Economy and other tweaks for a slower progression. Makes Artefact and mutant hunting more important for progression.
This addon makes the following changes:
- Lower weapon drop condition(max 40%).
- Drop less ammo and items(tweaked Dan's Rare and Random Loot).
- Only bandit and monolith traders buy outfits.
- Only bandit, military, and monolith traders buy weapons.
- Other stalkers only buy weapons above 90% condition.
- Companions don't pay anything for weapons, ammo, consumables, patches, and attachments.
- Bandit, Monolith, and Military traders buy items above 30% condition(decreased from 70%).
- Clear Sky barman, Loner barman(in 100 rads bar), and Mercenary trader buy non-edible mutant parts.
- Repairs and upgrades are more expensive(2x).
- Weapons, ammo, and outfits are more expensive.
- Non-edible mutant parts are more expensive.
- Changed initial loadout: more money, and many factions spawn with a simple detector.
- Made AI more accurate by changing hit_probability to 80% for all difficulties.
- Makes headshots more effective by setting time_to_aim to 0.
Optional:
- Upgrade weapons and outfits without completing finding toolkits for mechanics.
- Worse drops: Dead stalkers don't drop ammo, and less ammo is unloaded from weapons.
Installation:
Requires StCoP v5.1, Dan's Rare and Random Loot, and Smarch config for StCoP.
After installing the required addons copy gamedata directory to CoC's root directory. Overwrite files when asked. Do the same for optional modifications in the optional directory.
Not compatible with outfit addon, Lost to the Zone, and any addon which adds items.
Changelog:
1.2: Loner barman and Mercenary trader also buy non-edible mutant parts.
1.1: Added worse drops optional modification.
Requires StCoP v5.1?
You mean STCoP Weapon Pack 2.8.0.7 addon for Call of Chernobyl 1.4.19-1.4.22?
Yes.
Hello, can you make an adapted version for Call of The Zone?
Хотелось бы адаптацию к STCoP Weapon Pack 2.8.0.7 + OUTFIT ADDON