Adds some recipes to help with crafting basic items such as knives, grooming kits, swiss knives, or hammers. Also adds the ability to upgrade mutant hides from hunting. You can now make medical items from mutant loot too.
Hunter Survival Crafting
Requires modded DLTX exe and Banjaji's Crafting System Improvements 3.0
todo: fix lua error spam from equipping scarf
------- Changelog ---------
0.7d
- Added FDDA dltx patch for related zone healing item animations
- Changed syringe usage buff to dltx
- Added Tactical Tuna and Beard's Tea cooking recipe
- Added cooking patch for FCR Campfires (Fillable Canteens and Roasting)
- Added potato patch for Outfit Parts Overhaul. This disables the Outfit part crafting component as it was conflicting with Banjaji's crafting.
0.7c
- Added recipe patch for Placeable Campfire wood.
- Added first aid kits to list of items that return syringes.
- Multitool no longer needs to be learned through recipe.
- Ammo crafting no longer shows duplicate older recipes.
0.7b
- Fixed Cat thyroid recipe version of Zone First Aid Kits
- Rebalanced quantities needed for dog liver and pig eyes.
0.7
- Uses Banjaji's Crafting System 3.0 now
- Can now craft some basic items with no toolkit requirements at a workstation.
- basic knife, grooming kits, firestarter kit, matches, ballpeen hammer, knife maintenance, basic zone medicine
- Added in Zone Medicine, now you can make bandages and first aid kits from mutant parts. Not as strong as imported.
- Added in partial toolkits which are used in a different mod, Unique NPC loot, so that killed technicians drop them.
- Buffed ammo crafting, now fixing old ammo is a 1:1 conversion with increased need of ammo parts.
- Added patch for ColdSystem 0.6
- Added custom scarf item for crafting, keeps u a little bit warmer when equipped in headlamp slot
- Yadulin can be used to reduce fever
- Added a patch for FDDA (Food Drinks Drugs Animation) addon, version 0.8.8i
- New medical items copy animations from the old items they are based on (new bandage copies old bandage and all that)
- Currently have a ui bug with learning recipes from books. It won't show the items in the books but you will still learn them and can craft as normal.
0.6C
- ammo crafting values set to sane values. binoc recipe less extreme.
0.6B
- Added alternate fuelstove recipes, tweaked binocular recipe since it was stupid
0.6
- Added the Hunting toolkit. An alternative to the Hunting backpack but without the excessive bulk. Only available thru crafting.
- Added patch for Outfit Attachment Overhaul, all it did was changed some recipes for making new attachment in craft.ltx
- Added patch for Dynamic Mutants 1.42
0.5
- Added weapon barrel disassembly for more metal scrap. Pistol barrels disassemble into 1 scrap, shotguns and rifles disassemble into 2 scrap.
- Added new Zone Crafting section in workshop for mutant hides
- Added new Utility Maintenance section in workshop if you have a basic toolkit. You can now fully repair your knife or multitool using scrap instead of sharpstones.
- Added new t2/t3 recipes for the other mutants. Still need to work on new palette swap skins.
0.3
- Added patch for Bas and Bas + Exoseva
- Noticed Hunting Knife recipe referenced itself and slightly reduced requirements for both knives.
- Metal Shovel disassembly had a typo
todo: Update art assets for new items.
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This addon provides recipes so you can craft more of the basic items using frequently found utility trash loot like durable textiles, scrap metal, and wood. Also provides some alternate recipes for medic related items.
Slight buffs were done to several disassemblies
Equipment
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Grooming Kit
Swiss Knife
Firestarter Kit
Match Boxes
Cutlery
Scout Knife
Hunting Knife
Axe
Repair
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Sewing Thread
Ballpeen Hammer
Sharpening Stones
Steel Wool
Small Glucose Shot
Large Glucose Shot
Vinca
Yadulin
First Aid Kit
New mutant part recipes
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Flesh and boar hides can now be cured and formed into pelt. This can be further upgraded by merging with artifacts.
Flesh hide -> Cured Flesh Hide -> Cured Flesh Pelt
Board hide -> Cured Boar Hide -> Cured Boar Pelt
Both flesh and boar pelts can be combined into a hardened pelt using artifacts. An immense amount of time and effort is required to craft this epic item.
Buffed disassemblies
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Cloth Mask
Balas
Bandanas
Old shovel
Military Shovel
Recipe books, more paper when disassembled
- Removed middle man step of needing to empty them before disassembly
Gas Balloons
Jerry Cans
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Included Unique NPC Loot in the download since it ties so closely with partial basic toolkits. Goes after HCS
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Average
1020 votes submitted.
Nice!
Not bad to see knife upgrades too, hehe.
I agree. Knives are a basic mandatory item that anyone should be able to make, prisoners have no problem making their own shanks with literally no tools available to them.
Is this compatible with attachment overhaul? If so, sign me up!
Finally got around to it and made a patch for Outfit Attachment Overhaul.
Fantastic. Thank you Stalker! It's good to see someone giving us hunters some attention, it's such an underrated part of the game imo.
Nice, will give a try :D
EDIT: Need a little path for B&S, parts.ltx file (I did on my own)
Hey, I really liked the idea of upgradable mutant hides! I made some icons for myself based on my icon mod, so if you wanna check them out or wanna arrange something regarding the missing ones, hit me up on discord Maid#9192. Cheers.
Feel free to fork your own version whenever the addon reaches sufficient maturity. Right now I just want to give the mutant hide loot some purpose besides selling. Except tushkanos because what's anyone going to do useful with a dead rodent.
The dream is to eventually have my own custom hunter's toolkit with its own UI.
Greetings, I have a small problem, the icons of the mutants skins appear cut in DXT8, There is also a small conflict with the Ammo Restoration plugin - Outfit Attachment Overhaul Patch
Do you mean DirectX 8? I didn't know people still played with that. Just uploaded a new version with remade icons and using a different DDS compression scheme.
I'll look into that ammo restoration thing later on.
edit: Just tried in DirectX 8, icon's are still cut off and Grok's BHS overlay is also broken (but i think that's a seperate issue). I suspect I need a different way to create the DDS texture files so it's compatible with old versions of directx.
Excellent thank you very much!
Ok, solved directx 8 cropping. Will work on that patch later.
Good idea.
Balance issues for highest tier pelts. My good advice is not to stray too far from values from Artefact Balance Fix. I am fully aware that vanilla artefact system is broken (and pelts are artefacts too ) but it is not necessary to create cheater scenarious where actor becomes invincible.
I am of opinion that not only you should reduce balistic and rupture immunity to levels close to vanilla artefacts values or Arte fix valuesbut you should also work a bit more with weight of pelts.
if you need any advices , you can write me DM.
Again - good idea for addon.
One reason for the high stats of the top tier stuff is that it takes a super long time to farm the mats for them. Remember that skin/hides aren't a 100% chance drop rate. So that's a lot of chimeras you need to find and kill. And since I normally do hard/survivalist ironman runs with no pda fast travel (and some more arbitrary rules), willfully running into chimeras is insanely high risk.
But you still have a point, I should design 2 sets of armor, one for regular play and one for the ironman.
Hello, this is an interesting mod that make hunting even more enjoyable.Thanks fo it.
In the patch for dynamic mutants there is an error : you write "ui_mutants_loot.script" but there is no "s" at the end of "mutant" in the original file.
thx for the catch
Greetings, I found a little conflict with the Dynamic Mutants patch, I'm afraid there is a conflict with the DTLX version of the Dynamic Mutants plugin specifically with this patch: Dynamic Mutants - Loot Crows DLTX Patch
That patch is for the old Dynamic Mutants 1.42 addon, dltx is something else I'm not familiar with.
will it be possible for everything to work correctly if I use the plugin without the Dynamic mutants patch?
I still use the old 1.42 Dynamic Mutants for my ironman runs
Please explain why itm_basic2kit was added?
I added that because I use another Workshop addon that lets you use toolkits to open the Workshop UI (crafting without needing a workbench). It modded itm_basickit by giving it a use function. So I copied and pasted a new basickit and built the hunting tools on it to avoid it getting that new functionality.
There's a typo in craft.ltx (ver 0.6a/b)
z_hide_pseudodog3 requires z_hide_pseudodog3 (should be z_hide_pseudodog2)
It isn't compatible with the Artefact & Anomalies Restoration Experiment addon, ain't it?
Would there be a DLTX version planned for this add-on? Thanks!
I love your Idea cuz I always enjoy hunting with my double-barrel shotgun. and making some nice thing with their hides and pelts seems so cool(you know it's useless in vanilla) but I'm stucking compatibility issue between G.A.M.M.A and your addon. have any idea about it?
im gonna test with editing some scripts
Tested : Your Items are added as intended but there wasn't your crafting menu on workstation. is it because of Banjaji crating system?
Banjaji does a massive overhaul to the workshop script so I'm not sure how much it would bug out GAMMA seeing as it has like 288 addons. I play with vanilla Anomaly and modded exe for 2d shader scopes, ARX, and DLTX.
I'll get around to installling GAMMA tomorrow and see if I can figure something out.
Yup. My mod pretty much conflicts with everything that modifies crafting (the GUI and gameplay mechanics). However, since I used a monkeypatch then it can be used with mods that change other parts of ui_workshop.script (eg repair or upgrade). Just not with those that change the crafting menu.
As for your situation I'd say you mustn't overwrite my mod's craft.ltx file with other mods' files unless you know what you are doing. Since you can't see the new recipes then I think Unwary's craft_huntersurvival.ltx file isn't loaded and that must be because #include "craft_*.ltx" isn't executed in my craft.ltx. Long story short: some mod overwrites my craft.ltx and that's why you don't see Unwary's recipes.
Mods that just add new recipes should be harmless if installed properly. Those recipes simply won't show since the crafting sections need to start with "craft_" for the script to find them. Old recipe formats still work with the new crafting system.
Basically you can see if there are direct script conflicts in Mod Organizer 2 since I added the vanilla ui_workshop.script just for that - conflict finding. Other than that you can simply try whether there are crashes/bugs with the modpack and these mods.
Another issue that could cause recipes not being loaded is using Outfit Parts Overhaul, it uses some weird workshop_autoinject.script to insert recipes using the old style.
I got around with a monkey fix of blanking out that particular file and removing any occurence of recipe loading/adding from Outfit Parts Overhaul. Nothing seems excessively broken except you can't craft the tiny parts anymore.
Hmm... yes. The old version on Moddb indeed has a crafting UI monkeypatch in workshop_autoinject.script. By default that overwrites mine due to the script name and this reverts the crafting system back to vanilla. Unfortunately those two monkeypatches aren't compatible. However, the new version in Github doesn't have workshop_autoinject.script anymore ( Github.com ).
Thank you guys!
Greetings friend, I get a massive spam from this line in the registry, when I equip the new Scarf, is it normal? what could be happening???
! [LUA] CTorch : cannot access class member torch_enabled!
Also the lantern animation is still active but there is obviously no response as night vision is not equipped but the animation of activating the lantern will still seem to work
That's related to the scarf, I monkeyed in some code so that it could be in the headlamp slot. The error message seems to be harmless in my testing, all my nightvision worked with headlamp.
Yes, everything works fine, I just get a lot of spam from that message in the console when using the scarf.
I tried monkeying around with it and only kept on breaking the torch script, my lua skills are potato XD
I have a question, how to repair the new improved skins?
Friend, is there any way to make it work without Banjaji's Crafting System Improvements 3.0 mod, with it I get an error? Will you continue to develop the mod and will there be a Russian translation? DLTX version?
I have them work together. And im already making russian translation and today it will be done, i think.
У меня и так эти 2 мода работают вместе (я совместил для себя файлы), а также уже делаю перевод на руссиш. Сегодя уже будет готово, думаю.
Hi. I ve done rus translation and figured out why new recipes didnt appear in craft menu and maked patch for it (with attachment overhaul version). Problem was in section name, because banjajis changed this section forms. And craft_huntersurvival.ltx just dont work, idk why. So i just copied in craft.ltx new missing recipes from craft_huntersurvival.ltx and changed their sections format from
[1], [2], [3] etc. to banjajis ![craft_100], ![craft_200], ![craft_300] etc. and it worked) So, you can add this patches and translation to your mod freely, i will be only happy)
И так, сделал перевод и патч-исправление под крафт от Banjaji. Теперь новые рецепты видны и работают. Скачиваем тут, пока автор в сам пак не добавил.
Mega.nz
I dont understand, how i can repair my crafted pelts? My hardened chimera pelt has lost 70% of durability after only one hard mission, one run.. and now i dont understand, how to repair it. Technicians dont wanna too and my repair items dont work on pelt too.
can you DTLX this?
This mod is compatible with 1.5.2 version? its posible to repare the curated pelts?