Check dependencies for requirement
PLEASE READ THE ENTIRE DESCRIPTION but if you just want to jump in, at least read the WARNING section :)
This is a comprehensive overhaul with the goal of providing a completely new and challenging experience within the scope of the demo where nearly all systems and mechanics have been expanded and changed to work together better. It features an entirely new progression system with new starting kits where the point is that you exchange specific items with traders for specific weapons, ammo and gear. You start in the village, and the attic is locked until you have been to Radar. Then it opens for 1 visit, and locks again when you leave. If you quit your game after having visited Radar, it will be locked again. You likely won't be able to complete all tasks in a run.
This is also a permadeath experience that forces the player to be tactical, careful, patient and fearful. A much lower amount of items are obtainable in a run and all loot and tasks reset when you enter the attic or die.
Full list of features and changes:
- Trading has been removed and tasks have been expanded. Almost all gear, weapons and ammo must be obtained as rewards for tasks before you get to Vostok, where these things can be found as loot.
- Currently, you only have to complete 3 tasks to unlock the next level.
- All loot containers are persistent, so you can stash items anywhere, and they will stay there until reset (Logic ported from Oldman's Immersive Overhaul). WARNING: This does not apply to Radar!
- Your character and the world loot is saved on each map transition, but you will always spawn in the village when you load your game. If you die, everything is lost.
- The new starting kits are very significant and each has its own progression advantage.
- Bandits only use AKM, AKS-74U, Remington 870, Mosin Nagant and Makarov. They will never have attachments on them.
- AKM and AKS-74U can't use scopes and red dots in this mod (I'm sorry, but see future plans at the bottom). The purpose behind this is to maintain balancing so you'll be dependent on completing tasks, since they give weapons that can use scopes. It also makes the option to put AKS-74U in the secondary slot a little better for balancing. The weapon models in the game also don't have a rail attachment system on the sides, so it's kind of realistic.
- Combat is MUCH more dangerous, and medical items and armor are MUCH rarer.
- You can inspect weapons with camera movement and without UI. Press right mouse button while inspecting to open the UI.
- Secondary scopes and canted aiming can be toggled without having to be in a state of aiming when pressing the button.
- You can lower your weapon all the way down by pressing the left mouse button when on low ready. Aiming and shooting still works as normal, but it's slower from the lowest state.
- All SMG's and AKS-74U can be used as both primary and secondary weapons, but defaults to secondary.
- Equipped items and inventory items share the same weight, so equipping something still counts to your overall weight.
- Weight capacity has been changed drastically for the sake of balancing and realism. Only backpacks and pouches give you increased capacity, and clothes are entirely cosmetic.
- When you are overweight you only lose arm stamina faster and not regular stamina, but you walk much slower and can't sprint.
- The same applies when you have a fracture, and you won't lose health from it.
- Includes a UI overhaul that makes the interface a lot less crowded by removing a lot of unnecessary text and information. You'll find all the info you need in the tooltip.
- Interact messages have been changed for most interactables, and they have been hidden for doors, traders and loot containers.
- The mines in the minefield have been removed for a more immersive experience in the map. There's challenge to be found here through the enemies instead. (Possibly controversial change, I'm open to removing it in the future after feedback).
- The sound effect that plays when you are overweight is less dramatic.
- All damage from guns has been rebalanced.
- KP-31 uses 9.18 ammo. It might not be realistic, but it's to make it play a more important role.
- The SSh-39 and police helmet have swapped stats. This is because the best gear are all in green.
OPTIONAL BONUS STUFF:
I've included a reshade TAA that I use myself and a shader toggler. In my experience the TAA is better for performance than MSAA 8x and looks better than just using MSAA 4x. How it looks isn't to everyone's liking though, but you can try it if you want to. The shader toggler toggles all UI elements with a hotkey, it's there if you want to use it. You can change the hotkey in the reshade menu under add-ons. These files are located in the RESHADE folder in the zip, and they are to be put where the exe file is.
WARNING:
You MUST install the dev-console mod found in Dependencies.
If you crash when loading a map, please go into your save folder and delete everything except for preferences and ModConfig. I advise to do so anyways before you start just to be sure.
This is a big mod so I haven't had the time to test everything, but I'll be quick to patch any potential issues.
I would greatly appreciate that you report issues or exploits immediately if you find any.
The same goes for feedback on balancing or other aspects if you have an opinion you would like to share.
Please disable all other mods I've made while you are using this. Also beware that you can't use Oldman's Immersive Overhaul in addition.
Some mods may be compatible with this, but keep in mind that they might mess with the balancing of this experience.
KNOWN ISSUES:
The HMR red dot is misaligned on Russian guns.
TO MODDERS:
Any item mod that injects the item into the loot pool will break the balancing of this mod, essentially making it a cheat. Or if a weapon is injected "together" with a vanilla gun, they will never spawn. Contact me if you want me to integrate it into the mod, and I'll make it obtainable through tasks.
The same goes for any other type of mod that is technically not compatible with this. I really want this to be a thoroughly difficult and balanced experience, so it may not be compatible in that regard.
Plans for future changes (in the order of priority):
- Change enemy spawns and behavior, and make it so all guards and soldiers use armor and attachments.
- Expand tasks even further, and improve reward balancing.
- Make it so that you can't open loot containers at night if flashlight or night vision is off.
- Expand movement options.
- Fix the HMR red dot on certain guns.
- Make NVG's an item that is craftable or given by tasks.
- Have other AK's that are essentially duplicates that can use scopes (let's say they have that rail attachment thingie that the base ones don't)
- Make Vostok an even more exciting place to be.
- Make it so that there are certain rules to when SMG's can be in the secondary slot, for instance only if they don't have certain attachments.
- Overhaul effects of medical items and consumables so their usage is less binary and more situation dependent.
- Making clothes have new types of effects such as movement speed, reduced sway, stamina etc.
- Implement new crafting recipes that work dynamically with the overall progression.
- Have an alternate game mode where body temperature slowly depletes over time, with the point being that you have a limited amount of time to get to Radar and back again (not quite speedrun, but quite difficult, demanding multiple tries). Some consumables and gear make it deplete slower so you have to very strategically manage your equipment and inventory (FUN!) (WINTER ONLY).
I plan to keep this project going well into early access, so please don't create too much work for me Antti!. Just kidding, love you :)

