This addon causes NPC weapons to break when they appear in the game, and not after death. Because of this, now the characters are experiencing the same problems as you - the weapon jams, and sometimes does not work at all, forcing the owner to either act in hand-to-hand combat or retreat. The algorithm for forming the condition of weapons and ammunition for them has been modified - their quality directly depends on grouping, rank and reputation, and "randomness" has become more uniform.
This addon is not a bugfix or something like that - it's just an attempt to implement this "mechanics" in the game. If you find bugs and other unpleasant things - report. My "AI_STALKER : Alien weapon firing bugfix" was taken as the basis.
BUGFIXED|UPDATES:
08.12.22: 2:08(JST): Fixed a game crash related to "xr_corpse_detection".
29.12.22: 6:51(JST): Zombie weapons now have lower quality weapons (meh).
02.01.23: 23:07(JST): The price formation algorithm for zombies has been reworked (the additive from reputation has been removed, unlike other groups). Added support for the simplifying mode (previously it was not taken into account).
06.01.23: 4:51(JST): The database of weapon breakdowns has been updated. For understanding: DA uses its own breakdown mechanics, instead of vanilla, where each breakdown affects certain characteristics. Each such defect is summed up, and this applies to the wedge of the weapon - due to the lack of accurate data on what degree of wedge summoning this or that breakdown has, I arranged a whole technical test, where I checked which breakdowns (in what combinations) the weapon receives a permanent wedge. Based on these data, it turned out to create a function that will determine the degree of the wedge of the weapon, but these data cannot be absolutely accurate, right? Therefore, situations are possible in the game when the function considers the bladed weapon still usable and the NPC uses it. In any case, one such moment was fixed and corrected.
28.01.23: 5:49(JST): The most undesirable bug was found and fixed - at the moment of weapon breakdown (when the character appears in the network), some objects are not fully initialized. Because of this, NPCs with absolutely intact weapons often came across in the game. This bug has now been fixed, a new game is not required.
10.03.23: 19:54(JST): Updated "ai_stalker.script"
31.03.23: 18:05(JST): A transition was made to direct saving of data in the "MARSHAL" database.
16.05.23: 8:03(JST): Fixed a bug with incorrect item condition settings, meh. Updated "ai_stalker.script", now the characters will not throw away weapons and do other "nonsense". Updated in-game balance.
26.05.23: 7:00(JST): I do not even know where to start. This addon has one very big problem that has been going on since the first version. Yes, we are talking about "forever good weapons." I don't know what exactly is happening - this "XRay" of yours is just a mystery of the universe. In general, I - nevertheless - was able to correct this error by finding its cause. I don't understand why, but after "net_destroy" sometimes objects... are "nullified". Luckily, I've already encountered this problem and solved it by storing the "condition" number and the "condition_type" bitmap in "MARSHAL". Sorry the bug was only fixed now, but there's something comforting about it: your old saves will still work... yes. Also, bugs with the "TimeEvent" crash and the algorithm for removing child breaks (meh) were fixed. Well, some more balance fixes.
27.06.23: 14:40(JST): Another bug with weapon condition... it was decided to remove "first_update" for the binder.
23.06.23: 12:45(JST): The NPC weapon selection algorithm has been updated, the balance has been redone and, finally, "technical items" are deleted after death.
29.06.23: 22:07(JST): "Death items release" algorithm update.
04.07.23: 13:11(JST): The weapon despawn algorithm has been changed, so now the game should not have crashes and other problems with "alife".
04.07.23: 22:32(JST): It was decided to change the algorithm with the choice of weapons from the NPC. Yes, it's funny, it sucks, but "transfer_item" isn't very good for this idea. It was decided to "zero" ammo and return them. Meh.
08.08.23: 15:52(JST): Light NPC disbalance.
03.09.23: 16:46(UTC+3): Attempt to resolve a serious error with the deletion of objects in the ALife net.
06.09.23: 15:13(UTC+3): Added object verification. Meh.
Fair enough, Zone of the Junk.
Well, not everything is so terrible - NPCs can have things in good condition: it all depends on the price of the "goods" and the parameters of the character himself. Also keep in mind that a weapon's "child failures" do not sum up - it does not happen that the barrel is simultaneously cracked and deformed.
This addon still changes the balance of the original, which, it seems, has not changed much since CoM.