Rouge-like mode that aims to bring a fresh challenge to Story Mode. Plan your next move, take with you only what you need, and always stash a spare gun because you can drop and even lose your equipment. Unlike ironman, this mod doesn't require a full progress restart but rather a similar approach, making it challenging and exciting.
Dude, where's my gear?! brings a fresh challenge to Story Mode. With it, you'll experience a new level of gameplay where the stakes are high and avoiding death becomes crucial.
Inspired by Klean's idea of respawning on a hideout aka EFT and some personal similar ideas I had, the mod adds a unique twist to the game by introducing "penalties" for dying. Unlike ironman, this mod doesn't require a full progress restart but rather a similar approach, possibly making it even more challenging and exciting.
Here's how it works: first, you'll need to create a stash or sleep to set your custom respawn point. If you create multiple stashes, only the last one will be your respawn point, and removing it will delete the spawn point (fallbacks to the last sleep point if any). If you never did netiher, you'll respawn on your faction initial base location.
When you die, all of your items will be dropped in a backpack, which will be marked on your PDA map. However, only items that are not dropped are PDA, Echo detector, and quest items. Additionally, you'll also lose some money, up to 65% of your current balance. A portion of the lost money will be created as money items inside the backpack.
To add to the challenge, items lose condition after you die, and this accumulates with the possible damage that killed you. This feature adds an additional layer of difficulty to the game, making it even more important to avoid death.
Github repo: Github.com
Big shoutout and credit to authors Mr_Gepardas and ravenascendant their mods were use as base for this one.
Main features:
- Tested on Story mode.
- Initial beta testing for Ironman (only worth using ironman if you want to restrict the creation of saves)
- You need to sleep or create a stash to set a respawn point.
- If no respawn point set, you are send back to your faction base.
- You can disable saving at campfire. Limiting it only to sleep.
- Time pass after you are killed, the zone continues without you while you recover.
- After respawn health is calculated based in time. There is a chance of getting full health.
- Satiety is also calculated base in time, there is a chance of getting some meals every some hours while time is passing.
- If you create multiples stashes, only the last one is the respawn point.
- Removing the last stash deletes the spawn point and do NOT transfer to the previous one. (But fallback to the last sleep point if any)
- When you die, a backpack with all your items is dropped inside a backpack and marked on your PDA map. (Only items that do NOT drop are PDA, Echo detector, quick release and quests items)
- You also drop money (max 65% of current balance, and some of that money is created as money items inside the backpack.
- Items lose condition after you die (this accumulate with the possible damage of what killed you)
- Curve of difficult based on current rank, it affects every % chance. If low rank chances low, if high rank chances even higher than usual. This uses as baseline all the values you can set at MCM.
- Players will start losing melee and pistol items after reaching the "experienced" rank.
- Cause of death is calculated based on the last 35 hits, and are max 75 seconds old.
- NPC's have a greater chance to steal your items(equipped guns and outfit + meds) and you lose more money. (Increase default loss change by 50%)
- Mutants steal your food, lower chance to lose items. (Increase default loss change by 50%)
- Anomalies primarily degrade your equipment, lowest chance to lose equipment. (Increase degradation by 25%)
- Full compatibility with mags redux, magazines are affected by the same calculation and slider than ammo.
- Option to delete previous dropped stash upon death (disabled by default)
- Option to only set respawn points at a fireplace.
- Option to drop all money instead of losing it.
- Several values are configurable using MCM. It's a granular experience that you can tailor for your enjoyment. Some examples of what can be set:
- Chances of keeping equipped guns and outfit
- Chances of keeping ammo, money.
- Chances of losing forever items
- Chances of full health and satiety
- Enable/disable time skip
- Enable waking up at daytime only
Know issues:
- Arena is not compatible yet, not testing have been done on it. [Planned for 0.7.x - ongoing testing]
I'm currently looking for testers to provide feedback on balance, as I want to ensure that this mod provides a fair level of difficulty. While I'm are considering allowing players to keep their weapons, I want to maintain the unforgiving nature of the mod to keep players on their toes. Please leave your feedback and ideas!
Changelog:
v0.7.2 - 2023-04-24
- Features:
- New modifiers that affect items drop/degrade depending on what killed you:
- Cause of death is calculated based on the last 35 hits, and are max 75 seconds old.
- NPC's have a greater chance to steal your items(equipped guns and outfit + meds) and you lose more money
- Mutants steal your food, lower chance to lose items.
- Anomalies primarily degrade your equipment, lowest chance to lose equipment.
- Most hit values is calculated based on the top one, and any other that equals at least 20% of the main source of dmg. If gun dmg is on the list, the mod assumes than even if you died to a beast, a stalker was around and was there to stole some items, so, the NPC modifier is the one applied.
- NOTE: because how some attacks are, sometimes you can get wrongly, a killed by beast msg, that is because melee and some anomalies do same damage type as beast. I'm going to fix this on upcoming versions, if possible.
- New curve of difficult based on current rank, it affects every % chance. If low rank chances low, if high rank chances even higher than usual. This uses as baseline all the values you can set at MCM. (Beta testers said it felt right on low ranks, please leave your feedback/comments)
- Implementation of PDA message with items dropped after waking up.
- PDA message with lost items when picking up stash (make sure the stash disappear, use take all)
- Full compatibility with mags redux, magazines are affected by the same calculation and slider than ammo.
- Option to delete previous dropped stash upon death (disabled by default)
- Added an option to only set respawn points at a fireplace.
- Added an option to set the chance of keeping miscellaneous items.
- Added an option to drop all money instead of losing it.
- Added a general modifier that is currently affected by player rank.
- Players will start losing melee and pistol items after reaching the "experienced" rank.
- Improvements:
- Improved calculations for dropping and losing ammo and magazines.
- Cause of death is now determined by most damage dealt to the player, instead of most hits.
- Wounds information message improved to only count hits that actually deal damage to the player.
- Refactored when and how recovery messages are sent.
- Balanced chances on default values. Being killed by a beast will reduce the chance of losing items.
- Condition damage will decrease the chances of losing items.
- Code improvements, separating telepathic and beast causes of death.
- Ignored pistols and melee types dropping and losing until the player reaches the "experienced" rank. All weapons and outfits have the same lose modifiers.
- Improved counting only hits that do damage to the player for the wounds information message.
- Fixes:
- Fix a bug causing a significant FPS drop due to modification of the game_news function.
- Fixed issues with calculations for ammo keeping chance.
- Fix a bug related to mag duplication after fully implementing the mags redux feature.
- Fix save respawn behavior at campfires.
- Fix cause of death issues with type strike and beasts.
- Fixed missing general mod calculation.
- v0.6.4.1
- Edge case for respawning crash fixed. [Thanks Enduron for report]
- v0.6.4
- Improve logic for Immunity when dying.
- Improve logic for removing the Immunity.
- Fixes on losing stash respawn when picking up drop stashes. [Thanks Enduron for report]
- Health lose should not happen while respawning. [Thanks Enduron for report]
- v0.6.3
- Fix crash on fresh save when not having an stash set.
- v0.6.2
- Fix issue when dying more than once on same level and probably on same play through.
- v0.6.1
- Fix crash for non GAMMA players [Thanks to vari0us for finding the crash and providing the fix]
- v0.6
- Add a chance of losing items forever
- Fixes for when you have multiples PDA
- Option to disable save at campfire (only save when sleeping or level change )
- Ironman compatible [beta]
- Simple workaround to be compatible with mags Redux (never drop mags)
- Revamp code for:
- Add better sound effect on death
- Add calculations and option to always wake up on day time
- v0.5
- Added all main variables to MCM options to greatly improve customization.
- Added a new variable to control the chance keeping equipped weapons.
- Added a new variable to control the chance of keeping equipped armor.
- Added a new variable to control the chance of keeping ammo for equipped weapons.
- If player have a pistol equipped, it will be kept after death.
- v0.4.2
- Fix issues with initial death if never slept/created stash.
- GAMMA 0.9 tested.
- v0.4.1
- Hotfix for fatal error when never sleeping/using a stash and dying.
-
v0.4
- Pass time after death (between 8 and 72 hours) revamped and stable.
- Added health recovery based on time passed. (with chance of being full recovery)
- Added satiety recovery based on time and meals chance while down.
- Now you always drop at least 15% of lost money.
- Improved messages of passed time and recovery status.
- [Need testing] If no stash created or sleep done, you'll respawn on you faction main settlement.
- [Fix] Fixed issue of radiation still affecting the player after dying inside water
- NOTE: the workaround is giving the user some invulnerability to Radiation, if you do not move and the timer finish you'll get all the rad
- [Fix] Fixed multiple deaths and stashes if dying to a lot of damage like explosion or standing inside an anomaly.
-
v0.3
- Add MCM integration. Special thanks to Darkasleif for the help.
- Beta implementation of skip time when dying. (Disabled by default).
- Fix of possible crash when sleeping.
-
v0.2
- Add a percentage (min of 60%) of lost money as money items on drop backpack.
- Fix bug of being immortal after respawn if player dies on different map.
-
v0.1:
- Spawn on last created stash
- If no stash created, spawn at last sleep place
- If no stash and never sleep you just die and need to load save [BUG] (I'm thinking of spawning in selected initial spawn)
- Bed icon visible on PDA's map with the set Respawn location.
- Drop a backpack at death and add it to PDA map
- Drop everything but PDA, Echo detector and quest items.
- Remove a % of money (max 65% right now)
- If item is equipped, reduce condition by a random value between 2% - 20%
I'm a fan of this, though I am curious if you can make it all configurable or if it is? I'm not too much a fan of the weapons/gear taking even MORE damage considering my modpack lmfao
Also do you respawn at full health or medium, etc?
This would be a good reason for someone to make a bank you can store money in so you have to choose between having the money on you so you can buy things anywhere, or have to stop by places to withdraw money to then make the trip to buy things. While one is easier since you have the money on you, you also have the possibility of losing a ton of money.
Glad you like the idea, sorry I totally forgot to put together a list of the main features, I’ll try to do it asap. It has mcm support and several of the values are configurable, the gear damage can be set to a minimum of 0.2 that equals 2%. But I can definitely add a checkbox to totally disable it, I’ll be sure to add that to the next version 0.5. Bank is not the worse idea, one of my ideas were to make a way to deposit money on our main stash.
I think a bank stash or something similar would be best as it forces players to decide between always having money on them but with the risk of losing percentage of it, and not having always on them but guaranteed safety :)
I saw another mod that did the when you die you are rescued by other stalkers. Was curious if maybe you could implement that into this and have it be chanced base. For example: SOMETIMES you could be rescued instead of dropping everything but you are still charged lmfao. So yes you are out money but you also don't have to go back to get your stuff. Just food for thoughts. Thanks for hearing me out! Definitely will be using this.
P.s. Maybe missed this but does this require a new game?
Just released 0.5 that adds the option to do not remove more condition from your gear.
I can add a similar idea to being rescued, the mod that you mentioned I believe is Curse of Immortality, I'm in contact with the dev and my code uses part of his as baseline.
EDIT: it shouldn’t require a new game.
Thanks for letting me know! And definitely looking forward to how this could be fleshed out. Love that you are open to ideas as well as making it modular. King!
Pretty cool! And I you did solve this way better than Respawn Mode mod, by NOT creating a hidden stash as a "safe container", but instead just using stash and sleep locations for respawn and transfering items from the inventory into an actual stash (backpack), which is NOT hidden below the map. And this is great! Because the "old method" causes corruption of saves after a while, and that is pretty unpredictable. Also as far as I can tell this should work with most modpacks like GAMMA, etc. Even more of a challenge: Using certain mods that make AI stalkers loot stashes will keep the stakes even higher.
Nice work!
I feel like it would make more sense if you respawned at the last personal stash you interacted with, not created
So, this is like a modern version of Minecraft respawn? Great.
Good Job! Really Love this
Doesn't work in warfare :(
Sorry to hear that, I only tested on stary mode, right now I'm focusing on next version that will be 0.5 and based on giving more options on MCM so everybody can tune the experience, but I can give it a look for warfare after that!
Love this film, classic! Gonna download this for sure and give it a whirl! :)
Hi !
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: d:/anomaly-1.5.2\gamedata\scripts\dead_penalties.script:72: attempt to index local 'sleep' (a nil value)
stack trace:
Oh good catch, will release a hotfix within 15-30 minutes.
Version 0.4.1 is ready to download, sadly I just discovered that it's not working on GAMMA 0.9, working on fixing it.
EDIT:
0.4.2 relased, should fix any issues and also GAMMA 0.9 compatible
So excited to try this, I've wanted a sort of inbetween mode to ironman and normal for a while now. With azazel it feels like I may as well just start a new game.
If I can make a suggestion, instead of an option that guarantees you get your gun back or some other specific gear, maybe make it a customizable random chance?
For instance, I could select a 60% chance to lose my gun and a 100% percent chance to lose my armor in the MCM. I think that would allow for a really granular difficulty setting for every one and probably wouldn't be that much harder to program than just a binary always lose or always keep option.
Obviously no rush on implementing something that completely overhauls the mod like that, I'm really happy with the concept as is.
Looks like ppl that looks for this mod thinks alike :-), because I'm working on that exact approach as one of the option, I'm thinking on:
- Always get pistol back
- Have a customizable chance of getting weapons and armor back.
Next version will be focused on adding everything to MCM and QOL like the one you shared :-).
Thanks for your feedback, really appreciate it
Do you think you could add mags redux support to that as well? If I keep my gun it doesn't really help much if I don't always keep the magazines with it.
Either way, thanks for the awesome mod, it will be the kind of thing I can't play without.
I can take a look for sure, it should be possible, I'm just finishing testing the equipped weapons and armor drop chance feature that you mentioned and that will be available soon. Send me via DM here your discord name and I can send you some test versions of the redux compatibility version when I have it ready
ok i dm'd you
Just released 0.5 with the changes you suggested!
An option for equipped weapons to be unrecoverable would be nice. 10/10.
Thanks! You mean like losing some loot when dying? Like not even present on the dropped backpack? if yes, I'm working on adding that with a default customizable %, but it's for all your items, equipped and unequipped ones. But it may be worth it to separate the chance between equipped and in inventory, what do you think?
I think it's always best to have as many options modular as possible personally :)
TBH the reason i suggested it is because being able to lose all items means it includes or can include quest items. specifically from addons that add new tasks like Weird Task Framework for example. while you can spawn them back in debug mode, If it was a document that you lost, you'd be lucky if you know which one it was and not randomly spawn all of them in your inventory.
If all quest items are 100% recoverable or stays in your inventory after death then i couldn't have ask for anything else.
This actually caused me to forever (AS far as I know) lose the quick release backpack item you get at the start of the game. And that made it so I could no longer drop my back pack....Compatibility?
Will take a look and prevent losing that item, thanks!
Edit: Starting on version 0.7 (upcoming, beta phase right now) quick release will never be drop or lost. Thanks for letting me know
Nice! Thanks! Any way to implement these features too possibly?
-Respawn locations can be set at any bed instead of stash based as an optional method?
-Lost items can be found on nearby enemy NPCs (configurable).
-Dynamic message from your rescuer will be sent to you to explain what happened and information about your gear
Hey, that are some cool features from Jabbers mod hehe. Some of these features are similar to what I discussed with some players on my mod thread at gamma discord, I can def say that a a recount of what was lost/drop by the player have been on the making for a while. For finding lost items on NPC, something similar is on the list but it's more relating to finding a specific NPC.
Respawn wise I don't think I'm changing the approach of how we manage sleep, just as a fallback to stashes. BUT there is something in the making that will be able to give a similar experience.
quest items should never drop or be lost. Let me know if you face a specific scenario with a mod.
I'll keep you updated!
Super nice. Wanted to do it as well, but you are acing it. Will add to gamma when it’s stable and tested enough :)
My concern is that you can easily “cheat” the respawn point by creating stashes on the go, defeating the purpose of the addon. I would rather see something like first respawn point is starting base, then you can have one for free. Then to set new ones you need something like 15k Roubles. Setting up a spawn point could be an expensive and very heavy item for instance to limit both its stacking and usability on the go.
Hey Grok! thanks! Really happy that you are considering adding it to gamma! Feel free to reach me with suggestions/questions on the mod's post at your Discord ;-)
Totally agree on your concern, I have been thinking on different approaches to avoid cheating using multiples stashes. I was thinking of just limiting the player to have one active stash, and do not overwrite it with a new one unless you remove the previous one, but I like your approach more. I was thinking of putting together a specific item to set the respawn point instead of a stash (for example a bed as furniture), and setting a high price for it makes sense, after giving the player one for free.
Instead of a bed, what about a radio or something similar? Maybe actually a shovel placed into the ground with a mound of dirt, and you would have a animation of digging or burying to "place the stash/spawn point" which would require a shovel (Consuming it in the process).
I am not really a fan of having it cost money as the just doesn't sit right with me "lore" wise and kinda would break my immersion.
I'm testing the using an item approach. Money cost related, it will be optional :-)
Something seems to have broken between .5 and .62
On a new game the script crashes on death if no stash has been created
[error]Arguments : LUA error: ...er anomaly\gamedata\scripts\dude_where_is_my_gear.script:464: attempt to index field 'position' (a nil value)
Sorry about that, I just uploaded a fix 0.6.3), it was a leftover of a debug that affected as you said, fresh games with non stash created. Thanks!!
The heal function is running too early most times leaving me injured on respawn. Also the stash respawn switches to a sleep or base spawn on a later death. Is the function actor_on_stash_remove() called when i pick up my dropped gear maybe ?
Not full health on respawn is intended (you can increase the chance of getting full health on MCM menu), still I'll take a look just in case. The second one I'm actually investigating that issue. I expect to release 0.6.4 today with fixes related to exactly that! thanks
Actually I was able to reproduce what you mean with health, I was wrong, I'll also fix that thanks for letting me know!
0.6.4 should fix the issues, thanks for reporting!
Much better - thank you ! although there's an edge case scenario where if i create a stash and delete it before having slept it will crash on death trying to reference a nil value on line 490 - but I wouldn't worry about it :)
good catch! it's an edge scenario as you said but I'll fix it for 0.7 (I have been working on next update and some new features are in the way) Will add that issue as a know issue!
Actually couldn't resist leaving the issue and just fixed it and released 0.6.4.1
i found a bug when using the ppsh, when i die and go back to the stash i get extra ammo of a different type i didnt have before
And if you don't click take all when looting the stash, it doesn't go away and stays there forever
That looks to be a vanilla behavior with the stashes that you can create with backpacks. The workaround that I use is to transfer anything into the stash and clicking take all or using take all shortcut. Still it’s on my to-do to check this again. Thank you for all the feedback !!
Oh that is an interesting one, I’m using mostly external function to determine the ammo. Are you using the mod with vanilla anomaly or a pack like GAMMA or EFP?
Im using gamma
great thanks for the info will do some testing, it's happening every time for you?
only tested it for 15 mins, i died 3 times and i got extra 16 rounds of ammo that didnt belong to me each time
Thanks, are you using mags redux by any chance?