PATCH 1.0 UPDATE!!! The "Hobo-Mode" grind in the early game of G.A.M.M.A. is one of it's core features, but it's unlikely that a STALKER joining one of the more organized/militarized factions wouldn't be given some decent gear in exchange for loyalty and possibly their life. After all, ill equipped members are a recipe for failure. This mod edits the starting loadouts for those factions to address that issue.
PATCH 1.0 RELEASE! All changes are in bold italics.
This mod is based off the concept that joining a well-off faction would either entail them equipping you with the basic means to carry out their objectives, or that in order for you to join, they would have required that you are already possess appropriate gear. Lone stalkers or members of poorer factions will have to grind more to get ahead, making your starting faction more of a serious choice in regard to how your game will play out. These tweaks are designed for the highest progression difficulty, but if you want good equipment for an easier start, that's possible with the lower levels.
This mod changes the following aspects of starting loadouts, in order of significance. No changes are made to any other part of the game.
-Adds a small number of mid-tier, NATO or Warsaw appropriate new items to the starting loadouts of more organized/militaristic factions
-Starting Points have been adjusted to 1900->1500->1250 (in order of lowest to highest progression difficulty).
-Adds rations and some basic meds to more organized/militaristic faction starts
-Adds or removes a lore-friendly amount of starting money per faction
-Adds a slightly higher amount of Ammo for most types, equivalent to a standard box of ammunition for Pistols, or two standard magazines for Rifles. Decreased Heavy Rifle Round Count.
-Balances some item costs to fit their value proportional to the items added, this affects all factions with this gear.
Nothing from the original loadouts was removed, I found Grok's starts appropriate for the less organized / less equipped factions. For that reason, none of the shared items across loadouts have been removed, and none were added either. (Patch 1.0 has added the CZ-75, Cloth Masks and Balaclavas to all factions). The items added to the factions are detailed below. The equipment additions are available at all of the progression levels. Any progression-based equipment tiers originally present in G.A.M.M.A. remain, with the exception of Monolith's high tier equipment now being available at the higher difficulties.
[Faction Starting Money]
-Loners -> 4000Ru
-Bandits -> 3000Ru
-Ecologists -> 10000Ru
-Duty -> 5000Ru (Default)
-Freedom -> 5000Ru (Default)
-Mercenary -> 8000Ru
-Ukrainian Army -> 7000Ru
-Monolith -> 5000Ru (Default)
-Clear Sky -> 4000Ru
-Renegade -> 1000Ru
-Sin -> 2000Ru
-ISG -> 12000Ru
-Zombified Stalkers -> 1000Ru
[Ammo Amount Changes]
9x18 FMJ = 48 -> 50
9x19 FMJ = 48 -> 50
5.7x28 SS195 = 48 -> 50
7.62x25 FMJ = 48 -> 50
11.43x23 FMJ = 48 -> 50
5.45x39 FMJ = 48 -> 60
5.56x45 FMJ = 48 -> 60
9x39 PAB9 = 48 -> 50
12x70 Buckshot = 20 (Default)
7.62x39 FMJ = 48 -> 60
7.92x33 FMJ = 35 -> 20
[Factions Unedited, Barring Price Details of Items Listed Below, Starting Money (as of Patch 1.0, 3 Shared Items are added)]
-Loners
-Bandits
-Renegade
-Sin
-Zombified Stalkers
[Item Price's Changed, to Balance with Added Items]
-K98 -> 925 to 800
-SKS -> 925 to 800
-PPM88 Gas mask -> 300 to 350
-Respirator -> 50 to 100
-Refitted PBF Gas Mas Kit -> 50 to 150
[Shared Items Added to All Factions (As of Patch 1.0)]
-Cloth Masks and Balaclavas -> 50
-CZ-75 Pistol -> 275
[Changes to Factions That Differ Slightly From the Others]
Monolith: They now start with an Army Medkit and a Ukrainian Ration. I've also changed the prices of the higher tier equipment for Monolith to better match the prices I gave to new loadout items for the factions listed below them. I felt other than the addition of the GP5 Gas Mask, their gear was fine as it was.
-AK12 Custom -> 700 to 950
-VAL -> 725 to 1000
-PPM88 Gas mask -> 350
Added Helmet/Gas mask:
-Surplus Steel Helmet -> 150
-GP5 Gas mask -> 300
Added Equipment:
-Gen 1 Night Vision -> 450
-Hunting Knife -> 250
[Factions with New Equipment]
Ecologists: Now start with a Ukrainian Ration, and a scientific Medkit.
Added Weapons:
-AK74U -> 675
-Fort 500 Shotgun -> 875
Added Gas Masks:
-PPM88 Gas mask -> 350
-GP5 Gas Mask -> 300
Added Equipment:
-Gen 1 Night Vision -> 450
-Hunting Knife -> 250
Clear Sky: Now starts with an MRE and a Standard Medkit.
Added Weapon:
-G36 Famas3 -> 950
-Fort 500 Shotgun -> 875
Added Helmet/Gas Mask:
-PPM88 Gas mask -> 350
-ACH7 Helmet Surplus Steel Helmet -> 250 150
Added Equipment:
-Gen 1 Night Vision -> 450
-M9 Bayonet -> 300
-AC10632 Red Dot -> 200
-EOTech Holo Sight -> 250
Duty: Now starts with a Ukrainian Ration, and an Army Medkit.
Added Weapons:
-AK74m-Alternative -> 950
-AKM MP153M1 Shotgun -> 875
Added Helmet/Gas Mask:
-GP5 Gas Mask -> 300
-ACH7 Helmet Surplus Steel Helmet -> 250 150
Added Equipment:
-Gen 1 Night Vision -> 450
-Spetznaz Knife -> 300
-Kobra Sight -> 200
-TGP-A Silencer -> 200
Freedom: Now starts with an MRE, and a Standard Medkit.
Added Weapons:
-M4A1 G36 -> 950
-AK101 -Fort 500 Shotgun -> 875
Added Helmet/Gas Mask:
-PPM88 Gas mask -> 350
-ACH7 Helmet Surplus Steel Helmet -> 250 150
Added Equipment:
-Gen 1 Night Vision -> 450
-M9 Bayonet -> 300
-AC10632 Red Dot -> 200
-NATO Silencer -> 200
Ukrainian Army: Now starts with a Ukrainian Ration, and an Army Medkit.
Added Weapons:
-AK74 -> 950
-AK74U - 675
Added Helmets/Gas Mask:
-GP5 Gas Mask -> 300
-ACH7 Helmet -> 250
-Surplus Steel Helmet -> 150
Added Equipment:
-Gen 1 Night Vision -> 450
-Spetznaz Knife -> 300
-Kobra Sight -> 200
-TGP-A Silencer -> 200
Merc/ISG: Both of these factions now start with an Army Medkit and an MRE (ISG had an MRE by default). ISG starts with a Standard Medkit in addition to the Army Medkit.
Added Weapons:
-M4A1(Merc)/M4(ISG) -> 950
-P90 -> 600
Added Helmets/Gas Mask:
-PPM88 Gas mask -> 350
-ACH7 Helmet -> 250
-Surplus Steel Helmet -> 150
Added Equipment:
-Gen 1 Night Vision -> 450
-M9 Bayonet -> 300
-AC10632 Red Dot -> 200
-EOTech Holo Sight -> 250
-NATO Silencer -> 200
Merc Only:
-Leather Jacket Disguises for Clear Sky and Duty -> 150
[Coming Features / Changes in the Next Patch]
-Cloth Masks / Balaclavas DONE
-Attachments (Sights and Silencers) DONE
-A mid-tier shotgun for Duty, Ecologists, and Clear Sky DONE
-Low-Tier NVG for Mercs, ISG, Duty, Freedom, CS, Monolith, and the Ukrainian Army DONE
-Leather Jacket Faction Disguises for Mercs DONE
[Additional Notes]
{PATCH 1.0}
-All Factions now have CZ-75s, balaclava's and cloth masks available to them (shared)
-All Militarized/Organized Factions have Tier 1 NVG for a high cost at start.
-Some factions have had their ACH7 replaced with a surplus steel helmet. Others now have the option between the two.
-Most factions had their new loadouts tweaked to be more unique and fitting of the faction.
-Added better knives as an option for a higher cost.
-Added Red Dot Sights and Silencers to factions that would use them more canonically.
-Fixed a bug where rations for some factions intended to have them were not appearing.
{REQUIRES STALKER G.A.M.M.A. MODPACK. IT LIKELY WILL WORK WITHOUT IT, BUT IT IS UNTESTED!}
{CONFLICTS WITH ANY AND ALL EDITS / MODS THAT TOUCH} \gamedata\configs\items\settings\new_game_loadouts.ltx
{Forgive the category, it was the closest thing available}
It's annoying when someone uploads a mod with the attitude of "changed some stuff, figure out what yourself, here are some vague hints". That's why I did my best to document everything I have changed here for you to be able to adjust it to your personal tastes, detect any possible conflicts, and share it without losing it's context and purpose.
For that reason, if you have noticed any issues with the mod, incorrect documentation at any level, spelling mistakes, or feel something here is confusing or misleading, please message me on Moddb or on Discord (available in my bio)
Feel free to change, re-upload, and add to larger mods without credit (although it's appreciated if you do give credit)
Suggestions for expansion, balance, or similar tweaks are welcome! Please leave those in the comments. I plan to keep this mod updated for future patches and engage with any edits and suggestions the community may have. I want this mod to be as lore-friendly as possible, so if you feel a faction should have different gear (within balance) please also let me know which faction and what gear.
-"Pravda vítězí", Void Kampf
Average
6.112 votes submitted.
Good for warfare.
You'll probably have to update this soon as the next GAMMA update will feature several new hobo guns (Ithaca M37), starting loadout and trader changes (Mosin is now WP kar98 alternative, a starter weapon). Also, i'd recommend to add cheap balaclavas/cloth masks/bandanas to all factions. And some red dot/holographic sights too.
Thanks for the input!
I'll certainly add attachments and masks / bandanas depending on faction. Mercs will get scope/silencer options for assassination contracts, the rest will likely get reflex sights.
EDIT 2-13-23: This has all been done, with the exception of scopes, plus much more.
Starting with a magnified scope is a bit too OP imo.
Do you think it would be balanced if they were 300+ in cost? Or should I just add short range optics?
Imo it should be Short range/low magnification optics at max, so there is still some room left for progress. Like the 1p29 "tulip" or the 1p78 "kashtan". Unfortunately, i don't think there are any NATO equivalents of these scopes.
Kobra sight, EOTech and AC10632 were added.
Keep in mind if you are this concerned with balance you have other issues, such as the scopes being only 4000-8000 from some traders (depending on your game config)
GNS forever
how do i install this addon
i tried with mo2 and putting the files in the anomaly folder but it didnt work either way
If you are not using Gamma it may not be working.
If you want a non-Gamma version I can look into it, but I only play Gamma at this time.
It's also possible Gamma has been updated recently and it no longer works. Let me know what the case is and I will patch it if that's the case soon.
Will it work in a normal anomaly?
See above comment to guest.
I'm unsure at this time, it modifies the same file but there may be some conflicts.
I did some testing, and this mod doesn't work right with Vanilla Anomaly. I don't have plans to make this for it unless I get enough feedback here for it, in that case I will.
This mod does work with Gamma 0.9, however the new items from the update will not appear for the factions. I might patch it later but have no reason to yet.
Will this conflict with New game loadouts?
Yes, absolutely. Sorry I'm half a year late lol.