Joe’s rebalance mods (Mutants – Durability – Upgrade cost – Healing – Empty Crates)
Three mods I created because I was bored of how unbalanced and illogical things were.
Modular mods:
1)Mutants are no more bullet sponges.
2)Durability/Tear reduced + Upgrades cost fewer coupons.
2Bis)Same without upgrades.
3)No more broken loots.
4)Healing/Consumables are rebalance.
5)Crates are empty
Purpose
The game is in general correctly balanced but there are some very weird aspects.
I created these small mods which improves the overall gameplay (for me at least) to be more logical and balanced.
The durability + upgrades rebalance is done on veteran difficulty only at the moment, if someone needs it on easier difficulty I will help with that.
These are my first mods, and are probably not perfect, thank you 🙂
Mods
1) No spongy mutants mod :
-Less armor on nearly every mutant.
-Headshot damage augmented.
2) Durability modified by reduced tear WITH Upgrades cost reduction (2 and 2Bis are obviously incompatible) :
-Weapons are WAY more resistant > fewer visits to the technician – your coupons account will thank me. No more red weapon after 5 clips of ammo.
-Armor durability unnerfed.
-Every upgrade costs ~50% of the older veteran prices.
2Bis) Durability modified by reduced tear WITHOUT Upgrades cost reduction (2 and 2Bis are obviously incompatible):
-Weapons are WAY more resistant > fewer visits to the technician – your coupons account will thank me. No more red weapon after 5 clips of ammo.
-Armor durability unnerfed.
3) Durability upgraded for looted weapons :
-No more red weapons (which never jam) on enemies corpses.
4) Healing and consumables are modified :
-Food nearly don’t insta heal anymore but very slowly and for a small amount.
-Bandages don’t heal anymore.
-Medkits have all their use case now and heal slowly – basic > half heal and slow – army > full heal and a bit faster + longer bleeding effect – scientific > lot of healing for sustained fights + increased anti rad and anti bleeding duration and effect.
-Water and Energetic have a longer duration and increased effect.
-Drugs last longer – they were nearly useless.
-Not a consumable but lowered stamina malus in water (nope can’t change slowness sorry).
5) Crates and boxes are now empty :
-Previous stalkers looted it before you ! No more loots in them at all.
Full details
1) No spongy mutants mod :
I adjusted the values according to their visual in game and logical body structure.
Mutants with only their skin have no justified armor excepted the biggest ones.
Head damage has been buffed corresponding to their mutant “use”, humans are x12 in the game, a bloodsucker should have been very fragile on that part.
They are the more nerfed mutant because they are supposed to be a stealthy glass canon doing hit and run, not a running tank.
BlindDog :
Armor 1.0 > 0.5
Bloodsucker :
Arpen Coef 1.3 > 1.0
HP 500 > 250
Armor 2.0 > 1.0
Head dmg 2.0 > 6.0
Boar :
Armor 1.0 > 1.5
Head dmg 1.0 > 1.5
Burer :
Arpen Coef 1.4 > 1.1
Armor 4.0 > 2.0
Head dmg 2.0 > 4.0
Cat :
Armor 3.0 > 0.5
Chimera :
Armor 4.0 > 2.0
Head dmg 2.0 > 4.0
Controller :
Armor 4.0 > 0.5
Head dmg 1.0 > 4.0
Deer :
Armor 3.0 > 2.5
Head dmg 1.0 > 2.0
Flesh :
Armor 1.0 > 0.5
Poltergeist :
Arpen Coef 1.3 > 1.0
Armor 3.0 > 2.0
PseudoDog :
Armor 3.0 > 1.0
Head dmg 1.0 > 2.0
Pseudogiant :
Armor 4.0 > 2.0
Head dmg 1.0 > 3.0
Snork :
Armor 3.0 > 1.0
Head dmg 2.0 > 4.0
Tushkan :
Armor 1.0 > 0.5
2) Durability modified by reduced tear WITH Upgrades cost reduction (2 and 2Bis are obviously incompatible) :
Weapon_DurabilityDamage = 1.25 > 0.33
Armor_Durability = 0.9 > 1.0
Effect_Satiety = 2.0 > 1.0 (stop the gluttony !)
Upgrades cost = 1.25 > 0.65
2Bis) Durability modified by reduced tear WITHOUT Upgrades cost reduction (2 and 2Bis are obviously incompatible):
Weapon_DurabilityDamage = 1.25 > 0.33
Armor_Durability = 0.9 > 1.0
Effect_Satiety = 2.0 > 1.0 (stop the gluttony !)
3) Durability upgraded for looted weapons :
MinDurability = 0.25 > 0.55
MaxDurability = 0.5 > 0.99
4) Healing and consumables are modified :
Bread
HP : 8 > 5
Duration : 4 > 300
Canned Food
HP : 18 > 15
Duration : 6 > 300
Sausage
HP : 12 > 10
Duration : 4 > 300
Energetic
Stamina : 200% > 300%
Duration : 45 > 300
Limited Energetic
Stamina : 500% > 500% (untouched, for info)
Duration : 30 > 300
Water reduction stamina cost
Cost : -10% > -15%
Duration : 30 > 300
Bandages
Healing : 20 > 0
Bleeding Heal Duration : 2 > 5
Antirad :
Duration : 2 > 10
Medkit
Healing : 70 > 55
Duration : 1 > 20
Bleeding Heal Power : -15 > -30
Bleeding Heal Duration : 2 > 30
Army Medkit
Healing : 85 > 100
Duration : 1 > 15
Bleeding Heal Power : -35 > -120
Bleeding Heal Duration : 2 > 60
Eco Medkit
Healing : 100 > 300
Duration : 1 > 30
Bleeding Heal Power : -25 > -240
Bleeding Heal Duration : 2 > 120
Antirad Power : -60 > -600
Antirad Duration : 2 > 120
Psi-Block
Duration : 60 > 120
Hercule
Duration : 300 > 600
Vinca
Duration : 180 > 300
Water Medium Penalty : 100% > 50%
Water Strong Penalty : 200% > 150%
5) Crates and boxes are now empty :
-Food crates are now empty.
-Ammo boxes are now empty.
-Medic metal boxes are now empty.
-Wooden crates are now always empty.
What did you expect, the zone was evacuated in 1986, no free loot remains !
Conflicts
1) No spongy mutants mod :
All mutants .cfg files in ObjPrototypes
2) Durability modified by reduced tear WITH Upgrades cost reduction (2 and 2Bis are obviously incompatible) :
DifficultyPrototypes.cfg
2Bis) Durability modified by reduced tear WITHOUT Upgrades cost reduction (2 and 2Bis are obviously incompatible):
DifficultyPrototypes.cfg
3) Durability upgraded for looted weapons :
DynamicItemGenerator.cfg
4) Healing and consumables are modified :
EffectPrototypes.cfg
5) Crates and boxes are now empty :
DestructibleObjectPrototypes.cfg
Installation
Extract the .pak file and place it in \S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods
If there is no ~mods folder located in your Paks folder, create one.
If you already have this installed and are trying to update it, remove the old mod from your ~mods folder before installing the new version.
Personal note :
This needs to be tested => Head damage multiplicator to : Controller – Deer – PseudoDog – PseudoGiant
Because they don’t have the basic information in the cfg file, I created it, thus not 100% sure it is effective.


