Gameplay related mods and mini-mods, which can be merged in with ZRP or other bigger mods or modpacks.

Report article RSS Feed Upgrade Suit 2.0 Released!

Regarding the release of Upgrade Suit 2.0. Known Issues, Changelist and Notes of the mod.

Posted by exostalker on Feb 11th, 2013

Known issues:

!!!!! IMPORTANT: If you have the same suit, and you are upgrading it the same way as your other one, it might disappear! So don't hold 2 same suits in the inventory, either drop it or store it in the stashes before upgrading.
After upgrading, the suit is removed from the main slot, you need to equip it again.
The author of the original mod said that sometimes you can get negative money, but I personaly never experienced that.
To prevent any other unexpected bugs/disappearances, it's smart to save before upgrading.

Changelist since 1.0:

1) Fixed crashes
2) Missing suits (military armored and ecolog green) added
3) Removed low rank suit upgrades (bandit-novice-dolg-freedom light-monolit-killer outfits), because it was rather unrealistical to upgrade such stuff,because it is cheaper to buy a better suit. Plus, mechanics don't want to waste their time for something like that, right? These suits can still be repaired.
4) Changed upgrade conditions (you don't need to repair suit which is in perfect condition before upgrading anymore)
5) Repair price is lower
6) Translated and added missing texts in English (PSY protection is telepathy in vanilla, you can change it into PSY protection by editing text files. It also seems to be misaligned in inventory, but that is vanilla bug, as no suits have telepahy protection in vanilla).

Upgrade Suit 2.0


ui_icon_equipment is from ZRP 1.07, so there is no need to merge in icons for that.

This mod is really easy to merge in with anything else, as it does not include any lines in bind_stalker or any other scripts, which are often used by other mods.

You can change the NPC's who have the repair/upgrade dialog, so you can create new important NPC's, and make them mechanics, instead of having traders repair everything.

Included all.spawn can be used to test suits, it spawns them in the inventory, and actor already spawns with 99999 RU. Don't use this for real game. There is no need to merge all.spawn, as it does not include anything else, it's there just for easier testing.


Please report any bugs/crashes/errors.

Post comment Comments
tano2885 Feb 11 2013 says:

supports complete mod 2009?

+1 vote     reply to comment
exostalker Author
exostalker Feb 11 2013 replied:

It should be really easy to merge it in that mod.

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Released Feb 10, 2013
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