Adds a wider range of condition to dropped weapons on corpses. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Оружие на трупах падает с более широким диапазоном состояния.
Ported from an optional feature of Arsenal Overhaul for Call of Misery, remade for Call of Chernobyl and compatible with anything that doesn't change scripts\death_manager.script. Word for word:
It turns out the condition of weapons from dead NPC's are calculated by a
random number generator that produces a number between 6 and 45, meaning
that the maximum condition of a weapon you can ever get off an enemy is 45%.Although it's probably for balance, I thought it was unrealistic. I can understand
that maybe the weapon took a bullet in a firefight hence its bad condition, but EVERY time?This changes the calculation so its actually possible to find weapons in the following tiers:
[Probability] condition - range of condition
--------------------------------------------
[5%] Practically New - 100%-80% condition
[50%] Average Quality - 80%-65% condition
[30%] Worn - 65%-25% condition
[15%] Destroyed - 25%-1% condition
--------------------------------------------Because Honestly, I doubt even bandits are dumb enough to lug around rifles that jam every few shots,
they probably do SOME maintenance, and not stuff the ejection port with chewing gum regularly.It might make the game a bit easier, since now most weapons you find are not in garbage condition,
but its up to you use it.
Перенесено из дополнительной возможности в «Arsenal Overhaul для Call of Misery», переделан для «Call of Chernobyl» и совместимо со всем, что не меняет scripts\death_manager.script. Первоначальный текст переведен на русский язык:
Оказывается, состояние оружия у мёртвых NPC высчитывается генератором случайных чисел, дающим числа от 6 до 45, а это значит, что максимальное состояние оружия, которое вообще можно снять с противника, - 45%.
Хоть это, наверное, сделано ради баланса, мне это показалось нереалистичным. Я мог бы ещё понять, если бы в оружие случайно попала пуля и портила его, но КАЖДЫЙ раз?
Это меняет высчитывание так, чтобы оружие действительно можно было найти в таких категориях:
[Вероятность] состояние - диапазон состояния
--------------------------------------------
[5%] Практически новое - состояние 100%-80%
[50%] Среднее состояние - состояние 80%-65%
[30%] Изношено - состояние 65%-25%
[15%] Разбито - состояние 25%-1%
--------------------------------------------Честно говоря, я сомневаюсь, что бандиты настолько тупы, чтобы таскать винтовки, которые клинит через каждую пару выстрелов. Наверное, они хотя бы немного ухаживают за оружием и не залепляют затвор жвачкой.
Это может сделать игру проще, поскольку теперь большинство найденного оружия не будет в убитом состоянии, но вам решать, использовать ли это.
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6.77 votes submitted.
When i see first the Preview Image: It's a Sata connector? :D But otw good good mod!
Thanks. Maybe an IDE connector.
Yeah, it always kinda irked me when I picked of a gun off a Ukrainian Specnaz, and it was near broken...
Keep in mind that in some cases it's not likely that certain groups use weapons in worse conditions and below. Any faction with good money and well equipped members should likely not have their main weapon in too bad condition like Soldiers having at least their main weapons i very good conditions. But I don't know if you can make it depend on faction and maybe vary the condition with small arms too.
Basically the likelihood if these conditions should be different depending on factions, some never dropping weapons of destroyed condition.
I don't know about that - I didn't code this mod. But you have a good point.
does this mod need new game?
I don't know. Sorry.
My game crashes whenever I kill a NPC. Any reason or fix?
I dunno. Are you using any other mods?
Yeah. AO3, Dan's Factions, Dynamic HUD, and Higher Damage.
Well, any of those could be causing a problem.
I also have this problem but i use stcop and this mod, i think there is some problem.
Have you fixed the problem? it's the same with me, I tried killing some npcs after every mod I installed, so I know for sure that this mod is the one causing the problem
Can I use this mod with 1.4.22 CoC or not?
Here's a file for 1.4.22. Dropbox.com
(possibly dumb question) Is a new game required? I'd like to drop this into my current "playing" installation. :)
OK, 9/10: New game NOT required. :D
And I've already tweaked the file to my liking. ;)
(80-100% cond. = 10% odds, 65-85 = 50%, 25-65 = 25% and 0(lol)-25 = 15%)
So far I like the mix of decent gear vs crap I'm getting, but I may tweak the condition ranges a bit.
NOW- the big question is, has anyone ever modded this file to change the drop quality for *specific factions or groups of factions?*
I'm looking at it, and it *may* be possible.
What I'd like to do is split the npcs into three groups: those who are professional or paramilitary (Military, Mercs, Duty & Freedom) and "Independents" (Loners, Monolith, Bandits, Clear Sky) or "Science" types (Ecologists, Zombies).
Soldiers would have the best odds of excellent and decent condition, Independents would be about average on great and decent condition and "Science" would have a much lower chance of pristine or decent gear and a higher chance of crap.
The closest thing to that is an addon for Call of Misery that changes weapon drops based on the rank of the NPC you kill. I could adapt it to CoC, but I want to ask permission for that. Moddb.com
I forgot to say thanks, even though the code isn't mine - crazyiscombine deserves the praise. lol
Thanks anyway, I learn a lot from picking apart modded files like these. :D And thanks to crazyiscombine too!
I'm looking at the CoM mod now to see if (with permission of course) I can adapt it to CoC; the rank adjustment sounds at least as good as my idea.
Hey, i Really enjoyed the mod but you think you could do one that improves the value of the weapons that you sell ex: i sold an pkm for 6k and then i could buy it again but for 23k the traders are such morons
Does it work with outfit add-on and 33 additional artifacts
And artifact rebalance