For Unrestricted Equipment Upgrades - AIO BB version
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Author notes
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File credits
- GSC Games World: for working tirelessly on S.T.A.L.K.E.R. 2 in spite of all the odds - Andrew Spearin, Fontaine: for being the main inspirations behind this mod - Furo Cindras, Silent Assassin2, and many other awesome people on the GAMMA Discord server: for pioneering on S.T.A.L.K.E.R. 2 weapon modding as well as giving constructive feedbacks on weapon balancing - Oxide: for the assistance on Stalker 2 modding, and getting refurl loading method to work with this mod - inf_solov: for the data on weapon ballistics regarding the ammo types present in this game - Ani_HVX: for tolerating my attempt on butchering Modular Hard Mode's damage model :P - whynexusmodswhy1231, for giving the permission to merge his mod – Proper Realistic Magazine Capacities, into Better Ballistics
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Scar’s Gauss: Lowered magazine capacity to a more reasonable 30-shot
Version v2.3.4
5.56x45mm Mk. 262: Fixed ammo weight typo, making individual rounds too heavy
Version v2.3.3
Removed redundant code, causing Modular Hard Mode-specific weapons to not function at all in game
Version v2.3.2
Rebalanced ammunition barter pricing: Generally increased prices for intermediate cartridge, lowered price for 12-gauge buckshot
Added stagger effect for weapons: Depending on weapon class, now they will have varying stagger effect on NPCs
Updated for Modular Hard Mode 2.0.8T
AKM-74U/AKM-74S: Increased barter pricing
M26 underbarrel shotgun: Added support for other 12-gauge ammo types
Mark I: Buffed ADS speed
5.45mm PP/PPBS: Decreased recoil modifier
9x18 PMM: Increased recoil modifier
Updated all shotguns’ UI damage stats
Version v2.3.1
Combatant: Fixed a bug where weapon deals zero damage
AKM-74S: Slightly increased vertical recoil
AKM-74U: Reduced vertical/horizontal recoil
Reverted ArmorDifferenceCoef changes back to vanilla
For Patch 1.4: removed CoreVariables tweaks, as it’s no longer needed
Version v2.3
Modular Hard Mode support: Added compatibility with the Modular Hard Mode overhaul, including pre-configured load order
Merged and rebalanced Ani_HVX's new weapons and ammo types, including: Damage/penetration values, ammunition types, etc
Reworked weapon damage system: Implemented full emulation of damage and armor penetration fall-off up to 500m
5.45/5.56mm firearms: Rebalanced with lowered damage/penetration differences between weapons
Various ammunition type balancing changes across the board
Weapon accuracy changes: Greatly increased ADS (Aim Down Sights) accuracy for all weapon types, and reworked hip-fire accuracy with more consistent stats across all weapons
NPC combat changes: Greatly increased accuracy for vanilla NPC weapons, at all ranges
Skif's PTM: Lowered durability to standard weapon wear rates
Rhino: Slightly buffed damage and penetration
Merged bugfix changes from 1.3.2/1.4
Armor coefficient difference values: Increased to 2.2 from 2
Updated GeneralNPCObjPrototypes.pak file for Patch 1.3.2/1.4
Updated CoreVariables UI (and miscellaneous) tweaks for Patch 1.3.2/1.4
Version v2.2.2
Fixed a bug where the Merc (unique VSS) would have missing world model
Version v2.2.1
Merged miscellanous changes from the 1.3 patch
Increased headshot damage multiplier from 3x -> 4x
Removed custom magazine for the Gambit/Krivenko, now uses vanilla magazine behaviour in order to avoid compability issues. If you have issues with your Gambit in game, try respawning through console
Version v2.2 Beta
Reworked weapon range:
Full emulation of damage and armor piercing fall off: weapons will have an initial range in which damage/penetration is dealt in full, but after that damage/AP starts to fall off
So far this only covers in-game handguns, support for all weapon types will be added in a future update
New refurl loading method - most of the files in the Main .pak are now converted into refurl, for better compability with large overhaul mods
Due to a limitation of the refurl loading method, WeaponGeneralSetupPrototypes.cfg will still use .cfg override to maintain compatibility with Oxide's eXpanded Armory
New file naming structure
Removed UpgradePrototypes.cfg tweaks temporarily
Version v2.1.2
Fixed a bug where the Merc (unique VSS) would have missing world model
Version v2.1.1
Merged miscellanous changes from the 1.3 patch
Increased headshot damage multiplier from 3x -> 4x
Removed custom magazine for the Gambit/Krivenko, now uses vanilla magazine behaviour in order to avoid compability issues. If you have issues with your Gambit in game, try respawning through console
For v2.1.1: new file naming structure
Version v2.1
New ADS speed for all weapon types in game. In general, ADS speed is reduced by an average of 10 – 35% depending on the weapon type, for a more diversified weapon experience
Reworked pistol recoil: lowered vertical recoil, increased recoil delay/return for a more natural animation
AS Lavina: Tweaked recoil model, reduced horizontal recoil
Viper-5: Greatly reduced horizontal recoil
Buket: Increased horizontal recoil
Spitfire: Converted to 7.62x39mm, complete with new stats and sound effects
Merged various bugfix changes from the 1.2 update
Removed CoreVariable.cfg tweaks temporarily, this will come back in a future update. If you’re updating from previous Better Ballistics version, please go to your ~mods folder and delete the old Better Ballistics .pak files to avoid conflict issues.
Version v2.0.1
Tweaked recoil for various assault rifles
AKM-74/AKM-74U/Dnipro: Lowered recoil
AR416: Slightly lowered recoil, to maintain parity with the G37’s short-stroke gas system
Fora-228: Lowered recoil to reduce initial pattern kick
G37: Increased recoil, to maintain parity with the AR416’s short-stroke gas system
Version v2.0
Complete damage rework for most weapon/ammo types
NPC weapon damage adjustment
Bullet trajectory/drop rework
Ammo types stat rework
Body part damage multiplayer adjustment
Rebalanced various weapon’s penetration upgrades, to better suit the new weapon stats
Reworked caliber change upgrade stats for Fora-228 and Dnipro
Weapon recoil rework
Nerfed ammo unload from NPC’s weapons
Misc weapon changes: M860 Cracker, Mark I EMR, Clusterfuck, and Shakh's Mate
New "zzzz" file naming structure, for better compatibility with other mods.
CoreVariable UI tweaks, contained into a separate .pak:
Many of the tweaks are now separated into their own .pak file, to maintain better compatibility with other mods
Version v1.4.2
Fixed GSC bug, where NPCs equipped with the TOZ-34 would erroneously use a dispersion model meant for assault rifles - bots should no longer snipe you from 100m away with a shotgun
Hardcore Bot Damage: Fix (aforementioned) GSC bug
Version v1.4.1
Reduced Damage: Fixed Gauss rifle damage, now properly uses base game’s damage stat
Version v1.4
Magazine capacity corrections: USP, PKM
Various weapon balancing changes
Detailed changelog is listed in the .zip file, and on this mod's Posts section at Nexus.
Version v1.3
Muzzle velocity rework for most ammo types
Bullet drop rework for semi-auto rifles. This is a rough attempt at fixing bullet drop for sniper rifles, proper bullet drop rework for all weapon types will come in future updates
New, realistic magazine capacity: This mod is now merged with Proper Realistic Magazine Capacities to enable a more realistic magazine capacity for various weapons in game. Credits to whynexusmodswhy1231 for the mod
12 gauge, 7.62x51/7.62x54 in Reduced Damage: Nerfed damage so that they balance out properly with other ammo types. This tweak will also affect NPC’s weapons
APB: Fixed a bug that resulted in firemode being stuck, now this weapon will have a burst and full-auto mode to avoid conflicts with existing saves.
If you have the APB equipped or in your inventory, make sure to switch its firemode to full-auto before installing this update, to avoid getting the firemode stuck after installing the update. Saving beforehand is also recommended.
Various weapon stat fixes/tweaks
Version v1.2
- Reworked damage dropoff values for all weapon types, and to both player and NPCs. Bots will be a lot deadlier now at longer combat ranges - good luck!
- New, realistic fire rate values for automatic weapons
- PKM rework: now uses 7.62x54mmR, complete with new damage/penetration stats
- MAC-10 : Added semi-auto firing mode
- Lynx (SVD unique): Added proper stats
- Various unique weapon stat tweaks/fixes
- 5.45x39mm/5.56x45mm/7.62x39mm: Penetration nerf, in compliance with the reworked damage dropoff values
- 7.62x51mm/7.62x54mmR: Damage/penetration nerf
- 9x39mm: Damage/penetration nerf
Version v1.1.1
- APB: Firing mode (finally) properly enabled now
- M1A: Un-nerfed damage and penetration
- Reworked various weapon stats for both mod versions (again)
- Reworked some stats for NPC weapons
Version v1.1
- NPC Update: Bots’ weapons will now share the same damage and penetration as Skif’s. Beware of bandit ambushes!
- APB: Added proper fire mode, now the APB will feature the correct full-and-semi-auto firing modes. No toggle animations however, since the APB never got a proper firing mode implementation
- Reworked various weapon stats for both mod versions
- Added damage buffs to unique shotguns, notably the Texan and Predator. I highly recommend getting either of these for the optimal shotgun experience…
- Added a very slight durability drain for Skif’s PM, mostly for immersion purposes (Skif’s PM has an infinite durability by default)
Version v1.0.1
- Added optional Reduced Damage version, that lowers automatic and marksman/sniper rifle’s damage by 25 – 37.5%
- Removed dependencies on ammunition stats file, to better maintain compatibility with other mods
Better Ballistics is a weapon overhaul mod that rebalances Stalker 2’s gunplay to a more realistic/hardcore flavor. By adjusting weapon ballistics, handling, and NPC-related configs, this mod aims to create a more authentic gunplay experience, without sacrificing the game's core balancing and mechanics.
Please read the description in detail, before asking any questions here - thank you!
Idea
Stalker 2’s vanilla gunplay is, in my opinion, pretty bad – the core weapon system is very good and allows for a vastly more detailed weapon simulation compared to what was available in the original trios, yet what we saw at launch was at best underwhelming, and at worst, or what I’d always like to call – a literal travesty.
Hence - the creation of this mod. My aim is to not only fix baseline stats such as weapon damage and penetration, but also revamp other aspects of the weapon system in order to deliver avastly improved gunplay experience, compared to what’s present in the vanilla game.
I hope you enjoy your journey in the Zone with this mod, as much as I do - any suggestions, bug reports, or constructive criticism are greatly appreciated, and your feedback will help make this mod better for everyone.
Main features
Complete overhaul of weapon ballistics: • Each ammo type now feels properly distinct from each other - intermediate cartridges now delivers more damage and penetration compared to pistol rounds, full-power cartridges like 7.62x54mmR now hits as hard as they should, and everything in between feels just right. • Full emulation of damage/armor piercing dropoff, muzzle velocity and bullet drop up to 2000m – no longer will weapons have an arbitrary damage dropoff beyond 25m! • Shotguns have been rebalanced and now are more effective beyond point-blank: slugs will reach out to medium distances, while buckshots stay reasonably effective instead of turning into airsoft after 10 meters.
Major improvements to individual weapons: • Reworked weapon handling for most weapon types in game: pistols will now have actual muzzle flip compared to vanilla, SMGs stand out with lower recoil kick and fast ADS speed, and assault rifles now have their characteristic recoil patterns for each type in game. • Overhauled fire rate values for all automatic weapons - now each weapon platform acts distinctly in full-auto fire, offering a more diversified experience. • Magazine capacities now match their real-world counterparts: everything from tiny PM magazines to drum-fed LMGs hold the right amount of rounds, and extended magazine upgrades provide realistic alternatives. • New features for certain weapons such as extra firing modes, caliber conversion or buffs for unique weapons.
Greatly enhanced enemy manpower: • Enemy NPCs now use weapons with increased lethality, featuring improved damage/penetration and accuracy values, for a more deadly combat experience. Tread lightly, beware of enemy ambushes and made every move count, for every single one could be your last in the Zone… • Check the included readme file for more detailed info!
Installation
Open the “1 - Main installation” folder, and extract the "Stalker2" folder into the main Stalker 2 installation, and where the Stalker2.exe executable is.
Compatibility
This mod directly edits weapon/ammunition config files, and as such any similar mod that aims to change such stats will be incompatible. For any mods not listed below, I highly recommend using tools available on Nexus to check for conflicts and merge changes as needed, due to the high chance of file conflicts that can happen with other mods.
A list of mods compatible and recommended alongside Better Ballistics:
• Modular Hard Mode: Total conversion mod for Stalker 2, highly recommended for the best hardcore experience. - Regarding compatibility with Modular Hard Mode: + Remove BetterBallistics_BodyHitboxTweaks_99_P.pak and BetterBallistics_CoreVariableTweaks_99_P.pak in your modlist, if you have this overhaul installed. + Make sure you have Core Module, Loot Module FULL and Ballistics Module installed as a minimum, AIO is recommended. + No conflict checking, load order adjustment or merging is required: Better Ballistics already has a built-in patch for MHM.
DO NOT INSTALL the following mods: • Other weapon ballistics mods: Sorry, you can only choose one to use here. • Mods that increase reload speed/ADS: Better Ballistics already has its own ADS speed implementation, making such mods redundant.
Modified files
This mod is built in a semi-modular fashion, using multiple .pak files making it possible to choose what to be included, or removed in case of conflicts. All the .pak files used in this mod include:
- BetterBallistics_Main_97_P.pak: The primary .pak file, responsible for most of the weapon changes in this mod. Modifies the following files:
AmmoPrototypes.cfg
AttachPrototypes.cfg
CharacterWeaponSettingsPrototypes.cfg
PlayerWeaponSettingsPrototypes.cfg
ProjectilePrototypes.cfg
WeaponGeneralSetupPrototypes.cfg
WeaponPrototypes.cfg
- BetterBallistics_BotWeap_99_P.pak includes new weapon stats for friendly and hostile NPCs in game, and modifies: • NPCWeaponSettingsPrototypes.cfg
- BetterBallistics_BodyHitboxTweaks_99_P modifies body damage multiplier, and contains the following: • GeneralNPCObjPrototypes.cfg
- BetterBallistics_CoreVariables_99_P modifies the weapon UI card + miscellaneous tweaks, and contains the following: • CoreVariables.cfg
Known Issues/Notes
UI weapon stats are now fake from 1.4 onwards, due to the usage of arbitrary variables and removal of stats calculation system by GSC.
For Modular Hard Mode: Ammo stats description are not updated for BB since they're baked into LocalizationDB, won't fix since maintaining that is a pain.
This mod is primarily built, tested and intended to be played with vanilla difficulty options, therefore using any other mod that directly edits in-game difficulty may lead to unwanted issues.
Detailed changelog for every update is located at changelog.docx, in the compressed installation file.
A rough Excel chart for every base ammunition type's damage and penetration is provided in the Files tab.
This will require you to have a Discord account and join the official GAMMA server
Credits
- GSC Games World: for working tirelessly on S.T.A.L.K.E.R. 2 in spite of all the odds - Andrew Spearin, Fontaine: for being the main inspirations behind this mod - Furo Cindras, Silent Assassin2, and many other awesome people on the GAMMA Discord server: for pioneering on S.T.A.L.K.E.R. 2 weapon modding as well as giving constructive feedbacks on weapon balancing - Oxide: for the assistance on Stalker 2 modding, and getting refurl loading method to work with this mod - inf_solov: for the data on weapon ballistics regarding the ammo types present in this game - Ani_HVX: for tolerating my attempt on butchering Modular Hard Mode's damage model :P - whynexusmodswhy1231, for giving the permission to merge his mod – Proper Realistic Magazine Capacities, into Better Ballistics