Description

Ever notice how when you're disassembling electronics to upgrade your PDA, and for some reason, you need like 20 random dead stalker PDAs to craft one PDA 2.0? Didn't make sense to me. One shouldn't need to jury rig 20 PDAs to create a PDA 2.0 and above. This mod changes how many components you receive from the PDAs that you turn into the trader. They now disassemble the same amount of components as disassembling a regular PDA. (PDA's from dead Stalkers and your PDA are different game wise, and so forth disassemble differently, but if you want them disassemble the same components to be more 'realistic', or/and equivalent, then here you go lol)

Preview
Dead Stalker PDAs have more parts v1.1 + PATCH
Comments
Spacecheese88
Spacecheese88

Ooohhhh nice! Do I trade them or do I strip them now? Good mod man!

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RamseySparrow
RamseySparrow

One would think it’s obviously not about making sense but rather about progression balancing.

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thisisntmysteamid Author
thisisntmysteamid

That's what I was thinking, would not want to obtain PDA 3.0 or a Veles detector so early. But I thought this change, atleast for me, is actually kind of balanced. I almost never find a PDA in the first place for some reason, and right now I'm at Exo levels of op right now and still have a PDA 2.0. Plus this also kind of balances finding capacitors too, which was the main reason why I looked into this. Capacitors are rare as ****, atleast from my playthrough lol. And I don't like the fact I have to keep buying ****** detectors to even get more capacitors. An alternative to adding more parts to trash PDAs, I could add more parts to trash items. Looking at the trash items, only THREE of them provide capacitors. Four of them contain transistors, and 5 of them contain resistors. Although this may be to increase rarity of capacitors, there are some items you just look at and say "Why the hell doesn't this have a capacitor?" For example, a walkie talkie and one of the broken radios DON'T have capacitors, but a broken flashlight does (???). After all, I just wanted to add more capacitors to the loot pool, and I think progression for electronics take way too long imo. It still takes 10 of these things to create upgrade PDA.

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RamseySparrow
RamseySparrow

Sounds to me you are way too merciful then and should get busy killing fools right away ;)

Kidding, of course, to each their own and I was only meant to indicate the number wasn't meant to serve any notion of realism but rather Anomaly developers' idea of the right number per average playthgouth progression. To each their own, I think PDA 2 plays some more crucial part in warfare and its fog of war. just a headsup.

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thisisntmysteamid Author
thisisntmysteamid

Understood, captain. Maybe I shouldn't say they are 'realistically' the same.
Currently doing story mode, haven't tried warfare. So my perspective on this mod is just from story.

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TalDoMula
TalDoMula

it literally took me ages (or the entire first part of the story) just to craft an 2.0, not to mention that i got the schematics on the third kill of the save lmao

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JackTheReaperr
JackTheReaperr

what? people use pdas to craft better versions? i guess disassembling radios and electronics are for casuals

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Spacecheese88
Spacecheese88

What would be cool if its possible is to have the parts randomised or have a success/failure rate in getting some of those components due to damaged PDA or being a rookie electronics engineer

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thisisntmysteamid Author
thisisntmysteamid

A good idea, but just from my knowledge(not that knowledgable), would be quite difficult. Although not impossible, a way I'm thinking of possibly doing so is creating different item versions of all the rarities of PDA's to have different 'conditions,' which allows me to put different parts on those ones. Although that would require creating a new items, adding to loot pool, and adding those items to what traders accept for PDAs. Alternatively, actually making those PDA's conditional items in it of itself would require change to a lot of files. It would either be turning PDA's into weapon or outfit items, of which have that conditional success/failure rate, or creating a script to add a whole new conditional item type to the game.

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SniperHellscream
SniperHellscream

Hi, could you provide a patch for this plugin? Moddb.com

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