Overhauls NPC squad loadouts, with greater distinction of loadout by rank and faction. Novices use pistols and shotguns, whilst Legendary NPCs can afford and so use the best weapons.
Latest release: Nexusmods.com
Github repo: Github.com
Compatible with and recommended to use with Vintar0's WarfareAlifeOverhaul.
BaS version/patch included.
Mod Organizer 2 is recommended when using any of my mods.
For best effect a new game is recommended, as existing squads will likely not be affected (newly spawned squads will be).
If using my mod with BaS, install the BaS patches in the installer (when installing via Mod Organizer) and load my mod after BaS, so my mod wins in regards to file conflicts. If BaS wins, my mod will have no effect.
Should be safe to remove from an existing save, however squads that have already been spawned will use whatever they spawned with.
In Vanilla, and in Boomsticks & Sharpsticks, a novice Stalker can have a wide array of firearms - including long-arms like AKs, whilst a Legendary Stalker can spawn with a K98, or even a Mosin Nagant.
This mod rebalances loadouts into a more granular, tier-based system. It is designed to follow a more 'RPG' system, with a degree of realism and is inspired by mods such as "The Faction War" for Clear Sky, in the sense the rank of NPCs has a significant impact on their equipment.
This is because I wanted to enjoy early game firefights with pistols, shotguns and other shoddy small-arms without running into high-end (or even end-game) rifles in my first firefight.
All factions are treated equally by default in regards to how they are balanced. This means a novice squad of one faction will generally be equal to a novice squad of another faction, regardless. Whilst more experienced squads will have an advantage over less experienced.
This mod/addon only affects AI loadouts, and does not affect player starting loadouts.
All ranks now have their own, unique, loadouts. Directly affected by this are the following:
This allows for a smoother progression, with smaller leaps between ranks. This simulates higher ranks having had more time to find and maintain better gear, or having more funds for equipment. Remember - rank also effects their health and resistances, so they are going to be tougher in more than just firepower.
For example:
And so on!
Please note that I do not change the general balance on game start. The equipment of Legendary NPCs is going to be outstanding if you run into a squad of Legendary NPCs. Some areas have a higher concentration of advanced or veteran squads, which means expert through to legendary npcs.
As such your experience might vary based on Story Mode, Warfare (and which type of Warfare mod you use) and so on.
You can try out my 'Rebalanced Alife Profiles & Ranks', which is recommended, otherwise some factions will lack appropriate rank distribution. Please mind it has been integrated into other mods, so may not be necessary.
Planned changes:
Changelog:
2.0.0 (beta)
- First 'Reloaded' release, an overhaul of how loadouts work in the background.
~~~ Use of wildcards and subfolders to split up where loadouts are stored, and how they are loaded.
~~~ A patch can make an edit to a specific rank for a specific faction now, rather than the entire faction at once. BaS patches for example no longer ovewrite
~~~ BaS patching is now done under modsupport, for example. Work in progress.
- Complete restructure to make patches and other changes easier, and to avoid conflicts.
- Advanced Monolith Option during install - makes Monolith stronk.
- Lots and lots of work went into this restructure. Expect more customisation soon. DLTX support also coming soon - not included for now.
1.3.0
- BaS patch included. Just a basic patch that adds some of the BaS weapons to various faction loadouts. Nothing too fancy/crazy, as I personally don't use BaS.
1.2.0
- Added FOMOD support, with the following addons now available:
- Added Army Optional "Better Armed Soldiers" addon, which strips Army of surpluse/WW2 firearms (still maintaining Modernised SVT40 and SKS variants, however) and gives novices access to standardised equipment.
- There is also a "Strong Army NPC Loadouts" optional addon, that buffs Army even more (specifically Novice through to Veteran the most)
Notable changes within both add-ons
-- Removed Pistols, TOZ, Mosin, SKS, SVT and Kiparis variants from Novice, Trainee, and Experienced ARMY NPCs.
-- ARMY NPCs can spawn with AK74Us at Novice and Trainee ranks now, with high probability.
- Army Novices use:
-- MP133, Fort500 Shotguns
-- Modernized SKS with FMJ, old rounds or a random round type (33% for each)
-- Bizon with FMJ, or old rounds
-- Vityaz with FMJ, or old rounds
-- Old AK74U with FMJ 25% chance, or AK74U with old rounds 75% chance.
- Army Trainees use:
-- MP133, Fort500 Shotguns
-- Modernized SKS with FMJ, random rounds, or a scope
-- Bizon with FMJ, or old rounds
-- Vityaz with FMJ, or old rounds
-- Old AK74U with FMJ 25% chance, Old AK74U with old rounds 25% chance, or a random round type selected with a 50% chance.
-- AK74U with FMJ 33% chance, AK74U with old rounds 66% chance
Strong is similar to the above, but even better - Novices get access to AK74s, and higher ranks get access to even better fast. Military therefore is stronger yet in online combat.
1.11.0
1.0.4
v1.0.0 - Initial Release
Files edited:
gamedata\configs\items\settings\npc_loadouts\
npc_loadouts_army.ltx
npc_loadouts_bandit.ltx
npc_loadouts_csky.ltx
npc_loadouts_dolg.ltx
npc_loadouts_ecolog.ltx
npc_loadouts_freedom.ltx
npc_loadouts_greh.ltx
npc_loadouts_isg.ltx
npc_loadouts_killer.ltx
npc_loadouts_monolith.ltx
npc_loadouts_renegade.ltx
npc_loadouts_stalker.ltx
npc_loadouts_zombied.ltx
Average
9.643 votes submitted.
Doing A Great Job On This , Keep it up !!.. Fellow Brother Of The Zone.
I can't seem to find your other mod: Rebalanced Alife Profiles & Ranks. Can you provide a link here or in the description?
Here you go: Moddb.com
Thank you!
In the files "squad" and "visual" there are no differences from the original, why do they?
Just checked -- yeah those three files were accidentally included. Will remove them from the release package. Thanks for catching that.
Hotfix:
1.0.4
- Corrected bad references to wpn_winchester1300
- Corrected bad references to wpn_oc33s
- Corrected bad reference to 'pn_lr300' for ecolog_veteran_primary loadout
- Removed three unedited files:
npc_loadouts__name.ltx
npc_loadouts__squad.ltx
npc_loadouts__visual.ltx
С версией BAS работать будет?
Man, is this addon really completely safe to use without your second addon? Will there be no bugs with the new NPC classes?
It really is safe to use without!
This mod only affects NPC loadouts available for each rank. By default, all ranks are available to be assigned to NPCs in squads - just not always in a consistent or predictable fashion across factions.
Trainee, Professional, and Expert ranked NPCs for most factions did not have unique loadouts. So as an example, Bandit trainees used the novice equipment, and their novices could have pistols, assault rifles, smgs, shotguns and so on.
My Alife Porfile mod in short just makes it so novice squads are actually full of novices and trainees; advanced squads full of trainee, experienced and professionals; and finally veteran squads filled with Veteran, Expert, Master and Legendary NPCs.
It's random, and balanced equally across all factions, since some factions had different 'rank' ranges, meaning an equiv Duty squad would usually be stronger than an equiv Stalker squad.
So whilst I recommend it if you play with Warfare, it's not that big of a deal if you use freeplay or story.
cool addon but I must wait for compatibility patch for BaS
Hey. Very cool mod, but Monolith loadouts seem to be buggy.
I'm using Vintar0's Warfare Alife Overhaul and your Rebalanced Alife Profiles, and I'm not sure if this is caused by your mod.
I have applied the compatibility patches, and this mod doesn't conflict with any other (which means no other mod is changing the loadouts, right?)
Is it normal for Monolith to have Gauss rifles on the 3rd ingame day with 13 resource points while my freshly spawned guys are still using shotguns and pistols with 10 + 5 resource points?
The mercs are also spawning with high caliber sniper rifles while having 12 + 3 resource points.
Glad you like it!
It's quite likely the starting squads you're seeing (which are handled via the simulations.ltx, which neither of my mods edit at the moment, just because it's a bit of a compatibility nightmare and I'm looking into a more robust solution right now) - snipers and Gauss rifles are used almost exclusively by the unique sniper squads at the moment.
I haven't given sniper loadouts a pass yet, but they don't appear to use ranks to determine equipment, so might be a bit trickier to balance, as they are assigned to spawn with said weapons due to being a 'sniper' squad instead of their rank.
There is an exception for the Gauss rifle at the moment, wherein Legendary Monolith Stalkers have a chance of getting a Gauss rifle, but it's a 1 in 24 chance or so.
I understand, thanks for the clarification.
It was surprising seeing a squad of Monolith at a random anomaly in south Zaton with two Gauss rifles, guess I was just unlucky.
Love the mod! Though, it's a little strange to see military stalkers with mosins and shotguns rather than AKs
Thanks! Yeah it was more of a balance decision, though in early versions on my end I had them using SMGs and old AKs.
I'll look into including an optional version of the army loadouts that can be used to have asymmetric equipment use in their case (compared to other factions), likely with SKS, certain SMGs and old AKs with their novices and up.
Update released. Won't affect existing squads, but will affect new spawns. Changelog is pretty extensive, see provided changelog in archive for full list of changes (for the most part).
1.11.0 Summary of changes:
-- Overhauled weapon attachments & ammo dstribution to be less random, but also the selections to be more diverse.
--- Some loadouts will now feature primarily unmodded weapons, with higher ranks having more than just a silencer or scope attachment.
--- NPCs tend to use more old ammo now.
-- Snipers have been added to loadouts for all factions
-- Increased variety of novice/trainee shotgun loadouts slightly (ammo type, chance of spawning with bm16, toz34, etc).
-- Increase prevalence of Bolt Action Rifles, Semi-Automatic rifles and other changes of this nature across all ranks.
-- Tweaked pistol variety across the board for novice stalkers, resulting in greater distinction across factions.
-- Added silenced pistols as a possible weapon for novice stalkers.
-- Removed XM8 due to horrible model.
Hello, is your mod compatible with Warfare Life Overhaul ?
Yep!
Hi, is there a way to prevent npcs using old ammo?
Replace all instances of :1 with :r to make it more random (still a chance of old ammo, but they can spawn with FMJ, AP, etc too). Or just remove any instance of :1 following a value to make those selections use FMJ only.
This sounds interesting, but how does it affect progression i.e. are you not going to be getting access to much more powerful weapons too soon in the game if picked up from some high level npc?
Basically vanilla progression is skewed, so novice NPCs can have mid-game equipment, whilst experienced and veteran ones can spawn with late-game equipment or even end-game weapons. You've probably noticed this - novice NPCs using AKs and the sort in the past. This vanilla progression was one of my gripes -- so this overhaul makes the progression a lot smoother, and potentially increases difficulty by changing all of that.
Novices no longer spawn with AKs, but spawn with pistols and crappy shotguns. Trainees get access to bolt action rifles, better shotguns, and better pistols (such as automatic pistols). Experienced NPCs get SMGs, etc.
So if you have your difficulty ramped up (hardcore AI aim, higher taken damage, etc), this does make higher ranked NPCs potentially more dangerous as they have a consistent pool of better weapons, whilst novice squads will be easier (especially if you only have a pistol).
I personally play with Warfare only, so this in my experience slows down progression a little as a lot of the early fights are against worse weapons, and makes higher ranked NPCs a bigger deal.
Thanks for the explanation.
I certainly don't ramp up the difficulty, the game is damn hard as is and I hate bullet sponginess, so I play roughly:
- no hardcore aim
- good protection
- bullet power: 1.3
- standard (medium) difficulty npc dispersion.
- oh and I play a hybrid warfare alife mod by Vintar, and also ironman mode with 5 lives and 1 day granter, though while it really spices the game it also makes me swear out laud a lot.
I suppose the only question then is - does this leave some room for randomness? Balancing is good but not to the point where you cannot be surprised by a rookie with an automatic, afterall it's the zone and not a tight military operation.
Then it likely won't be much more difficult for you, just a potential for slightly slower progression and fairer fights when going against novices/trainees (aka rookies).
So specifically:
Novices can't spawn with automatics, but they can spawn with pistols, silenced pistols, shotguns, and bolt-action rifles. Trainee stalkers can spawn with shotguns, bolt-action rifles, semi-automatic rifles, and limited automatics, such as the APS, OC33, Kiparis, Bizon etc.
Mind that Novice squads contain both trainees and novices, so generally you may encounter one or two trainees, so the potential for one or two low-calibre automatics. I can't fine-control the chance of any specific weapon from spawning, only dilute the pool, so AKs and the sort were not included in their spawn pools
I also use Vintar0's mods so all of my mods are made with their mod in mind - albeit to the goal of tweaking progression to my own personal taste/preferences.
Thanks for clarification again, that is very helpful and decision has been made to clear this mod for active service immediatelly.
Thanks for what sounds like a great addon!
tough faction low tier loadouts are kinda hilarious. mercs, isg with tozes, mosins... a force to reckon with
and army, even novices should have aksus tbh, it's an army after all
Indeed lol!
Yeah I'll be releasing an optional add-on that makes Army novices better equipped, per the request of another user as well, as I agree with the sentiment, despite the fact I likely won't use it myself due to the balancing in mind.
Can I remove grenades from NPCs by changing one of these settings? I'm really tired of aimbot grenades in Stalker since the Misery days.
If I change:
[monolith_veteran_extra]
grenade_gd-05:0:1
grenade_rgd5:0:1
to 0 will it stop them spawning with grenades?
You'll want to remove both "grenade" lines, specifically. Keep [monolith_veteran_extra] however.
----Latest 1.2.0 release is not important if you don't care for the optionals provided. No notable core changes to normal loadouts made with this release.----
New update with two new optional add-ons, now also with FOMOD support for users of Mod Organiser (if you're not using it, you really should switch to it).
Option add-ons are loadout buffs for Army novices, trainees, etc. Some changes listed below.
1.2.0
- Added Army Optional "Better Armed Soldiers" addon, which strips Army of surpluse/WW2 firearms (still maintaining Modernised SVT40 and SKS variants, however) and gives novices access to standardised equipment.
- There is also a "Strong Army NPC Loadouts" optional addon, that buffs Army even more (specifically Novice through to Veteran the most)
Notable changes within both add-ons
-- Removed Pistols, TOZ, Mosin, SKS, SVT and Kiparis variants from Novice, Trainee, and Experienced ARMY NPCs.
-- ARMY NPCs can spawn with AK74Us at Novice and Trainee ranks now, with high probability.
- Army Novices use:
-- MP133, Fort500 Shotguns
-- Modernized SKS with FMJ, old rounds or a random round type (33% for each)
-- Bizon with FMJ, or old rounds
-- Vityaz with FMJ, or old rounds
-- Old AK74U with FMJ 25% chance, or AK74U with old rounds 75% chance.
- Army Trainees use:
-- MP133, Fort500 Shotguns
-- Modernized SKS with FMJ, random rounds, or a scope
-- Bizon with FMJ, or old rounds
-- Vityaz with FMJ, or old rounds
-- Old AK74U with FMJ 25% chance, Old AK74U with old rounds 25% chance, or a random round type selected with a 50% chance.
-- AK74U with FMJ 33% chance, AK74U with old rounds 66% chance
Strong is similar to the above, but even better - Novices get access to AK74s, and higher ranks get access to even better fast. Military therefore is stronger yet in online combat.
thx brO works great on dead air
Woah, this really changes progression. I'm using guns I'd never use otherwise. Using this with your Rebalanced Alife Profiles.
However, I soon started a new playthrough, and shortly ran into soldiers wielding SVDs and SV98s in Cordon at the collapsed railway bridge (a vanilla issue, I believe -- one that completely breaks balance from the get-go). Any chance you could do something about that? It seems to do more with spawns of veteran+ army NPCs in the surrounding areas than with army loadouts in general.
The other thing I've noticed is that nearly half the renegades in the Swamps are dressed in exoskeletons.
Glad you like it!
I'm actually working on another mod at the moment that rectifies that - one of my biggest gripes is that many starting squads are 'veteran' and 'experienced' type squads, including in/around starting locations.
It's a script-based solution, so is highly compatible with just about everything. Also features full AMCM support, so it can be tweaked a tad.
Looking forward to it!!
Just a thought, but maybe for your Rebalanced NPC Squad Loadouts, give trainees and up a small chance to use ak74u & old ak74u. Not only is it such an iconic weapon for stalker, available from many traders from the start, but it is light and only effective at close range. Furthermore, it will increase the variety of ammo being used. Finally, there seem to be a ton of shotguns out in the field right now. Just used a shotgun to wipe out three renegades in the swamps who also had shotguns.
Hello, like the idea of your mode. Now I'm merging it with b&s, I have a question, what exactly the values after the name of the weapon do (:0 :4 :1 :r)? And what will happen if write several of them at once?
I wouldn't worry as I've been working on a B&S patch.
Several instances just means a greater chance of that item. If a loadout has 4 items, 1 PM, 1 Mosin, 2 BM16, it means there will be a 25% chance of a PM, 25% chance of a Mosin, and a 50% chance of a BM16. I believe, at least.
Check npc_loadouts.ltx (you'll need to unpack game files to find it, same folder as all loadouts) covers how those settings all work. It'll explain it better than I can, best to get it from the source.
Okay, thanks, i understand now. Already did a B&S patch, gonna fix it a little bit in the concept of how this values work.
To anyone in the future:
; How it works
; When an npc spawn in the Zone, a loadout will be decided and spawned on him based on many factors:
; 1. Script will check [loadouts_per_squad] first to see if NPC's squad section name has a defined loadout
; 2. if not found, then it will [loadouts_per_name] to see if NPC's section name has a defined loadout
; 3. if not found, then it will [loadouts_per_visual] to see if NPC's model has a defined loadout
; 4. if not found, then it will check NPC's rank and community loadout [loadout_"community"_"rank"]
; 5. if not found, then it will check NPC's community loadout only [loadout_"community"]
; 6. if not found, then it will check the default loadout [loadout_default]
; 7. if not found, make me a favor and uninstall the mod
; Each loadout can have up to 3 slots (primery, secondary, extra). They are optional
; Script will pick a random item from each defined slot (based on item chance, if chances were small enough and script couldn't pick a weapon, it will pick one randomly out of the list)
; Example
; [bandit_novice]
; primery = primery_something ; sec
; extra = extra_something
; [primery_something]
; weapon:attachment_flag:ammo_type:chance
; - weapon - default: / - [string] - section name of the weapon
; - attachment flag - default: 0 - [0 - (number of flags)] - ( 0 - no attachment, Scope +1 to flag, GL add +2 to flag, Silencer add + 4 to flag). (if it's set to "r", it will pick random attachement)
; - ammo type - default: 0 - [0 - (number of ammo - 1)] - (if it's set to "r", it will pick random ammo type)
; - chance to spawn - default: 50 - [0 - 100]
; NOTES
; -------
; only use extra slot for non-weapon items
; You can add as much sections for loadouts and their slots to be used as models custom loadouts
; keep in mind that scopes are separated from attachement define. scope chance is controlled by progression difficulty settings
;--]]
;---------------------------------
[settings]
enable = true ;-- enable feature
scope_chance = 0.15,0.07,0.03 ;-- scope chance [0-1] on npc, from easier to harder progression difficulty (overrided by difficulty settings)
Examples:
;---------------------------------
;-- Default loadout / safety measure
[default]
primary = primery_default sec
;extra = extra_default
[primery_default]
wpn_ak74u:0:r:100
[secondary_default]
wpn_pm:0:r:100
[extra_default]
grenade_rgd5:0:1:20
interesting il wait for next update i cant play without Boomsticks and Sharpsticks i love that mod so much
1.30--
Just adds the promised BaS patch.
I personally don't use BaS so please let me know if there are any issues.
This won't ruin saves if i would ever disable it right?
It shouldn't.
In theory:
If you add it during a playthrough, only newly spawned squads will be affected.
If you remove it during a playthrough, only new squads will feature the old/vanilla/bas loadouts.
This is because the loadout is decided when the squad spawns, using the definitions in the npc_loadouts files (which are modified heavily with this mod).
Pretty nice mod, but Monolith seems severely underequipped. I've just cleared X19 and monos were armed with SVT's, PPSH's, AK47's and similar garbage. Not a single 5.56 rifle either
I felt the same, raiding the brain scorcher and finding that Monolith is worse equipped than bandits was a let down. In the end I just removed the monolith file from the addon to keep them as an exceptionally well equipped faction by using the vanilla loadout.
Yeah an optional add-on for Monolith will be added (high-tech Monolith), though part of the issue with them is the number of low-ranked squads, whom have significantly worse equipment compared to the original loadouts.
Lower ranked Monolith NPCs currently use loadouts closely balanced off what other factions are using - which is going to be more ideal when playing faction wars for example. So it's not necessarily that those loadouts are underequipped, but that you're going against low-rank monolith npcs.
Very cool mod. Love the idea. But I gotta say now it feels like 75% of the npcs in zone are using svt's. It's just kinda jarring when I walk past a squad of 5 bandits and they all have the same weapons (usually svts). Pretty cool otherwise. But like I said. Too many npcs walking around with the same exact loadouts just seems weird. Also a severe lack of NATO weaponry in the loot pools from what I've seen personaly. All in all I feel like some more variety in the loadouts couldn't really hurt, maybe an optional file that adds a bit more varied weaponry in the loot pools for all the ranks? I play with improved ranks and it makes it to where there's only a handful of master and legend stalkers at the start of a new game. So that could be a reason im not seeing as much variety, because most of the squads are all vet and lower.
Solved the issue with the ranks it was a mod on my end that was causing the weirdness. Seems to work fine now. Anyways just wanted to say after playing more with this mod enabled I'd like to say the variety isn't as bad as I first made it seem in my last post and I'm enjoying having this mod in my modlist. ngl though it would be nice if we could get a optional patch that gives some more 5.56 weapons to (loner/bandits). Something like that I would personaly enjoy.
Thanks for this addon! The BaS patch for your mod throws this error and ctds:
[error]Expression :
[error]Function : invalid_parameter_handler
[error]File : xrDebugNew.cpp
[error]Line : 1040
[error]Description : invalid parameter
[3:52 AM] Traveler: ERROR: NPC Loadouts | wrong ammo_type set for [wpn_toz106_m1], missing value in ammo_class
This happens most frequently when you start a new game as a mercenary in Dead City. BaS was updated recently, could the update have caused this issue?
I checked w_toz106_m1.ltx from the updated BaS and it says that ammo_class for wpn_toz106_m1 should be ammo_20x70_buck if that helps.
This addon does not change ammo directly. NPC loadouts are specified in the form of WEAPON:ADDON:AMMO, where AMMO is either 'r' (meaning random) or a number, meaning the default ammo for this weapon with the specified number of extra clips.
The error you see comes from the xrs_rnd_npc_loadout.script script. I don't know why it throws that error, the code and the ltx seem perfectly fine. You can get more info by moving the printe("! ERROR: NPC Loadouts | wrong ammo_type set for [%s], missing value in ammo_class", section) line up a bit, before ammo_type = 0, and changing it to printe("! ERROR: NPC Loadouts | wrong ammo_type %s set for [%s], missing value in ammo_class (ammos %s)", ammo_type, section, ammos).
The error itself is very unhelpful. I wouldn't be able to tell you what's wrong, since invalid_parameter_handler() is itself an error handler. What could possibly go wrong there? Most likely some other function somewhere is called with an invalid parameter, but without a stack trace it's impossible to tell.