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Weapon Parts Overhaul for 1.5.1  

Upload: 20 May 2022, 13:34
Created by: Arszi, Michiko, Grok [X]
Uploaded by: Aqxaro
Weapon Parts Overhaul for 1.5.1

Separate gun condition and parts condition. Advanced jam mechanics. Please read the description carefully.


Introduction

Tired of finding shitty 5% guns on everyone you kill? Annoyed at getting price gouged by mechanics? Don't want to wait forever for repair kits to be stocked just to get a usable gun? Want more depth to weapon maintenance and jamming? Try this!

Substantially overhauls weapon parts and jamming. The goal of this addon is to create a layered weapon condition system that makes it feel like stalkers are using old, worn out weapons that are still serviceable and usable, while making 'factory new' weapons require more work and less bullshit to get. Weapon condition is overall better and easier to maintain, and weapon parts condition is a new system that is tracked separately and a whole other monster to control. Parts condition will cause different types of jams that have their own procedures to clear.

Strongly recommended to use with full-percentage parts. Full percentage parts is forced on by default now.

This addon does not make the game easier in any sense. A fair amount of complexity is introduced by this addon, aimed at addressing the unintuitive vanilla parts system. This addon is intended to overhaul the process of acquiring and maintaining good weaponry.

Note/Disclaimer

WPO is now open-source on github: Github.com

The latest can always be found here: Github.com
I won't be reading comments here because it's too much effort. Create issues to get my attention.
Contributions welcome!

Weapon Condition Overhaul

Weapon condition is reimagined as overall cleanliness of the gun. What does this mean?

  • Weapon condition is much easier to take care of.
  • Mechanics will clean your guns for cheaper.
  • Cleaning kits are more effective, last longer and work at lower values, but are more expensive.
  • Weapons from stalkers drop in better condition. This does not mean they are more usable.
  • Shooting in wet weather degrades your weapon faster (configurable by MCM).

Parts Maintenance

  • Weapon parts condition is entirely separate from weapon condition and must be maintained separately.
  • Poor-quality weapon parts will cause weapons to jam in variously infuriating ways (more on this later)
  • Replacing parts is much easier. For most parts, click and drag the new part onto the weapon. However, this will reduce the cleanliness a little bit as some lubrication is lost (doesn't happen below 60%). Leatherman reduces this impact.
  • Replacing parts removes some weapon condition above 60%. Overall weapon condition does not affect parts condition.
  • The exception to field replacement is barrels, which must be replaced at the workbench with a repair kit. However, barrels do not affect jam chance.
  • Replacing parts through the workshop does not consume either the repair kit or the parts.
  • Parts are harder to repair. Ramrods. files and the multitool only work from 60% condition. Beyond that you need to replace them at a technician.
  • Using a weapon repair kit will restore one part to full condition. Repair kits are rebalanced slightly.
  • The net effect of the new system makes dropped guns from stalkers still pretty crappy to use as in vanilla Anomaly or Far Cry 2, but they are not completely worthless - you do not need to wait for weapon repair kits to go in stock before you can fix them up.
  • Because weapons are easier to clean, I added a function that will blacklist weapons with broken parts for sale. Weapons with any part below 50% will be unable to be sold. Can be configured.

Technician changes (READ ME)

  • Technicians will NOT restore parts condition. They will only restore base gun condition (they are only cleaning the weapon)
  • Technicians have a number of parts in stock, increasing with toolkits turned in. This replaces the confusing repair/replace system previously used.

Field Stripping

  • Weapons can be 'field stripped', removing all components except for the barrel.
  • Missing parts will show up as "-1" in details window or 'missing' in the UI description.
  • Field stripped weapons cannot be fired. Repair and replacement of parts will work as expected, and other systems are tweaked to work around it.

New Jam Mechanics

  • Weapons with crappy parts are prone to malfunction in variously infuriating ways.
  • Triggers with low condition have a chance to misfire.
  • Jammed weapons can't be reloaded (unless you're using Magazines Redux)
  • Crappy feeding mechanisms can cause failures to extract or even double feeds.
  • To remedy this, there is a new unjam command. Double tap Use to clear your weapon.
  • Optionally, unjam keybind can be used. Use the unjam button to clear your weapon. Bind it to something close to reload, like T or G.
  • There are different procedures to clear malfunctioned weapons. Misfire and FTE can be fixed just by hitting unjam. Double feed requires you to unload your magazine and then unjam.
  • Weapon parts failure chance follows a formula as described in the readme.
  • The old jam is also subject to this system now.

Weapon Damage

  • Weapons under 85% (configurable) condition will roll to damage their parts. Parts damage amount is controlled in arti_jamming.
  • More reliable weapons have lower chance to damage their parts. This is based on condition_queue_dec, so your reliability upgrades are worth it!

Overheating:

  • Weapons can overheat from sustained fire. This is most apparent if you try to replicate a GunBusters video in STALKER. The hotter a weapon is, the more condition damage it will take and the faster the barrel will wear out. Be sure to shoot in short controlled bursts!
  • Suppressors vastly increase the rate at which the weapon overheats.
  • Inspecting your weapon will give you an idea of how hot it is (press unjam).

(New) Alternate Parts Drop

  • There is a new 'Enable alternate parts chance' option in MCM that changes how part drops are computed. This is disabled by default.
  • Previously, part drops would take the condition the weapon dropped in to determine the condition of the parts. The result of this was that high-condition weapons (65 and above) would be absurdly easy to fix and essentially "free".
  • The new parts drop formula gives a chance that parts drop in good condition (65 and above) or bad condition (below). This base chance is adjustable in MCM and is further modified by the weapon condition. At a reasonably high enough base drop chance, weapon parts should be easy to find. However, now you can adjust it lower if you feel you are finding good parts too easily.
  • There is an extra layer to tweak part drops by part type. This is still being balanced.

Disclaimer: only weapons with parts get to play with these new mechanics. Armsel Protecta, Gauss Rifle and P90 will only use the old system (but I can give them parts if requested)

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