STC ("small" tweaks collection) is a modular mods collection for Lost Alpha DC 1.4007, PRM and the new extended mod (DCE). The probably most extensive spawn menu for Lost Alpha and a mod for DCE to restore the default savegame handling are included too.
Latest release: v1.54.2, february 2021
STC currently contains about 47 different mods and is still growing.
This collection is deliberately split into parts to be able to activate some features separately in case of preference or future compatibility issues.
To install content, copy the chosen tweaks from the downloaded archive to your "'Lost Alpha ".\mods\" directory.
Many mods require the "PRM-pack" or "extended mod".
For a complete list please refer to the directory structure and readme.
The extended mod is partly supported since Rev. 1.49.
Newer features will be developed for extended first and might not become available for classic by default.
Some third party mods require you to choose special packages.
Please also refer to readme.txt and the comments below, for further instructions and information.
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Content:
1) Repair and Upgrade - Gunsmiths
Have you ever been annoyed by incapable Gunsmiths in the Zone? Wear will no longer prevent them from doing their job on weapons and suits.
2) Repair - repair-kit
If you plan to use a repair-kit to repair a gun or darn a suit, less other arms or outfits are needed to obtain the necessary spare parts.
3) Repair kit usages:
You are more careful, when using the tools a repair-kit provides. Now they last for 10 Repairs.
4) Sell damaged stuff
No NPC will refuse to buy damaged weapons or suits because of bad condition.
5) Unlock doors: armory
This unlocks the armory door at the bandit base in dark valley.
6) Trunk capacity
All vehicles now have a trunk capacity of 20000.
7) Unlock doors: Crash's storage room
This unlocks at least the door to the storage room next to Crash in Dead City.
8a) MiniMap: No enemy markers
OR 8b) MiniMap: No corpse markers
OR 8c) MiniMap: No enemy and corpse markers
9) MiniMap: No hit direction indicator
10) HUD: No NPC counter
11) MiniMap: No NPC detection sound
12) Quest-item: RPG7-special + unique rocket
(Please refer to readme.txt)
13a) MMAP: New actor marker
OR 13b) MMAP: No actor marker
Watch out for compatibility!
14a) HUD: New compass arrow
OR 14b) HUD: No compass
15) MMap: Quest objective Level marker
16) Holosight
(Please refer to readme.txt)
17) Scope mount for more guns
-Treaded SPAS-12, USAS-12, P90 can now be fitted with the Holosight above.
(Please refer to readme.txt)
However, as no world models are supplied with vanilla/PRMpack, and because of limited time and possible copyright issues, it was not possible to add one, so you can only see it in the Inventory or if you zoom in.
18) H&K UMP for 9mm rounds
replaces the non-realistic UMP for .44 from devs, with a realistic version.
19) Quest: other SMG from Veles
Instead of a MP5 you will receive an UMP 9mm OR UMP.44 (depending on last position) from Veles.
21) Install all weapon upgrades
22) Install all helmet upgrades
23) Install all outfit upgrades
24) Carry more x10
Now you can carry 10 times as much as before.
25a) Infinite durability - Upgrades
If you apply a reliability upgrade to your gun, it can fire infinite rounds.
25b) Infinite durability- Weapon files
It should be less compatible (readme.txt) than the solution using upgrades.
26) Additional wepon upgrades
This restores the ability to upgrade your USAS-12 like in previous versions of PRM and
adds upgrade capability to the SteyrAUG and SAIGA-12k.
27) Extended spawn menu
Experience new features like spawning NPCs, questitems, anomalies and many other things hidden in game files! Please always save before using!
28) Enable/Disable developer's menu (via modmanager)
This contains an up-to-date script, based on the LA 1.4007 DC files. There is no need to use something old anymore. Using a scriptmod like this is a handy possibility to access spawn and teleport menus by pressing F1, F2, F3, because one can en/disable it using Modmanager easily. However it might be preferable to launch LA configurator with the parameter "-developer", because then it is possible to use cheats and play on the LA test level.
29) Repair-kit: infinite usage times
30) Repair-kit: Repair all + infinite usage times
31) Cheat-Rifles using helicopter rounds + attachments
Feel extreme firepower and accuracy, or experience helicopter stats. Can only be obtained through the extended spawn menu (27)
32) Grenade explosion delay
Explosion delay increased to the real life value of 4 sec.
33) No blowout timer
34) No visual radiation effect
If you are exposed to radiation, your screen will no loger turn grey.
35) No psi-storm/blowout warning message
36) Autumn Aurora 2 minimap and compass
Textures © Autumnal Wanderers, refer to their licence file!
37) Hud icon relocation for AA2 minimap.
38) Removal of all icons, located in the upper left corner.
39) No clock
ext_40) Restore USAS12, AUG, SAIGA
3b) Repair-/Gunsmith kit: 10000x
41) BigBen with PRM1.14 stats
42) bigger ammo packs
43a/b) Items from Proverb, Sandbox stashes
44) No Blueprints for upgrades needed
45a) Player tweaks, not only regarding stamina
45b) Player tweaks, not only regarding stamina + jumping higher
46) No saving restrictions with extended mod
47) sprinting faster
48) Bandit's armory not booby-trapped
Latest changes in Rev 1.54.2:
reworked: forDCE only, using files of DCE 2.81:
42) bigger ammo packs
Many not updated mods of STC might also work with the new extended and the other way round, but require renaming or unpacking of modpackage(s).
Please also refer to readme.txt and the comments below.
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Further Content:
An old release of Lost Alpha Configurator: Although it is outdated, it is still a much more valuable tool as recent releases, because it can kill LA if it is no longer responding and start a game on testlevel.
Credits to Dezowave.
PRM 2.60 config package: Most content of this mod, that depends on PRM, has been created with PRM v2.50 - v2.60 and little is updated. If there is an issue, downgrading using this might help.
Credits to Dezowave.
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Please note:
There might be interactions with other mods, using the changed files/scripts/values.
Please be careful, when installing other mods to your "gamedata" directory. Files there have highest priority and will be used exclusiveley, breaking STC and all other mods placed in the .\mods\ directory! (Readme.txt)
Some supplied mods depend on other mods (eg. PRM), which you can obtain using LADC Configurator. OR dce
If existing files or Textures are used, they keep their license and all credits go to the true creators.
Feel free to include my work into your mod, as long as you mention me in the credits.
If you report a Bug (Comments/PM), posting an error message (logfile) or providing a solution is mandatory. Descriptions like "crash to desktop when loading the game" are insufficient and will not be answered.
I am always open to new ideas. Please not: It might take a long time until fixes or new features are uploaded.
It is time to say "THANK YOU" to everybody who participated in mainentaining or expanding this collection.
Have Fun and stay healthy :)
player456
Feb. 2021
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Average
8.912 votes submitted.
Nice, N00bs can play this game now.
and a full upgrade of weapons and armor will be added?
added
Nice collection. Thank you. I'm using few of your tweaks.
Are you aware that your mods (ini files) are crashing configurator?
I'm glad you like it.
I just installed everything to a new ".\mods" directory, but the configurator was working fine.
In which situation does it happen? What does your Configurator-Log say?
If it crashes, when you try to de-/activate a mod, please make sure, that you do not have a *.xdb* and *.~xdb* file with the same name in .\mods\
Hi.
Other mods are working fine and visible in launcher.
Your mods are working fine without .ini files
For example if i put STC_ActorArrow.xdb0 in mods folder, it is not visible in launcher as mod, but working in game.
If i add STC_ActorArrow.jpg and STC_ActorArrow.ini to mods folder, launcher working 5-10 seconds and crashing or if i go to mods tab in lancher, it is crashing.
Log:
[2019-03-24 08:11:08] I:Check for update...
[2019-03-24 08:11:08] I:No update found for configurator...
[2019-03-24 08:11:08] I:No update found for game...
[2019-03-24 08:11:14] E:Mod
[2019-03-24 08:11:14] E: at LostAlphaConfigurator.Readers.IniReader.GetValue(String p_section, String p_key)
at LostAlphaConfigurator.ViewModels.ModsViewModel.<>c__DisplayClass69_0.<<Init>b__9>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.<ThrowAsync>b__6_1(Object state)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
Please help to resolve this issue, it is not critical but uncomfortable.
Thank you.
I am sorry for any inconvenience and thank you for your hint and information.
To your Log: I'm by far no expert, but it seems like the configurator detected an incomplete or broken ini file.
I Just released V1.32 in which i added additional flags to the ini files and fixed some flaws in them.
If you continue to encounter problems, please add the Key "ChannelId=n" (replace n with a number, no spaces!) beneath [Mod] to an ini file.
Eg. a "1" will associate it with the LA official Mod-Cannel and show up in its section. We will see if it is neccessary.
Please inform me, whether this solves your problems, I can not verify anything, as for me everything works fine.
Hi.
I just updated all files (i use) from your mod V1.32 including INI and JPG in my mods folder and issue has been resolved.
Thank you.
Thanks for your reply, i'm glad this problem could be solved.
Hi.
After latest updates of "weapon and knife packs"
I have an error during loading saves.
FATAL ERROR
[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 516
[error]Description : <no expression>
[error]Arguments : Can't open section 'up_gr_fourtab_ks23'
This error is connected to part of your mod All weapons upgrades. Probably it is outdated to new vercions of "weapon and knife packs".
Please update. Thank you.
I got the same exact error.
You need to apply the new changes made to the PRM and update your addon ! Or you can just remove all upgrades perk from it to get rid of this crash ... .
You better keep your eyes open because the weapons pack is updated every few days otherwise skip the upgrades part for another time .
Hey, keep calm and polite ColonelRH!
Thanks to foxy_pj's note it is just ready!
You know that everything is modular and mostly independent? If you do not want to use something or it becomes broken over time, simply disable the problematic feature. I know this is annoying but it won’t prevent you from using the rest, as most other mods do.
However, you mentioned a big Problem: superfast rolling releases. It is difficult to keep up, because I finished the Game and created this mod while playing. Now I cant check everything for upcoming errors daily anymore.
Ehm what ? How did I insult you ? You made me read my comment like a 10 times ? Is it bad to give an advice ?
Or you thought that perk word an insult ?
You may be confused between prick and perk ...
Maybe I was too sensitive, but I understood:
"If you do not maintain a mod regularly and publish an update several times a week, better stay away from modding."
Nah , you got it wrong ! Who am I to choose whether you mod or not ? I gave you an advice about that matter , saying that you need to update whenever the weapons pack is updated ! Or you can just skip the upgrades part until the Wpack is finished to avoid unexpected crashes !
Anyways . Hope you understood what I said this time :)
I dont know why 10uses of toolkits doesnt work for me at first it worked but after my game crashed it stopped , i tried to re install mod , even entire game but nothing worked plz help
Please make sure that "gamedata\config\items\equipments\devices.ltx" does not exist, nor you have any other mod installed, that is altering this file.
It is also worth checking, if you are using a modded version of "gamedata\scripts\ui_repair_kit.script".
However, I just added a work-around, allowing repair-kits to be used infinite times.
N00bs can also more easily make first steps into modding due to the what-it-does/Changed-File list in the readme now.
The "Sell Everything" (4) and "Repair Everything" (1) tweaks from STC aren't working for me on Lost Alpha 1.4007 with official mods (PRM, Balanced Economy, etc.)
Hello! I'm here to let you know that most of your tweaks I've just installed work fine when it comes to launching and starting the game. However, the issue arrives when it comes to the weapon related mods; the Eotech Holo Sight (no.16 in the description) does not allow the game to launch. I use the knife pack mod just like you, so per your instructions I installed the corresponding STC_QD_Eotech_Remainder files and the mod_knife_pack.xdb91, but the crash window reports the following:
Expression : fatal error
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 516
Description : <no expression>
Arguments : Can't open section 'sniper_hit_probability'
It could be that the knife pack mod got updated after you had made your mod. Thus I cannot progress pass this point of the installation, since other weapon tweaks could be suffering from this issue too.
In addition, you state in your instructions readme file under the V1.22 update that we need to install either the "ladc_prm_weapon_pack.xdb92" OR the "mod_knife_pack.xdb92", but the latter file is missing from the mod.
Other than that, thank you for the mod. Even if these don't get resolved, it should be fine nevertheless.
Thank you for your note.
I was unable to reproduce your Error, but applied some changes, made by PRM to one of the files and uploaded it.
If this does not help and the Logfile contains a more detailed error message, feel free to share it with me.
If you are using other mods, you might exerience a compatibility issue?
Thank you very much for updating and adding the missing mod_knife file! After installing tweaks under the numbers 16, 17, 18, and 19, with the PRM pack updated (v2.68) and Knife pack updated (v2.64), the game did not crash and so far everything works. The one weapon related tweak I have not installed yet is the USAS/Steyr/Saiga modification (ladc_prm_weapon_pack.xdb50 file, no. 26), because I would like to ask you how drastic the change is to the gameplay by adding upgrades to these three weapons.
Cheers!
Thanks for your help.
I used non tweaked, existing upgrade schemes: Aug(Fn2000), Saiga(Vepr), Usas got it's old. They will not become superguns, if you mean that.
Alright, I installed that too and no issues.
There's one thing though, about Fox: I have the ''Repair and Upgrade - Gunsmiths'' installed (STC_RepairAll-Fixer files) and he won't fix a weapon that's too damaged. I'm guessing this shouldn't happen?
I was not able to reproduce your Error again.
Please make sure, that "inventory_upgrades.script" does not exist in your gamedata directory.
Did you bring enough money? A complete repair might be expensive...
Found the conflicting mod; it's the Balanced Economy 1.0 which is one of the official Lost Alpha mods that you can download from the Lost Alpha launcher. Since it's packaged like your mod, I extracted both of them using the Dead Air mod unpacker, copied your changes to it via Notepad, and installed the whole thing manually into the gamedata folder. Everything is fine now :)
By the way, what do you think about increasing the grenade explosion timer to 4 seconds for both F1 and RGD-5, as a tweak idea? Without enemies throwing grenades back it's kinda easy for you, but I think this would be beneficial even with that mod installed.
I believe the current value is 2.5 seconds (''destroy_time = 2500'' in both config files). That's how I changed it when I played with Autumn Aurora, yet doing this for lost alpha or just copy-pasting the original files without any change into the gamedata folder makes the game crash upon equipping the grenade. Weird sorcery.
Interesting Idea. Modded and uploaded.
Thanks for your hint.
And thank you for being a kind sport and considering my suggestion. Now I can avoid being grenade spammed from better armed enemies (unlike in vanilla Clear Sky), and killing them with my own grenades will be more challenging.
I also improved the rating of your mod ;)
One last (general) question, since nobody says much about it on the internet... How often do Blowouts appear in LA? I think I've been playing for over two in-game days (with a few hours of sleeping) and haven't encountered a single one. I use the Extended Weather mod though.
Thanks for that.
I am not sure, but it seems like a blowout should occur every 24 or 48 hrs in real time.
Wow, I finally awaited it, barely made it to safety before succumbing, couldn't even enjoy the scenery.
Anyway, I appreciate all the info you have provided. I'll report if anything strange happens with any of the tweaks, but until then I wish you well :)
Hello, me again. Thank you for removing the Blowout timer! I haven't even thought about it too much, yet it adds up to the immersion. But I'm writing this because I have come up with another tweak idea:
In the original game you already have an anomaly and radiation detector from the start. Here you have to purchase one and I feel it's not that particularly neccessary when it comes to anomalies - at least not in the initial four story-related levels I have so far visited - however, it would be a great choice as a radiation detector, if it wasn't already clear you're in a radioactive area by the fact that your screen color goes gray. What if you removed that image modifier, so that the screen remains normal and we would never realize we are in an irradiated area before it's too late? I mean, radiation is an invisible killer. This tweak would make an anomaly detector a much more valuable purchase. What do you think?
You are right!
Uploaded.
Thank you too for constantly enriching this package :)
Just a heads-up if anyone reports the Blowout timer not working: the modders in charge of the PRM weapons pack, which many people use, have lately started modifying files outside of the weapon related areas (for some ******* reason). One of those files is also the surge_manager script, meaning the timer will still be there if you use that mod. The three small changes they made to that file do not seem important or gameplay-altering. So I think it's fine to use the blowout timer tweak; however, to make it work, you have to unpack the STC_no_blowout_timer.xdb0 file (use the Dead Air Unpacker mod), then you put it manually into your Lost Alpha installation folder.
Thank you!
You can also rename STC_no_blowout_timer.xdb0 to ladc_prm_weapon_pack.xdbn (n>1).
Fix available.
It is possible to include Autumn Aurora2 compass/minimap?
Good idea, thank you.
Available.
Wow I see you implemented and thanks me on notes LOL.
Installing it right now and ready to test!
Good year by way.!
Edit: Could be that the compass North is inverted? I mean does not match the game main map..
Nice! I never knew how much I wanted it until I installed it.
Hey boss, it's me again. Happy (late) New Year!
Here to let you know about an issue which can be easily fixed.
I arrived at the gate with the military and upon completing the conversation after the cutscene I received no RPG from the lieutenant to complete the task. Disabling your ''STC: Powerful RPG for Quest v1.00'' fixes this, but then I get a regular RPG whose two shots aren't enough to complete the task. I put your files manually in the gamedata folder just to be sure, but it was the same. So I unpacked the ladc_prm_weapon_pack.xdb90 and STC_Powerful_RPG_Task.xdb0, and upon checking the dialog_stancia.script there's a line ''dialogs.give_items("wpn_rpg8", 1)'', but in your w_rpg7.ltx file there is no ''wpn_rpg8'' reference, so I naturally don't get the desired weapon from the Lt.
The reference is actually ''wpn_rpg7_m1'', and putting it in the script solves the problem (25kg, dude! dafuq xD)
Thank you.
I, too, wish you (all) a successful "new" year 2020.
:)
Fixed.
I was not able to test it and hope it works..
I'm positive you corrected it properly, like I mentioned. I successfuly tested my version three times. Too bad the military BTR later also gets destroyed just as easily when you use it. What a lousy design of the the whole NPP Military sequence, left a bitter feeling in me.
Thank you for testing. I agree with you.
At first I implemented the powerfull RPG as an indipendent weapon ("wpn_rpg8"), but missed to change "dialog_stancia.script" after creating a version of the standard RPG-7 for release, because to me it seemd less likeley that eg. the PRM team would change the RPG specific files to a degree, that would cause incompatibilities and crashes, than the more generic file "weapons.ltx", needed to hook in new weapons.
I said this once in a comment on the main modpage of LA, that I am annoyed at how the PRM team steered away from the weapons and equipment to other areas (non-weapon related scripts, creature modifications, some dialogue files etc.), and fails to mention this in the mod description in the launcher. I also noticed that quite a good number of its weapon models are from a Finnish 3D artist Hans Palm, known as Millenia, who released them for Fallout New Vegas, but he is not credited among the authors of the pack, so they definitely stole his content.
Some obvious examples:
Nexusmods.com
Nexusmods.com
Nexusmods.com
So I'm playing with the latest PRM Weapon Pack and everything is working great, all the weapons can be upgraded perfectly, However the issue I'm having is that people are no longer buying at any durability anymore, this is occurring with and without the balanced economy add on enabled. Do you have any suggestions as to what I can do to fix this problem?
Fix available.
This happend, because the PRM team applied some changes to trade_manager.script and mods for LA are regularly replacing and not updating files. (They changed the variables "resupply_hours_min" from 3 to 10 and "resupply_hours_max" 6 -> 12). Because of this, a standalone mod is no longer sufficient. The PRM pack needs to be patched. This can be achived by adding a file to the gamedata directory or using a xdbn mod package with n > highest n of files from depending mod. It is possible, that there are other methods, I am not aware of...
Ok so I added your fix and it fixed Sid, he now buys all my items/guns at any percentage. However stalkers and Barkeep still refuse to buy my low-quality guns. Do you have any recommendation of what I can do?
I have PRM 2.79 and a couple of your PRM Addons, maybe I should disable them?
Thank you for the quick fix however.
Patch available!
You wrote, you are using the balanced economy mod.
It also includes the file "trademanager. script", that I am using to break the condition-depending trade mechanism (add one line and you are done...).
If you have downloaded balanced economy by modmanager, you can rename any xdb file found among the Trade_all files to "mod_ultra_hardcore_economy.xdbn" n = number...
I released a suitable patch, however.
Besides that, I compared balanced economy 1.12 with PRM 2.79. Surprisingly, all files are available and only two artifact price calculation factors slightly differ.
It works wonderfully, I tested it on Stalkers,Sid and barkeep. Thank you for helping me so quickly 10/10.