A collection of small tweaks and changes to address some personal annoyances.
Updated to be compatible with Update 4, Hotfix 8.
Each tweak is in its own folder. Simply copy the "gamedata" folder in each over your existing folder and overwrite any files if requested.
A more detailed description of each mod follows:
- Boars Skinnable with all Knives
Boars no longer require an upgraded knife to be skinned. The base knife is sufficient.
- Buy Condition tied to Trader Goodwill
All main faction traders will buy items at 60% condition (Free Stalkers buy at 50%). This value decreases by 2% every 200 goodwill down to 50%. Furthermore, all main faction traders are considered "Trashers" which means you should be able to sell them almost anything.
- Firestarter Kit Changes
The Firestarter Kit actually has a use in that it guarantees starting a campfire regardless of weather conditions.
- Health Regeneration for Actor
Adds a very small amount of health regeneration for the player character.
- Hunting Kit Changes
The bonuses to mutant looting will apply regardless of whether or not you have the Hunting Kit equipped as your backpack. Simply having it in your inventory is sufficient (but it also works when equipped as your backpack).
- Increased safe haven population
Increases the number of NPCs guarding the Farm in Cordon, the Yantar Ecologist bunker and the Flea Market. Increased the quality of the Bandits at the Container Warehouse in Jupiter. These locations were often completely overrun by hostile NPCs leaving them empty.
- Medkit Changes
Base Medkit has had the radiation removal replaced with bleeding control. Army Medkit's bleeding control was slightly increased. Scientific Medkit's bleeding control and health restoration slightly increased.
- Minimalist HUD
Completely removes some elements and reorganizes the rest to keep them as out of the way as possible while still allowing you to see information you cannot find anywhere else.
Example:
- Remove Animations from Disassembly
Removes the animations and delay when disassembling weapons/armor/junk.
- Remove the Whistling Wind Sound Effect
Replaces the Whistling Wind Sound Effect found in certain locations (Such as around the Old Church in the Great Marsh) with silence.
- Skin mutants while holding any weapon
You only need to equip a knife to be able to skin mutants. You don't have to pull it out as your active weapon. This conflicts with "Boars Skinnable with all Knives" but they can be merged by simply removing 'boar' from Line 5 of the "Knife_manager.script" file contained in this folder.
- Vice always free after all kits given
Fixes an issue that was causing mechanics to sometimes continue to charge you for using their vice despite having given them all 3 toolkits
This looks pretty good. Will try it out.
sounds good to me, som I`ll give a try.
thank`s for the time your spend and for share this to the Community.
regards,
Waymor
Nice. I like the increased pops in havens.
Very nice! I'm using quite a few of these now, thanks!
Out of curiosity, for the minimalist hud part, is it possible to bring the Health and Stamina bars back? They look like they'd still slot in just fine under the dynamic news and I'd like to keep that information fairly readily available. That, or at least the stamina bar considering it's missing from the inventory.
In Maingame_16.xml, go to line 189 and change the 'y' value to "728"
Go to line 195 and change the 'y' value to "744"
Basically what I did with the hidden elements is just prepend a 2 to their "y" coordinate which causes them to be drawn off screen.
Thanks! Worked like a charm!
I'm guessing that the y values of lines 203, 207, 211, 215, 219, and 223 could be edited the same way as well for ammunition?
Ammo is a bit more tricky since I've relocated all of the buff icons to occupy the space that ammo used to be in. By modifying the X and Y coordinates for each of those elements though, you could get them positioned how you want.
About HUD. I have a body damage system mod that comes with it's own HUD. Will it conflict?
Moddb.com
So long as it doesn't affect "Maingame_16.xml", "txr_sleep.script", or "txr_thrist.script" you should be fine. Of course, HUD elements can try and occupy the same screen space and you'd have to manually adjust to account for that.
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I'm assuming that the increased safe haven population only works for a new game? I tried it with a practice new game run and I couldn't notice any increased presence at the garbage base or Cordon Farm?
Edit*
Ok I installed it properly and I went from usually 1 person at the Cordon Farm to 3 and the Garbage Base has around 6 people compared to usually two.
Also if I wanted to increase the amount of people at both locations what exactly would I modify?
Can we skin mutant without knife equip / knife in inventory?
You need to at least have it equipped. Why would you not do that anyways? Knives are their own totally separate category.
I think he asks that since this addon is now broken and apparently abandoned:
Moddb.com
Also since pistols and knifes can be used in the same small slot, sometimes you wanna have two main guns out and a pistol equipped in that small slot so you have kind of a "plan C". So i understand his request. Would be cool to have that at least as an optional conf tho.
Great work on these! Using almost all of them in my current playthrough.
Just wanted to note that the "Skin mutants while holding any weapon" part of this addon does not work on crows, and it also does not work at all unless you have some kind of weapon out. No idea if that's a limitation or just a slight oversight, but thought I should let you know.
Also, do you know if it is possible to skip other animations similar to what you've done here for the dissasembly one? I'd like to keep medkit animations since they actually affect gameplay balance, but the rest just start to get really annoying after a while.
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