theHunter: Call of the Wild

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deRuyter

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deRuyter

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About this mod

* Better penetration of the rifle ammunition, especially for soft-point bullets
* Ammunition class range improvement
* Weight rebalance of the weapons, accessories, consumables and equipment to more realistic and gameplay-friendly form
* Scopes' zoom values reworked

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IMPORTANT NOTE: First version for the new DLC that changed mod installation.
Adds new zoom range for selected scopes !!!

Finally
updated for Revontuli Coast DLC. 


This is rework of my older mod that improved weight of the firearms to the reasonable values.
It is now expanded as I am able to mod the game just a little bit further

UPDATE NOTES:
  • Replaces equipment_data.bin file
  • New working ammunition files
  • Zoom for the scopes - new values / range
FEATURES of the MOD:

Ammunition
  • All rifle ammunition is changed in terms of the penetration increase, especially expanding bullets.
  • Some ammunition have energy and bullet weight changed to fit real world properties (increase where energy was too low for the standard real world counterpart. .45-70, .300 Wby, .338 to name a few). Changed in a way so that muzzle velocity remains unchanged - so ballistic curve should be "same"
  • you now should expect double-lung shot with expanding ammunition when the shot is taken on reasonably-sized animal at normal hunting distance (100m). NOTE: Subject to further tweaks according to the gameplay experience
  • Much angled shots or frontal shots are still sometimes undepenetrating but even I.R.L. such a shots are considered tricky at best - use "armour piercing" bullets instead
  • .22 lr is now improved to be effective on Class 2 animals and is able to hit vitals in the case of the broadside shot. It is also Class 2 legal (It can do it in the case of Class 3 but is not legal)
  • All rifle centerfire ammunition is now at least Class 3 legal (yes you can hunt roe deer with .470NE :-D ) Lower class range was thus expanded, upper one remains unchanged. Consult the ammo sheet picture!!!
  • Some rounds were expanded further to Class 2 or 1 - check table on the provided picture. It is because turkey is Class 1 and in some states of the USA, it is allowed to hunt it with either muzzleloaders or some centerfire ammunition. You can now use lead Ball on turkey, but not Minie projectile
  • Minie projectile is now Class 9 legal. I made it by accident and then I decided to left it as is. Because Lion is Class 9 animal. It is your call if you decide to use it on Cape Buffalo which is not supposed to!! But it is your game!!
  • All pistol ammo class expanded to Class 1, upper end left as it was
  • All shotgun birdshot class expanded to Class 2 - but vital organ penetration is not granted - I haven't chance to test it
  • All shotgun buckshot class expanded to Class 1. Because in real-life there is wider range of the shot sizes for different game
  • All shotgun slugs class expanded to Class 2. Yeah, you can slug the fox now.
  • All bolts and arrows class expanded to Class 1
  • General idea is: While there are imposed some legal minimal requirements (= upper limit is reasonable idea) when hunting particular animals, although they vary over the world; I am not aware about imposing limits on the maximum power allowed - not on the general level. In short, while it is not legal to shoot Cape Buffalo with .30-06 Sprg. in most if not all African countries, hunting fox with standard rifles, roe deer with .45-70 Gov etc. is perfectly legal. My Class change attempts to mimic this as well as to set some rounds as Varmint ones.

  • .303 British has energy and muzzle velocity reduced (ballistics is affected): In vanilla form is ~300 J of the muzzle energy more powerful than .30-06 Springfield (.303 is roughly copy of the game's 7mm Magnum). My version is reduced to the real life values, but this time it was necessary to change bullet weight so the muzzle velocity is also affected because vanilla one as calculated is around 950 m/s - that is insane for this round. Thus ballistic curve is affected compared to the original one. Just do not install/delete files for the both bullet versions if you do not like the idea

  • You will not see changed values nor new class range in the game as it is stored elsewhere. Even before the last updates it was stored in the file that controlled other properties thus I would not like to modify it as it would be incompatible with other mods anyway. But upper limit is still valid (Class 9 Minie ball being the only exception)

STORE: Weight and price rebalance

  • weight of the all weapons, accessories, consumables, equipment as well as sometimes prices were changed to fit real world values. Some weight was tuned to make it more gameplay-friendly. 
  • I also made some differentiation - i.e. rifles with polymer stock are somehow lighter then those with wooden one (as they are in the real life)
  • Also I tuned down some prices for the consumables and equipment when I found them too high
  • NOTE: Some stuff is now heavier than vanilla one. It is rather rare, but there are few cases. I.e. M1 Garand or Martensson 6.5mm
  • Ammunition prices are also changed. Developers seem to take very pricey varieties, included swedish taxes and ignored that box price in the store they used is for 20 pieces while you buy box of 10 only in the game. So I looked for fair prices of the renown manufactures, recalculated price in Euro to price Swedish currency for the box of 10. I generally kept the rule that Polymer-tip is some high-tech ammo while soft-point is rather standard type. Some prices especially for shotgun ammo are influenced by the real world effects like being standard and mass produced type or rather specialty (i.e. 10 gauge) - that's why some smaller gauges might be more expensive than larger one. It is not all about the size
    
    SCOPES


  • zoom changed to have greater range and to make scopes more practical.
  • zoom added to fixed-magnification reflex sights
  • Rifle+shotgun scope (1-4x):1 - 1.7 - 2.8 - 4.8 - 8
  • Rifle scope (4-8x):       2.5 - 3.9 - 6.1 - 9.6 - 15
  • Rifle scope (8-16x):      7 - 10.5 - 15.7 - 23.4 - 35               (reduced wobble mod most likely required - I haven't tried it without it)
  • Rifle scope Nightvision (1-4x):    3 - 4.5 - 6.5 - 9.5 - 14
  • Rifle + level action (4-8x):    1.5 - 2.5 - 4.25 - 7.25 - 12
  • Pistol scope (2-4x):      1.5 - 2.5 - 3.5 - 5.25 - 8
  • Reddot / Marksman (1x):    1 - 1.4 - 2.0 - 2.8 - 4


Installation:
Add the following line to CotW's steam launcher option as is. Including dot at its end:
--vfs-fs dropzone --vfs-archive patch_win64 --vfs-archive archives_win64 --vfs-archive dlc_win64 --vfs-fs.
or if it doesn't work try this shorter version instead:
--vfs-fs dropzone --vfs-archive archives_win64 --vfs-fs.

  • Choose what you want to mod

Copy the content of the selected archive into your main theHunterCotW directory:
That means you have to copy directory starting with the name "dropzone" (respectively all files have to be placed under proper pathway made inside dropzone folder).
If you do not have dropzone folder in your game directory, means that you have not used any mods so far, either create it, or copy my files starting with dropzone


  • scopes and ammunition should work as they are. There is no .bin file
  • store modification uses .bin file. For me everything worked without additional effort or just with vanilla global.gdcc file in ...\theHunterCotW\dropzone\gdc\ folder
  • if you do not have the file and it fails to work or you have more mods using .bin files etc, check this mod and instructions there:
Mod Merger


SOME MANUAL SELECTIVE MODDING:
***************************************************

  • If you do not like some ammunition changes or prefer changes by other modder either do not install, delete or replace particular subfolder and files there. Two files control values for every type of the cartridge and both must come from one mod because they are made together. Thus you can take files for i.e. .308 Win from one mod and .303Br from another or even Softpoint variety for one round from one mod and polymer-tip from another.
equipment_ammo_NAME.ammotunec
equipment_ammo_NAME.ee


(Just never mix .ammunotec file from mod A and .ee file from mod B for the same round and bullet type.)


  • Scopes works in the same way. Install the ones you like, remove the ones you do not or replace them by the ones from another mod.
WARNING: Marksman sight is unique. It uses 2 folder instead of one as any other scope (reflex_sight_01 + sight_reflex_01). So if you do not want this change or you want to use version from another mod, both folders must be removed or replaced



NOT TO FORGET:

!!!BACKUP YOUR PROGRESS SAVE FILES - ALWAYS and REGULARLY!!!
Even vanilla games is known to screw them up!


Compatibility:

Any mod using file
equipment_data.bin

How to combine ammunition and scope properties from different mods is in installation procedure.


Special thanks to:

besthsq - for inspiration how to mod ammunition
Akoniis - for inspiration regarding equipment, as well as values he used there
WarbirdRed5 - for som youtube guide how to make some parts in much convenient way. Without it I would not have patience to do it and test and tweak through the hex editing