Low Tech Warsaw Pact Weapons Mod |
Ouklos Released Mod: LTWP mod v1.00 Here's my LTWP mod. After three campaigns and lot of tweaking, I think it is now rather well balanced. If you like to play with lot of weapons/attachments/armours, this is not the mod for you Feedback is welcome, especially for the AIM starting gears, items descriptions, guns ranges, LBE items, everything in fact The Low-tech Warsaw Pact weapons is a JA2 1.13 mod. It uses vfs config and the NIV, meaning you must have a fairly recent SVN or Single-Click Installer version : minimum a Build: 2963 EXE Release. The base XML files come from the "JA2 1.13 3042 exe SVN 1165" Single-Click Installer. - Play JA2 1.13 with standardized weapons for the player and the AI, and with limited/toned down equipment. - Only WP weapons are present, with the exception of shotguns. Weapons excluded : Valmets, Grozas, Vikhrs, OTs-39, KAC SR-47, As Val, VSS Vintorez, Vsk-94, KSVK, OSV-96, VSSK Vychlop, SR-1 Gyurza, Baikal MP-233B. Depending on the coolness level, weapons get gradually better, with no useless guns. Standardized means no ammo problem : in the beginning, you'll find only 9x18mm/7.62x25mm, then 5.45x39mm, 7.62x39mm, and finally 7.62x54R. (plus buckshot/slugs of course) - Rebalanced weapons : adjusted all values like coolness, deadliness, accuracy, range, AP to ready costs, etc. - Removed Rod and Spring and Barrel Extender for all guns. - Reversed the stats for the 2 binoculars : the 'Quality Binoculars' now provides the best vision range bonus. - Removed Twaron, Zylon, SWAT, EOD armour. - Increased "startradius" values for Tear gas and Smoke grenades. - Removed used grenades/explosives/RPGs. - More carrying capacity for backpacks. Examples : - Removed Pistol Suppressor, Rod and Spring, GunBarrel Extender, GP-30 GL, Folding Stock, Retractable stock, Trigger Group and AR Suppressor for the AI ; added Grippod. Since the AI is limited to only two attachments, it helps them a lot. Instead of having useless and ridiculous things like Folding Stocks, GP-30s and AR Suppressors on their weapons, they will have Lasers/Scopes/Reflex Sights/Kobras much more often. Changed a lot of gears. Example : Fox starts with a Medkit, Blood with 3 throwing knives. The following items are tagged Sci-fi : NVG IV, Mustard gas grenades/shells, VOG-25P Jumping grenades, 7.62x25 Cold ammo, Dart gun and Darts. If you really want to get them without the pukazoids, select Sci-fi for your new game, and turn the Crepitus OFF in the JA2_Options.ini. - This mod is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - Extract the content of the .7z file in your JA2 root directory, ie where your JA2.exe is. IMPORTANT: You MUST select "Normal Guns" and "New Inventory" when you start a new game to use this mod ! 1) Delete the two lines you added in the JA2.ini, and remove the comment (";") in front of your previous vfs config. - I recommend using : HAM 3.5 or higher, SLOW PROGRESS FOR ENEMY ITEMS CHOICE = TRUE, and not buying weapons from BR. Mod Designer
Status
Download
You MUST select "Normal Guns" and "New Inventory" when you start a new game to use this mod !
You will have to reset your preferences too, since this mod uses a new vfs profile.Notes
Introduction
Goals
- Reduce the "Headshot game".Features
- The player and the AI have the same available weapons. Exceptions : UDAR for the player, Pecheneg and FN SCAR H for the AI (not buyable).
- Low tech : no "uber" weapons/armour/ammo. It means there are no : Glaser/Match/SAP/AET/Flechette ammo, silent or semi-auto sniper rifles, sniper scopes, anti-material rifles, Long Range AR, FN P90/Magpul PDR, multiple-shots GL, napalm, thermobaric, Rockets Rifles, Trigger Groups, Rod and Springs, Barrel Extenders in this mod. Cold ammo is limited to 7.62x25mm.Mod Details
Weapons
- No guns with zero or negative accuracy. How can you be PENALIZED for spending more AP aiming ?
- Increased range for pistols, mostly +2.
- Lowered Burst/Auto penalties, and decreased the Foregrip/Grippod bonuses.
- Shotguns are much more faster. Example : SPAS-15, 4AP to draw, 21AP to fire.
- Increased the "MaxDistForMessyDeath" for all weapons. More fallbacks/slow falls from roof now.
- Created new (real, except the VIS-37) weapons, by renaming and rechambering default 1.13 weapons.
Example : MP-445 (.40SW) --> OTs-27 "Berdysh" (9x18mm), CZ-75B (.40SW) --> CZ 82 (9x18mm), MP-446 (9x19mm) --> OTs-33 "Pernach" (9x18mm).
- All sniper rifles (rather DMRs in this mod) have a default scope attached. Now, even a Mosin-Nagant is a nightmare ! (the PEM scope is a slightly better PSO-1)
- The GP-30 Obuvka and RGM Kastet grenades launchers can fire now VOG-25 Stun, Tear Gas, Mustard gas and Illumination 40mm grenades.
- MG : (PKM/Pecheneg) these are "ground only" versions. They have huge ready and reload AP costs, but they can fire several short bursts per turn. They should only be fired in prone position (built-in heavy bipod). They also can't take ANY attachment. Don't let these "horrible" stats deceive you : their suppression power is outstanding, and you can (and will) kill even out of sight range. If you don't use HAM and its suppression, forget about them !!!Attachments
- Only scope 2x, PSO-7 Combo (scope 2x + Kobra) and PSO-1 allowed on SKS and AR.
- Reflex Sight only for pistols/SMGs. For quick AR, use a scope 2x + Kobra, or a PSO-7 Combo.
- Folding stock : removed the -1 Hit penalty and the AP reduction bonus. It just reduces weapon size now.
- Scopes : less powerful.
PSO-1 : AimBonus 11 10 Day/BrightVisionRangeBonus 40 20 NightVision 20 10
PSO-2 : AimBonus 17 15 Day/BrightVisionRangeBonus 70 40 NightVision 35 20 (ex PSO-3)
PSO-3 : AimBonus 17 Day/BrightVisionRangeBonus 70 60 NightVision 35 30 (ex Sniper Scope)
- A lot of other changes, too numerous to list. Examples : removed the GP-30 for the AKMSU, Foregrip for the Saiga 12K/Pecheneg, added scope 2x for lot of AR.Misc
- Reduced size of : Molotov cocktails (repairable now), Bizon mags, RPK-74 mags, First Aid Kit, 9x18mm Mag 20 (so they can fit Holsters/Holsters Rigs)
- Reduced the weight of : 75-rounds drums, RPK-74 mags.
- Increased weapons and misc drop rates for enemy/militia.
Laser Sight coolness 7-->5 BestLaserRange 90 130
LAM-200 coolness 9-->6 BestLaserRange 100 170
LAM-350 coolness 7-->8 BestLaserRange 300 220 +NightVisionRangeBonus 20
- Removed 5.45x39mm RPK-74 Mag AP and 7.62x54R Box AP : why use AP for MGs when you have Tracer ammo ?Armour
- Reduced the weight and AP penalties for most armours.
- Increased Dyneema Helmet coverage : 70%-->80%.Explosives
- Increased duration for Tear gas, Mustard gas and Smoke grenades/shells.Bobby Ray
- Weapons descriptions : only the bare minimum now, coolness, barrel length, action. I'm fed up with cousin Lester jokes and hijacked airliners.
- Increased quantities for ammo/grenades/misc stuff like tool kits.LBE
ARUC : added 2 AR mags, MALICE3 : added a General Large slot.
- Improved some vests. Examples :
TT Assault Vest : removed 1 AR mag, added 1 grenade, 1 Medium general pocket.
LRAK Vest : removed the 2 canteens, added 2 AR Mags, 2 Grenades, +10% camo
- Increased Pockets capacity :
Increased AR mag capacity : 2-->3, Grenade 1-->3 small grenades (Stun, Mini, Mk2) -->2 for Smoke/Tear/Mustard, Rifle Grenade 1-->2.AI Items choices
- Removed Mini and Smoke grenades. Enemies/Militia using Smoke does not make sense, and I hate when they can throw Minis grenades way farther than even my Expert throwers.MercStartingGear
- Gave Charlie 7.62x39 mags. instead of 5.45x39 mags.Sci-Fi
Disclaimer
- I didn't change the pictures for the new weapons/attachments. Not a mod for the 'realism police' !
- I didn't used the map editor. You will find the "illegal" but usual items : FA-MAS, Mini-14s, rocket rifles, 7.62x51/5.56x45 ammo...
Same with pre-placed AI soldiers/militia : they will carry Minimis, HK-21s or mini grenades.Installation
It will create a new folder here (Data-LTWP), and also a new, empty one in the "Profiles" folder. (User_LTWP)
*** IMPORTANT*** If your zip/7z manager asks you to owerwrite some files, cancel the whole thing ! Something is wrong. (Probably you are not in the JA2 root folder)
1) Backup your JA2.ini file. (inside the JA2 root folder)
2) In this JA2.ini, in the "Define here the correct vfs_config.XYZ.ini for the MOD you would like to play" section, comment your current vfs configuration, and add the following two lines :
; Low tech WP weapons
VFS_CONFIG_INI = vfs_config.LTWP.ini
- Example :
----BEFORE----
Code:
; JA2 1.13
VFS_CONFIG_INI = vfs_config.JA2113.ini
; JA2 Vanilla
; VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini
----AFTER----
Code:
; Low tech WP weapons
VFS_CONFIG_INI = vfs_config.LTWP.ini
; JA2 1.13
; VFS_CONFIG_INI = vfs_config.JA2113.ini
; JA2 Vanilla
; VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini
3) Optional : copy your Data-1.13\JA2_Options.ini file to the Data-LTWP folder.
4) That's it ! You can now start a new game without messing with your current saves.
You will have to reset your preferences too, since this mod uses a new vfs profile.Uninstallation
OR delete the JA2.ini, and replace it with the backup copy.
2) Delete the whole mod :
- In your JA2 root folder : the two files README LTWP mod v1.00.txt and vfs_config.LTWP.ini, and the Data-LTWP folder.
- In the Profiles folder, delete the User_LTWP and its subfolders.Final Words
And tripling the "Activity levels for natural healing" in the JA2_Options.ini.
- This mod is harder than 1.13. Since you can only use PSO-1 scopes with assault rifles, forget about Headshots ! Even mercs with 99 MRK will
miss a lot Torso shots. And forget about high (above 80%) "Hit Pourcentage" too ! In three complete campaigns I played, the highest I saw was Buns with her SV-98/PSO-3 at ...49%
- As I wrote before, this is not a realistic mod. With the same barrel length, it does make not sense that a AEK-973 has a better range than a AK-47. But except Snipers/MGs, there are no WP weapons in 1.13 above coolness 6. So, for gameplay reasons, some AR were artificially improved.



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