actions also have been adjusted with some actions taking less stamina, while others now use stamina. Vaulting, mantling and jumping take slightly less stamina, but enough to make it so you’re not spamming it. For example, crouch-walking now takes stamina and you can not consistently move around crouched without worry of losing stamina. It is a rather slow rate though, and can be negated if you have artefacts or take an indigestible like energy drinks.
Movement speeds have been adjusted accordingly, making sprinting slower. Sprinting originally was insanely fast, even if you passed the first two thresholds. Weight has been increased to 100kg, with thresholds decrementing in 10 from 100, i.e. 70/80/90/100 (The UI for the thresholds in-game may notreflect this entirely).
Health regeneration rates have been adjusted for a slightly slower paced regen. Along with this bleeding rates have been increased to make bleeding more worrisome and attentive to tend to. Hunger rates have been slightly increased, to avoid carrying a bunch of food that never gets eaten as it seems the zone is abundant with food. Sleep fatigue rates have been increased, as I honestly have not seen any effect of needing to sleep, so why not increase it.
Radiation accumulation has also been increased, making some areas more dangerous and requiring more protective gear. More changes to this will come later, such as buffs or nerfs to protection with equipment or consumable items.
MISCELLANEOUS
Mouse axis values have been normalized and made symmetrical, no more awkward horizontal turning with poor up and down movement. ADS FOV has been removed, so you don’t magically zoom your eyes in when aiming.
INSTALLATION
Either use Vortex to install the file, or do it manually by placing the .pak file inside of a ~mods folder in Stalker2\Content\Paks\~mods.
RECOMMENDATIONS
https://www.stalker2mod.com/medkits-and-consumables-rebalance-v0-1/
COMPATIBILITY
Please note that each file listed below will be incompatible with any other mod that edits the same file, so all changes will be lost from one or the other. It is imperative that you check which files a mod is editing or you may not even be getting the changes it makes.
CoreVariables.cfg
DifficultyPrototypes.cfg
ObjPrototypes.cfg
ObjWeightPrototypes.cfg
ObjPrototypes (a.k.a. Mutants)
WeaponGeneralSetupPrototypes.cfg