Description

Makes enemies drop outfits and gear in better condition, depending on their rank. This makes it easier to make money by selling gear. Also makes all mutants always drop possible parts, making it much easier to be an ecologist who likes to hunt mutants for money or similar.

Preview
Quick Zone Loot [1.5.2]
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Saurus77
Saurus77 - - 48 comments

Tbh. i would rebalance it a tiny bit. Afterall you find already used outifts on dead bodies, which means they had to take any dmg on top of their previous state (before prior owner's death).

I'd go with something like that:

Legend: 80,90,10
Master: 75,80,10
Expert: 70, 75, 10
Veteran: 60,70,10
Proffesional: 50,60,70,80,10
Experienced: 40,50,60,70,10
Trainee: 30,40,50,60,10
Novice: 20,30,40,50,10

Basically the best thing would be if we could set a range of quality %, that would allow for armors to drop in random state instead hardset constant collection of values (bit too predictable), between let's say 20 and 50 for novice and between 80 and 90 for Legend.
[The 10% is there because one should assume that there is always a chance that for some reason found armor is just ruined].

I guess it would require you to rewrite your scripts, but i'd love to see this change.

The end product could look something like this:

Legend: 80 + rand()% 11, 10
Master: 75 + rand()% 6, 10
Expert: 70 + rand()% 6, 10
Veteran: 60 + rand()% 11, 10
Proffesional: 50 + rand()% 31, 10
Experienced: 40 + rand()% 31, 10
Trainee: 30 + rand()% 31, 10
Novice: 20 + rand()% 31, 10

Ofc. it's just an example.

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RazorShultz Author
RazorShultz - - 58 comments

Hi, the values are already ranges. novice = .55, .59 means the gear they drop will be between 55% and 59%, you can change it to what you want in the files.

I will maybe make a more toned down version for people who like a tougher challenge.

The random chance for an outfit to be ruined is quite interesting though

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Saurus77
Saurus77 - - 48 comments

Oh, you did not specify that, but fair enough. I have no problem with tweaking values on my own here. If you would add guns to this later on as an expansion, that would also be nice.

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RazorShultz Author
RazorShultz - - 58 comments

The [weapon_drop_condition] values are for the chances of the gun to be in a good condition. If you mean like, higher rank "stalkers carry better guns", you should be able to download a different mod for that because those settings are in a different script file I think - configs\itms\settings\death_items.ltx

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Grokitach
Grokitach - - 896 comments

(buried)

Mod title should be "yet another add-on changing outfits and weapons conditions"... Which is the brand of people starting the game. Good to learn the game, bad and unbalanced in the long term. These conditions means that you can go to army warehouses and farm monolith to get money super fast and easily... This gets old very quick when you have endgame gear after 3h.

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Guest
Guest - - 689,967 comments

You won't have endgame gear if you have outfit drops scale with progression. (Which means you won't start find stuff like exos early on.) Guns aren't much of a problem either. For guns, even if you have "the best" gun, you will still have to repair, upgrade, and get ammo for it.

If you don't like the mod, just don't download it. I don't understand why you don't simple ignore it, instead of being sour about it and commenting why these types of mods are objectively bad.

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Shadow_Tech
Shadow_Tech - - 2 comments

Good mod, thx. But I changed the values to the following:
[weapon_drop_condition]
novice = .10, .30
trainee = .15, .40
experienced = .20, .50
professi .60
veteran = .30, .70
expert = .35, .80
master = .40, .90
legend = .50, 1

[outfit_drop_condition]
novice = .10, .30
trainee = .15, .40
experienced = .20, .50
professi .60
veteran = .30, .70
expert = .35, .80
master = .40, .90
legend = .50, 1

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RazorShultz Author
RazorShultz - - 58 comments

I just uploaded a new version to fix a bug with some items dropping 9500% condition. Please let me know if any problems

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Shadow_Tech
Shadow_Tech - - 2 comments

Oh, yeah, there was no point in front of 95. I noticed it when I was changing values.

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mix73
mix73 - - 33 comments

Thank you for the mod, I'm interested in this formula from Saurus77 working,

Legend: 80 + rand()% 11, 10
Master: 75 + rand()% 6, 10
Expert: 70 + rand()% 6, 10
Veteran: 60 + rand()% 11, 10
Proffesional: 50 + rand()% 31, 10
Experienced: 40 + rand()% 31, 10
Trainee: 30 + rand()% 31, 10
Novice: 20 + rand()% 31, 10

it can be written in this form ?

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paramutvalentin
paramutvalentin - - 63 comments

Работает на RC22. Вылетов не замечено на данный момент. Working on the RC22. No departures seen at the moment

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Guest
Guest - - 689,967 comments

будет ли обнова на RC23?

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RazorShultz Author
RazorShultz - - 58 comments

Should be fine, any problems let me know

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Zunak
Zunak - - 26 comments

Dude i'm the creator of one of the mods used in this and i wasn't aware you used my mod, thank you for giving my credits despite just being a edit based on previous versions, now i'm making my own modpack for Stalker Anomaly 1.5.2 DLTX and DX9 and this type of mods are included except Mutants have all Parts since i tested it and with the new stuff i added, it's broken as hell

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