Less tool RNG and prices based on upgrade tier. Suit repair and upgrade costs based on their type. Technician bugfixes. MCM highly recommended.
Do you hate the current tool RNG but also don’t like mods that just straight up hand the tools to you on a silver platter?
Do you hate how expensive it is to do ANYTHING at the technicians, to the point where the only viable tactic is to hoard money until you get better equipment?
Then this addon is for you.
The main idea behind it is to make the early to mid-game way more fun by giving the player more options with their equipment. Hoarding money and rushing to find tools should no longer be the only way to progress. Late game on the other hand is gonna get a bit pricier, so it's less boring once you get to the top of the food chain.
I tried to balance the mod to make it reminiscent of how the upgrade economy was in the original Stalker games.
GET MCM TO ACCESS FULL FUNCTIONALITY OF THE MOD
Upgrade pricing is now a lot more customizable with the use of Mod Configuration Menu.
Full list of changes:
Now you can decide - do you want to keep upgrading your old suit, or do you want to start investing into something new? Maybe you’d rather fully upgrade your old, trusty Mosin, instead of instantly dropping it for that fancy, expensive AWSM you might not have the tools for yet?
Vanilla Anomaly has abysmal upgrade pricing policy. Basic Makarov and TOZ-34 upgrades shouldn’t cost thousands of rubles. A 10% fire rate increase should not cost as much as the weapon itself. Upgrading your jacket should not cost as much as a straight up better suit. And with this mod they no longer do.
Low tier suits should be overall cheaper to upgrade while high-end stuff remained more or less the same. To have a fully upgraded weapon you are going to spend about half of what you used to, so you can play around with more pew-pews without burning a hole in your pocket.
Keep in mind that various technicians have different prices. You also get discounts for completing tool quests.
New repair prices mean you can use your starting jacket for longer, instead of dropping it instantly for some completely broken suit you just looted. If you find a beat-up medium suit you might want to spend a bit to have it repaired, instead of hoarding money and parts until you can go all the way to exoskeletons.
If you change the values in MCM you have to save and load the game for the prices to change.
This mod affects only technicians. Vices/crafting and other stuff remain as they were.
Because of the wonky Anomaly balance MCM options are only for stuff that is pretty straightforward. Other calculation multipliers are tucked away in the scripts. They are easily adjustable, but require understanding which items you are actually affecting by changing them. Unless you are a modder I highly suggest sticking with default addon values.
Don't worry about inventory_upgrades_mp.script conflicts, it's the same thing used by different addons, it's safe to overwrite.
Let me know about any bugs or conflicts. Full file list and their potential conficts are in Readme.
Changelog:
1.0.3 - small bugfix for Mags Redux
1.0.4 - fixed a syntax error from previous version that caused the script to die (thx Hawu)
1.1 - new feature of repair prices depending on repair_type of suits
1.1.1 - code rewrite for better compatibility (Hawu), updated with 1.5.2 fixes
1.2 - added new multiplier for upgrades that takes into consideration repair_type of suits (thx for the suggestion demonized!)
1.2.1 - fixed Yar having access to upgrades he's not supposed to allow, Trunk who doesn't offer tool quests now displays correct tooltips while upgrading
Credits:
- Raven Ascendant for setting up the script base I expanded upon, his monkey patch tutorial, MCM
- arti and Haruka for help with code and arti's inventory_upgrades_mp.script
- demonized for code suggestions
- Jurkonov for testing and letting me work on his addon
- Maid for stress testing my sanity
My other addons:
Fixed Artefact Collision and Visuals
Artefact Spawn Rebalance
Exoseva Outfits
Average
9.665 votes submitted.
Nice work, it is much needed. Did you think about making upgrade items viable ? Sine as I understand it, this add-on only changes how upgrades are working from the Mechanics system, but it doesn't change how upgrades can be applied by the player through the Vices right ? It would be cool to make upgrades installation more engaging because they currently are bags of roubles and that's it.
A simple way could be to not need tools if you have the upgrade item. I.e. you can install them early if you have the chance to find the correct upgrade item ? Or they would need repair kits charges rather than toolkits requirements.
Thanks for the great add-on.
I'm gonna reply here too just so it doesn't look like I'm ignoring this comment.
Workshop stuff might be way above my skill level. Personally I signed off the upgrade kits as a lost cause due to their poor balance in terms of time and resource investment, but I'll look into it once I get some inspiration. These are some good suggestions on improving them.
Thanks for the kind words.
nice pfp
Awesome addon, the beginning is damn hard anyway, this will help to ease it up a bit.
What does "Fixed bugged technicians" refer too exactly? Does this mod fix repair wait times bug occasionally eating your items?
Bug fixes are literally listed right under the mention about the fixes.
No, I haven't touched upon that bug, I'm never playing with that option enabled (I don't consider waiting fun), so I'm not familiar what is wrong exactly, let alone how to fix it.
Oh, I'm dumb. Thankyou for taking the time to answer!
I found a serious problem with WPO, even in MO2 not showing any conflict, in the game I can't fix the parts of the weapons when I try to fix it in Technician
Thanks for letting me know. I think I see the problem, WPO changes a line in a function that my mod overrides, that's why it doesn't work.
I've uploaded a patch, please let me know if that fixes it.
EDIT: patch is no longer needed with the current version of WPO
Thanks, it worked!
Hello what has changed with this new update and you added a Compatibility Patches Folder which is empty.
Nothing, I just removed an unnecessary patch, because the addon it was for got updated and no longer needs it. Unfortunately I can't choose for moddb to not bump it after removing some useless files.
The empty folder is there for the future, so I don't have to make it later, I'm lazy.
Nice now i dont need to hoard upgrades in my stash or check every box/stash to find toolbox for my upgrades....Thx brother for the mod
Well, it is still advised to look for tools, but it's no longer such a crutch that prevents you from doing other stuff. If you have one of those games where you can't find that basic toolkit, you can just keep upgrading something like an SKS to turn it into a really good gun that's on par with much more modern stuff.
Heya there, stupid question: do you know if this is compatible with Traders Overhaul Complete?
It's fine. This mod should be compatible with vast majority of stuff out there. If there are some conflicting files with other mods then let me know and I'll make a patch for it.
Then I'm eager to test this out! I'll let you know if I run into any problems - thanks for your work and the kind reply.
Edit: I've been playing a couple of days and there seems to be no conflict whatsoever! Great! I would really recommend this mod to whoever wants to fine-tune the progression - I was really sad that I had to skip through all the starter and mid-game armors and weapons! Thanks a lot!
Very cool QronK, when we getting waifu update?
Gotta wait for 1.6, Tronex promised me upgradeable doujinshi.
As someone who likes to use the simpler stuff for most of my playtrus this is a must have. Was able repair my CZ-75 and my TOZ-66 without selling both my kidneys.
Pairs really, really well with Grok's stash overhaul + no more unmarked stashes + faction based economy.
Great job, Stalker!
Great mod, love that it doesn't conflict with mod that allows to get all upgrades. 8/10, but I'm giving this 10/10 for author's pfp
What is this, easy mode for my beloved Anomaly? Are we enabling unskilled noobs who cannot deal with the hardcore aspects now? Catering to the casul crowd? Git gud means nothing anymore? I shall install it right away!
:wuw:
Does this addon work when installed through MO2? Because I can't find an option for this addon in the mcm menu.
I see people using it with MO2 all the time, make sure you are installing it correctly.
I'm not seeing the options for this mod in the MCM menu either, and when i try a new game as loner and go to the cordon mechanic, upgrades for the pm and jacket are still vanilla cost and locked from upgrading.
Yes, there was an error. Note to self to test even the smallest stuff before publishing. It should work now. Thank you for reporting.
glad to help :)
balance deb, fixifisicicisfxixis udpatedpadpesid fixisdisxixplsplslpslspplsslps rtytytrytytytrurtyrty
Thank you for your feedback, the board will discuss this issue at our nearest meeting.
Thank you so much for this mod. Often times I can never upgrade any of my gear. As the game rng hates me. Ether giving me nothing but tier 3 tools or giving me no tools. It like I have yet to find any tier 1 tools and only a few times getting tier 2. This becomes even sillier when the npc could not do tier 1 upgrades unless you give him children toy tools. Heck a lot of the upgrades when you think of them. Do not sound like they need a tool set. "This tier 3 upgrade. I will screw a filter to your mask." How does this need super tools?
Making this mod an instant must have always.
Hey there. This is fantastic. Huge improvement over the "no more tools for upgrades" mod I've been using.
May I ask what edits you had to make to give certain technicians exclusive access to certain upgrades? For instance: "Spleen can no longer do tier 3 upgrades, can’t upgrade exos to sprint, charges a lot"
I would like to take this a step further and perhaps make it so that certain factions have exclusive access to their faction's armors tier 3 upgrades. Or a certain technician specializing in doing a certain modification (like how Cardan is the only one who can do the exosuit sprint in vanilla CoP). Not sure exactly what direction I'd like to take, but I'd love to know what ltx's configure that stuff.
Thanks for the mod.
Actually, I think I just found it. Configs > misc > upgrade_infos > and then there's a config for what looks to be each technician with a way to set each individual modification.
Yes, you've got it. Unfortunately, the way upgrade configs are set up it's very inconvenient to try something like this. A lot of suits and weapons share upgrade trees in a pretty broad way, so it's hard to do finicky stuff like this without rewriting the upgrade and suit configs themselves to set them apart from each other. For one's particular needs it's fine if you've got the time for it, but releasing something like that as an addon would be compatibility hell.
Is it still compatible with Weapon Parts and Outfit Parts Overhauls?
Should be. If you get alerts about scripts conflicting, then it's intentional, it's safe to overwrite.
How would the new version differ from the version in " DLTX MiniMod Repository" where this same file can be found "DLTXfied"? Neither have straight conflicts in my MO2 load order (playing 1.5.1) so I would like the use the one with most up to date fixes etc
Only the scripts were updated. You can take the scripts folder from the newest version and load it after the DLTX version. Or just wait for the repository to update.
Thanks a lot for this, now it's 100000000 times better, both early and endgame
Would it be easy to add the shotgun repair kit to an earlier stage? Make it so they could be purchased before handing in a basic kit.
Outside the scope of this addon. Would also create imbalance with the base game, because it can be used to repair very strong guns, like the Saiga and Vepr which you can loot on your first day in the Zone.
A lot of possible balance changes are gated by the terrible way the repairs and crafting is handled in this game by base configs, it would require A LOT of finetuning. With this addon I tried to make changes that aren't easy to abuse.
Besides, it's a very easy change to make, literally anyone can do it for themselves. Unpack the game files, find the trade_generic_mechanic.ltx, move the toolkit wherever you want, apply as an addon.
thanks for mitigating the analmeme
Hi) I see your addon have an update, but i dont really understand, what you added..) Can you pls explain for potatoe?) Im asking bcs i have DLTX version from Demonizied mini mod pack and i like more dltx because of conflict-free) Im tired of merging standart versions of mods, bcs i have much of them) about 300
Changelog is at the bottom of the description.
You can just use the scripts folder if you want to update, none of the configs have changed. That way you can keep using the DLTX variant and have it up to date.
Ok, thanks)
P.S. I already read the changelog, I just did not understand what this change does, it is written too complicated for me))
The new feature is that upgrade cost takes into consideration what type of suit is being upgraded. In practice low tier suits are now much cheaper to upgrade.
Oh, very nice then. Thank you again.
Just wanted to thank you for making this add-on, with this upgrades are actually worth getting unlike vanilla where you need to spend a fuckton of money just for a 5% upgrade on a makarov lol.
Aside from 🡣that🡣 the add-on is perfect btw, keep up the good work :>
I also got a suggestion, would it be possible to unlock Binocular upgrades like with the other ''starter'' guns?.
I don't understand why and how a technician needs a full set of expert tools to change the lenses of a pair of binoculars, yet having no problem in fully upgrading ''basic'' but somewhat complex weapons like the VZ 68 or OTS Kiparis without any tools.
Not to mention that it feels unfair to lock such upgrades behind tools on a basic and essential item like binoculars.
It is possible, however I'm not sure if I want to do that. Unless you are using addons that change the inventory slots roles, the binocs are a piece of dedicated equipment that stays with you throughout the whole game. With that in mind gradually upgrading them as you gather tools feels more natural than just straight up letting you do every upgrade from the start imo. If there were multiple types of binocs with different properties (like in Lost Alpha for example) it would make more sense gameplay-wise to have low tier ones fully upgradeable, but that is not the case here. You can still do the basic upgrades to them instantly, so it feels like a fair compromise compared to vanilla, where you can't do anything.
As for logic... Not many things in this game make sense. You can always squeeze out a theory that the mechanic is unwilling to part with his good lenses until you do him enough favors. ¯\_(ツ)_/¯