Original Mod
Faction: The Ghosts for 1.6 + Empire and Childbirth Fixes
INTRODUCTION
A CE patch for my 1.6 version of Faction: The Ghosts by Chicken Plucker.
I have meticulously patched the weapons and armour defs with xpath, setting their stats to their closest analogues in the CE patches for other mods like Rimmunation Weapons and Clothing.
Not a simple copy and paste job; I've made sure the original firing sounds and correct ammunition types are preserved. Where no direct analogue exists (the AAC Honeybadger) I have given it balanced stats based on its class. The Honey Badger has stats that place it between the MP5SD and the M4A1, as befits its real-life role.
WHAT IT DOES
Weapons and armour converted to CE
Manually tweaked every weapon added by the Ghosts mod to have correct properties in CE, such as magazine sizes, burst size, and ammunition type. The standard CE ammunitions are used, correct for each weapon.
Added bipods for the LMGs and correct fire modes for each weapon based on type, the same way they are in CE's own patches.
Ghosts start scenario includes ammo for the starting weapons
A modest amount of FMJ ammo for each of the starting weapons.
AAC Honeybadger (.300 blackout) - 30 round magazine, 90 FMJ rounds
Mk48 (7.62x51mm NATO) - 100 round magazine, has CE bipod, 200 FMJ rounds
HK416SD DEVGRU (5.56x45mm NATO) - 30 round magazine, 90 FMJ rounds
VSS Vintorez (9x39mm Soviet) - 10 round magazine, 60 FMJ rounds
Armour values are matched against their analogues from the CE Rimmunation patches
Helmets all have 8/16 sharp/blunt the same as standard helmets in CE.
The 5.11 body armour also has the same armour as the standard-tier body armours in CE.
Increased the min and max weaponMoney available to each pawnKind def, so that spawned NPC pawns can always afford their available weapons
This was necessary because patching the weapons to CE made them more expensive, as they use the same ingredients as their existing CE counterparts.
Gave the german shepherd some CE armour to let it shrug off basic, low-penetration attacks
It has 4/8 sharp/blunt armour. It also has its attacks patched for CE. Hopefully it's balanced, I relied on Nuff's autopatcher for that part (https://steamcommunity.com/sharedfiles/filedetails/?id=2972167798).
You do not need Nuff's Auto-Patcher mod, I just used it to generate an initial patch.
BALANCE NOTES
- I have not changed the bonus non-armour stats on the original Ghosts mod's apparel. They are undoubtedly overpowered, I may bring those things into balance later. 20% Global work speed and crazy cold insulation on coveralls, etc.
- I've given the helmets 70% Night Vision, because they visibly have NVGs mounted. This is the same value as the other helmets that have NVGs in CE.
- The original Ghosts mod is old, the balaclava and helmet are one item. This means the helmet covers the face parts, so I don't think it's possible to wear gas masks with these helmets. On the other hand, this means the face is armoured by a 'balaclava' that has the strength of a ballistic helmet.
LOAD ORDER
Load this patch after CE and my Ghosts mod.
Credits:
Chicken Plucker for the awesome original mod
noddistVitae for initially porting it to 1.6
The CE team and original authors
Nuff for their Auto-Patcher for Combat Extended