A simple addon to make your Starting options a bit more fun.
This is a customized Starting Loadout addon, built with BaS and Radiation Overhaul in mind. The main idea came from SilkySmooth, and this addon uses his custom "Money" system from his "New Game Loadouts +" addon.
Huge Thanks to SilkySmooth for his approval, in terms of using his assets.
However, other than the Money System he introduced, this addon is completely different. You also required to use BaS:
Radiation Overhaul is not "Required", but I highly recommend it ( I added plus Helmets and Cheap Geiger Counter, because it's basically a hard requirement when you use Radiation Overhaul ).
Anomaly Lootboxes is also "required" but added a "No Lootboxes Patch" if you don't want to use that otherwise amazing addon.
Anomaly Lootboxes addon - Mod DB
How balanced it is? I don't know. The base idea is simple. Other than Suits and Weapons, every item is accessible equally for each and every Faction. You will have access to much more items, so the Points for each Eco Difficulty Setting is increased. Starting Money is reduced overall ( I might tweak that a bit more ). I tried to add Weapons and Suits appropriate to Factions, but I might have failed in that regard.
I won't make a non-BaS version of this addon. If you don't use BaS, I highly recommend SilkySmooth's addon. Link above.
Feedback is appreciated.
Thank you for stopping by.
Changelog :
- 1.0 : Initial Release
- 1.0.1 : Forget a change I wanted to include initially : Each faction starts with Roubles equals to 1 USD ( 73 Roubles ). Except ISG. They start with 5 USD. Increased Roubles purchasable with Points by 5 times.
- 1.0.2 : Increased Points cost for some ( most ) Outfits. You either choose the "basic" outfit you would get by defaut for 50 points, or you can choose to spend a higher amount to get a better starting outfit. Increased Points cost for some Medical Items. Increased some other Item's Points cost as well.
- 1.0.3 : Fixed huge amount of the same Weapon can be selected issue.
- 1.0.4 : Added an optional "No Lootboxes Patch" If you don't use Anomaly Lootboxes.
Average
9.410 votes submitted.
Definitely outfits should cost like 500-850, after all it's better than starting gear, adding masks was awesome idea I was getting really tired beginning as sluggish radioactive man cursed with 1/4 of stamina after exposure.
Thank you for your feedback. I increased Points cost for most Outfits, but I didn't wanted to increase it too much, since You start with a patch of your faction, a PDA and a Personal Journal and basically no money. The default ( un-modded ) starting outfits usually items that you want to replace as fast as possible. Even with these added options, its still a smart idea to replace them fast, because let's be honest, none of those outfits are too "OP" or that useful to cheese the game because of that alone.
is this mod suitable for Anomaly Magazines?
If you have the new, Anomaly Magazines Redux in your mind, then yes.
Heya, I tested your mod alone and any faction that has the M4A1 has like 50 of them to choose from, lol.
Fixed.
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This is wonderful *Lionel Richie Voice*
Thank you. Hope you will have a good time with it :)
The mod gives too many points in even on the last difficulty of the economy. My opinion is that a rebalance is needed.
Not rebalanced needed, you can just edit the amount of points you want in "new_game_loadouts.ltx".
total_points_eco_1 =
total_points_eco_2 =
total_points_eco_3 =
Appreciate the feedback. You can however, just change the points to a value you prefer, as described by BaldLoner. I set them high, because of items you can choose from, as well because of the fact, that you only start with a Faction Patch, PDA and a Personal Journal. With that in mind, there won't be a rebalance any time soon for this addon. If I do it, that would be item points changed around/removed/added.
Cheers.
Hey sorry to bother you all, I am rather new to modding Anomaly, i'm using Mod Organizer 2. I use Boomsticks and Sharpsticks and some other mods but more importantly the issue i am encountering is that some items when I enter their spawn ID into the new_game_loadouts.ltx document with the others just don't spawn in the list. If anyone has an idea I would appreciate any help, everything else in the spawn lists works, some don't, some do, but specific ones I really care about like wpn_k98 =true,1,500 don't appear.
Thank you for just reading this.
Edit 1: I copied over and activated this mod to see if this is something involving a script-text error on my end when typing it in, its not working with this mod either. I don't understand what is going wrong but I hope this can help it be diagnosed.
Some weapons that occupy 6 spaces in the inventory instead of the usual 5 or below, will not appear in the loadout even if added to the correct config file.
Expert toolkit has a spelling error in the config thus not appearing on the loadout. There were some other that I can't remember now.
This explains so much, thank you Mark! I am guessing since no work-around or fix was stated that there is none to fix this?
For the toolkit you can edit the file "new_game_loadouts.ltx" manually with notepad or similar app, and change entry "itm_experkit" to "itm_expertkit" (missing letter "t").
As for the some weapons not appearing if they are too long? I do not know if that's fixable on a user level and may have to be looked into by the Anomaly's DEV team, or perhaps some kind of scripting based fix..
Gotcha, thanks again Mark. The information is greatly appreciated.
It also uses wpn_addon_silencer and weapon_addon_scope which aren't actually used in the game. It should be ps01 and wpn_sil_9mm.
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Is there any logical reason why grandpa's old Mosin is the most expensive weapon on the loadout?
New BaS update broke the mod, needs an update.