A small mod to help with the S.T.A.L.K.E.R economy, and add some use to the Gunsmith Kit.
A small mod to help with the S.T.A.L.K.E.R economy, and add some variety to the Gunsmith Kit and how damaged weapons are handled.
Compatibility:
This mod touches the itms_manager.ltx file, and the items.ltx file. Any mods that don't use those files should be fine, but this mod will break if either of those are changed (Nothing game breaking, the mod will just not work). If you want to use a mod that uses either of those files, you'll need to manually merge it, or get tool that can merge the files for you.
What does this mean? The Gunsmith kit has been given more variety, now able to repair favorite weapons, or be saved to repair duplicate weapons to sell later. A big problem with CoC was how people could repair really expensive weapons and sell them quickly, well, no longer! You'll need to get lucky to find a really well maintained weapon, or find duplicates to combine so that you don't have to be constantly buying the kits. This also gives some value to the more common weapons, and even weapons with garbage durability, as now they can be more easily found and combined to sell.
Since the cap on repairs has been lifted, you can now use the gunsmith kit to keep your favorite rifles maintained as well! As long as you don't mind the weight and/or cost. Usually, a gunsmith kit will be a little lighter than lugging around another fully kitted rifle and ammo, but if it isn't enough for I've included a version of the mod that gives you 4 uses of the kit. You can also use the kit in the field to combine rifles you find, to lower the amount of loot you need to carry, and to ready to sell by the time you get to the traders.
How do I activate the UI?
Simply double click the Repair kit, and the UI will pop up!
The UI looks bad, do I have to use it?
If you like just buggily dragging the repair kit to a weapon and repairing it that way, you still can! BUT you cannot combine weapon parts with that, and the repair rate is still only 5% per use. Only do it when you have no duplicates.
First off, thank you for not asking me to do that. To change the stats of the Gunsmith Kit, go to "\gamedata\configs\misc\items.ltx" and search for
[itm_gunsmith_toolkit]:booster_script
The file is annotated, so this should be easy!
To change the amount repaired, scroll down to "repair_add_condition". The game handles this number by making 1.00 = 100% repair, so if you say wanted the kit to repair up to 10%, you would change the number from 0.05 (The amount set in this mod) to 0.10.
If you want to change the amount bonus repair you get from spare parts, look for "repair_part_bonus" directly 1 line beneath. The number works like the line above, but this number gets added to the line above, not replacing it. This means that with a base repair stat of 5%, and a bonus repair of 20% you would get 25% repair when using a duplicate weapon.
Finally, if you want to change the amount of uses you want to get, got to "max_uses". The vanilla number is set to 3, and unlike the stats above, the number is exact. Changing it to = 4 will make it = 4, and if you really wanted to you could set it to = 9999 and you would 9999 uses.
And because you were so nice, here's the annotated Gunsmith Kit stat block, in case you had difficulty finding/visualizing it:
[itm_gunsmith_toolkit]:booster_script
$spawn = "devices\repair_kit_10"
description = st_itm_gunsmith_toolkit_descr
inv_name = st_itm_gunsmith_toolkit
inv_name_short = st_itm_gunsmith_toolkit
can_trade = true
quest_item = false
cost = 2400
inv_weight = 3.65
visual = dynamics\devices\dev_instrument_1\dev_instrument_1.ogf
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 14
inv_grid_y = 10
repair_min_condition = 0.00 ;Min required condition to use
repair_max_condition = 1.00 ;Max required condition to use
repair_add_condition = 0.05 ;Amount of condition added to repaired item
repair_part_bonus = 0.20 ;Amount bonus to add_condition if parts are used
repair_use_parts = true ;Allows the use of lesser conditioned weapons to be used for parts to add overall bonus to repair
repair_type = weapon ;weapon or outfit
repair_refuse = ;Add sections separated by commas that cannot be repaired by this item
repair_only = ;Add sections separated by commas that exclude all sections but these
repair_parts_include = ;Add sections of items to include to be considered repair parts
repair_parts_exclude = ;Add sections of items to exclude from being considered repair parts
use_condition = true
max_uses = 3
remove_after_use = false
empty_weight = 1.65
Yes I can, but I probably won't! If you want to make it yourself, the stat block of the Sewing Kit is below, containing the same repair properties as the Gunsmith Kit. Only the repair stats have been changed to match the modded Gunsmith's Kit, everything else was kept. Just like the Gunsmith kit, you can tweak the stats to your heart's content.
!!WARNING!!
I've not tested this out, or checked if it worked. The game might crash on startup, or more likely nothing will happen. Tell me if it does crash/doesn't work, and I'll see if I can fix it.
!!WARNING!!
Search for "[itm_outfit_toolkit]:itm_gunsmith_toolkit" in the same file as the Gunsmith Kit's stats, and paste this over the stat block (Be sure not to paste onto other stat blocks by accident!):
[itm_outfit_toolkit]:itm_gunsmith_toolkit
description = st_itm_outfit_toolkit_descr
inv_name = st_itm_outfit_toolkit
inv_name_short = st_itm_outfit_toolkit
inv_weight = 1.65
visual = dynamics\equipments\item_sewingkit.ogf
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 23
repair_min_condition = 0.00 ;Min required condition to use
repair_max_condition = 1.00 ;Max required condition to use
repair_add_condition = 0.05 ;Amount of condition added to repaired item
repair_part_bonus = 0.20 ;Amount bonus to add_condition if parts are used
repair_use_parts = true ;Allows the use of lesser conditioned weapons to be used for parts to add overall bonus to repair
repair_type = outfit ;weapon or outfit
repair_refuse = ;Add sections separated by commas that cannot be repaired by this item
repair_only = ;Add sections separated by commas that exclude all sections but these
repair_parts_include = ;Add sections of items to include to be considered repair parts
repair_parts_exclude = ;Add sections of items to exclude from being considered repair parts
max_uses = 3
empty_weight = 0.8
More to follow as questions come
There are probably more uses for the mod, but you get the idea!
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Average
9.77 votes submitted.
Need More Good Mod Like This
Yeah, Request: outfit toolkit mod ;) BTW will this work with both Arsenal Overhaul 3.1 (v.5) & STCoP Weapon Pack 2.8.0.7 (v.5)
Yes, it works fine with all weapon mods. Only mods that change the two files listed will not work!
-N0ps on guest account
Yes, it works fine with all weapon mods. Only mods that change the two files listed will not work!
-N0ps on normal account
EDIT: As for making one for the outfit toolkit, all you need to do is copy everything from "repair_min_condition" to "repair_parts_exclude" and change "repair_type = weapon" to "repair_type = outfit". I'll put the proper stat block you can copy and paste on the FAQ, and might even make a separate mod once I get some ideas.
Aha now we are getting somewhere, it's not a bad idea after all ;)
I haven't tried the mod but you deserve some sort of award for the amount of documentation you've put up there in the description
I'll take my reward in Rubles, Vodka, or artifacts.
I tweak a lot of mods, as well as merge some and make my own small mods. There are a lot of good mods out there that I like tweaking, but without documentation it becomes difficult, so I made sure my first mod gets the documentation it and other mods deserve. It inspires the community to make their own mods, after all.
Does this mod works with ItemSoup mod? That mod added tons of repair material and light repair kits.
I did a check of the Item Soup files... And it might work. Luckily the itms_manager.ltx file in Item Soup has the same settings to enable the UI as in this mod, and Item Soup has it's own files for what it adds so items.ltx isn't changed, but, I can't be sure. I'll do a test in my own time and come back with the results.
EDIT: This is for teh STCoP version of Item Soup, not the 4Chan AO3.1 or the OWR. It's probably best you just test this mod with them to see if they work. If it doesn't work, you can always tweak the mods to get it working, or add the same settings to Item Soup. I don't use that mod, so you probably know more about what needs to changed than I will.
heres an idea:make the whole weapon repair system like its in ogse 0693, especially the amount by which you can repair a weapon using a duplicate is directly proportional to the condition of the duplicate.that just makes a lot of sense instead of increasing condition of the repaired weapon by the the same amount regardless of the condition of the duplicate
Unfortunately, that goes beyond my skill as a modder, and requires a good amount of scripting. The files I changed don't give me to option to implement a feature as specific as that. Last Day, and I think Misery (You might need to mod it in though) has an amazingly involved weapon repair process that you might like, but I don't think it can be ported over to CoC.
i would be able to do it myself if I poked around in ogse files, but its russian soc so everything is in russian
For those who use TRX - Alife Revamp:
Make sure to use the item_manager.xl from TRX.
1. open item_manager.ltx
2. search for [repair mod]
3. set "use_gui" to true
4. save changes
5. profit
Tried this mod for a week and it works perfectly.I uses AO3.1 and now i can sell gorillions of AKs i found everywhere instead of leaving them to rust!.But i also have a request,can you make so guns that share common parts can be used to repair each other?.For example,AFAIK you can repair AKM using parts from AKMS or AK74 (or pretty much every other AK variants in AO3),PMM pistol with regular PM,HK416 with M4(same lower receiver & trigger group),and so on.I know this require some knowledge about firearms and might be a bitch to code,but there's nothing wrong for asking right?
tl;dr : I LOVE your mod and request you to make so firearms which share common parts can be used to fix each other.Thanks!
Sorry for the late reply, I don't get notifications in the comments of my mod for some reason. To answer your question:
Unfortunately I can't actually add that. That requires more scripting, and a lot more changes that I'm not able to do. I can (maybe) make it so that all firearms can aid in the repairs in all firearms, but that seems broken to me. The ability to decide which firearm aides in the repair of which firearm is unfortunately not possible within the scope of this mod.