[CoC 1.4.22 + AO 5] Had enough of stalkers blowing themselves up with RPG or RG-6? Stalkers running around with some weird calibers breaks your immersion? Try this.
I made better weapon loadouts for all stalkers, except specific spawns. Means all the random stalkers in the world, not "important" NPCs.
Updated: Polished some stuff. Added one RPG and one RG6 spawn on Monolith(to be able to complete quest).
Updated: Touched up on Ecologs and Clear sky.
Removed RPG-7 and RG-6, you can't trust NPCs with that. No more Monolith suicide bombers.
Removed weapons with weird calibers, like 6.8 SPC and .50 Beowulf. You can still buy these weapons and ammo.
Lots more battle rifles. There are plenty G3 and Stg58 rotting in warehouses since they left service in lots of countries. Nop, they traveled to Zone trough black markets.
7.62x39 is supposed to be most common, as well as 7.62x54, those are old, cheap and plenty calibers. However other calibers are available too.
Stalker and Bandit low ranks will spawn with some low weapons, even only pistols. Changed other factions, so each Faction prefer specific kind of gear, and stalkers make personal choices too. Overall Novices will give good old sawn-off and pistol feel with some rifles mixed in.
Zombies can spawn with almost anything, as any zombie could have been Master or Novice and even lost his weapon.
Added some silencers here and there. Removed overused weapons, like MP5SD, only few will spawn.
Please report weird stuff in comments.
Monolith suicide bomber are canon why would you want to remove it?
hhaha
No more rookie bandits with vintorez on garbage?
AK 47 for everyone!
not sure i get it, see i play more as a humter than a hunted by way of wanting the npc to carry those cuz barman pay more so wen i loot em i know i
hes got an rpg6 im getting 40k if its a job or 11k if its barman..im heavy pockets....nice idea non the less..
Sure, moneywise this is a hit to pocket. Overall NPCs will have more trashy weapons and only highest ranks will spawn with all kind of high tech and new gen weapons.
Removing RPGs and RGs was to stop NPCs to go allahu akbar, but also.. there is little practical use for those in overall context. Would be great is rockets and vog25's would be limited, but NPC can shoot them all day with unlimited ammo. And I havnt yet dissected script that spawns ammo for guns(this is the reason why literally every stalker has m203 or vog-25 in inventory). TL;DR it would take a lot of time to make these specific ammos limited.
Also lowest ranks will rarely if ever have mounted optics.
NPCs with suppressors will be common tough.
PKM, m60 and m249 will be more common(these can spawn on lower-ish ranks too), those sell pretty nice, it's even possible that you can make more money.
Version for 1.4.22 + stcop?
This is for:
1.4.22
Arsenal Overhaul 3.1 (5)
Using this for anything else will result in NPCs running around unarmed, only few will have weapon.
No, I meant could you make one? :)
It's very monotone work.
But if you are up to it you can do it. No extensive knowledge or anything like that is required.
Edit files in gamedata/configs/gameplay:
characted_desc_general.xml
characted_desc_simulation.xml
Find a faction you want to edit, you will have, for example 12 entries under Novice. So in novice squad each stalker will have random loadout from those 12, with random weapon[spawn_loadout] and random secondary[spawn_loadout2] from each of those lists. You can remove, replace or add new weapons, just make sure that it fits the general frame with lines and "\n"s at the ends or stalkers wont spawn or will run around like penguins.
I dunno if this would help you, but take a look at the xrs_rnd_npc_loadout.script used in A.I. Tweaks, Misery, Pripyat Reborn and also in Weapons Gulash, Call of Misery and all its fork projects.
It's actually quite useful, I used it to modify the loadouts in AO, and it seems that, at least as it was stated by Alun itself at the time, was the only way for the npcs to use AP ammo, I dunno if things have changed by now.
Thank you so much for posting this here. I was looking for the folder with all the NPC variables and I blew past desc_general so many times in /gameplay. You're a real one bro, cheers.
The mod itself seems great, the only downside for me is removal of 6.8SPC and .50 Beo cal. from natural spawns. Traders do not sell these weaps very often, so looting was the best way to get them. Unless, of course, the rarety of traders selling such items increases
This doesn't affect traders in any way.
If you haven't edited traders you can get these weapons from Mercenary trader and Monolith trader, they should have some in stock from time to time.
For a moment I thought this would be a Tool for easily setting the NPC loadouts... I dream of such a tool to make life easier. Still, at least this bring some significant change to gameplay. :)
Yeah, editing by hand is super tedious.
After longer play top ranks start to spawn with SVDs, like a lot. So I'll go over it when I can, or maybe I don't get it how it works exactly.
does this make the loadouts similar to the one in shadow of chernobyl?
only in a sense that stalker and bandit rookies will spawn more with lower weapons. Point of this was to make some weapons not spawning on npcs, like RPG, RG-6, 6.8 SPC caliber weapons, .50 Beowulf, which is great to have in game, but they are not widespread. I dare to say that one cartridge of those calibers should be as common as 10'000 of 7.62x39.
Overall there will be less optics on npc weapons, but more silencers.
And you gotta have Arsenal Overhaul.
FATAL ERROR
[error]Expression : false
[error]Function : ParseFile
[error]File : xrXMLParser.cpp
[error]Line : 48
[error]Description : XML file[$game_config$] parsing failed. Can't find include file:[gameplay\character_criticals_4.xml]
character_criticals_4.xml is original file from coc1.4.22
Neither AO nor this changes it in any way. I don't even have it extracted in my gamedata.
Are you sure you are running correct version of the game? 1.4.22 + Arsenal Overhaul 3.1, it wont run otherwise.
I tried to reproduce the same result in Anomaly by looking at the .XML files i have in the game folder and the ones in this mod. I did notice that the supplies tags are all empty in the files i have so where does the game get info about what to spawn npcs with?
From game files that are not extracted in gamedata folder.
I'm not sure I understand what you mean, but I think empty tags simply point to "default" values, idea is that if it is not specifically changed in gamedata folder files it will use default. To see it you have to extract it with Axr toolset or something.
Also could be different structure and that "include" pointer to supplies are somwhere else, I don't remember exactly how it works.
Hello.
You might be interested in this bit of information:
Forum.epicstalker.com
Also, you mentioned how annoying can be to edit all the NPC sections in the character_desc_general.xml, yet the guy in MLR already solved that out, you might take a look to his solution, it was quite clever :)