Description

Rebalance the starting loadouts, giving you more freedom of choice with a large modification of the cost of each items, giving you more diversity in your starting build. Made for BaS, EFT Medic Item Overhaul & Arszi's Radiation Overhaul in mind without any of them being a requirement. Patch available for Glowsticks.

Preview
Starting Loadout Rebalanced v1.2 - Multiple mods support
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noble231
noble231 - - 33 comments

I would like to suggest that the prices of the pm and the pb be reversed since I do not see much sense that the pb having an integrated silencer costs less than the pm which is the most basic gun in the whole game

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kemelvorkorp Author
kemelvorkorp - - 92 comments

I must have missed that. I'll push an update soon.

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Guest
Guest - - 690,484 comments

love this mod, thank you for making this.

as you said this mod can make the early game easier. but in the end, it all depend on the user.

now i can be a hobo with only fancy pda at the start of the game if i want to.
use zcp broken pda option for true hobo experience :D

the only thing that bothers me is the price of the flashlight, i think 50 is quite high, but i can tweak it on my own so it's fine :D

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Guest
Guest - - 690,484 comments

Is there a way to change the amount of points for each difficulty? I tried changing the values in the config file under [points] but nothing happened.

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kemelvorkorp Author
kemelvorkorp - - 92 comments

Weird because it works for me.

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KozakAlencar
KozakAlencar - - 1 comments

s there a way to change the amount of points for each difficulty? I tried changing the values in the config file under [points] but nothing happened.

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Noxilian
Noxilian - - 65 comments

Not sure if it's because I only use Glowsticks out of the supported addons, but when I start the game with the Axe, it puts 2 "st_none" items in my inventory. They appear to be referenced as ammo for the Axe (as they get highlighted when I hover over the Axe). They appear like bright green beetles in the inventory, but when dropped on the ground appear as boxes of 9x19 ammo.

I'm not sure if it would happen with any other items selected aside from the Axe, but that's the only one I've managed to narrow the problem down to. Other items I've tried (guns, armors, supplies) seem to work fine.

EDIT: Not unique to your mod - seems like all loadout mods that let you pick the Axe do this. My guess is it has something to do with whatever gives ammo to the other weapons in a new game, it isn't programmed to skip axes, so it actuallly gives you the (usually invisible) ammo for axes.

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Theisgood
Theisgood - - 563 comments

did you ever find a fix for this? I am currently having this issue right now. I hope this gets fixed.

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kemelvorkorp Author
kemelvorkorp - - 92 comments

I did not encounter this issue despite having a heavy load order. The mystery is complete.

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ashley151
ashley151 - - 39 comments

How did you make this mod? I would like to change only one weapon.

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kemelvorkorp Author
kemelvorkorp - - 92 comments

You can edit the only file provided by this mod (new_game_loadouts.ltx) to your liking. Each item is listed by their ID. I recommend using Anomaly's Debug mode to search for the IDs in the item spawner (visible by opening the debug menu once in game).

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Guest
Guest - - 690,484 comments

This mod is definitely an improvement in my opinion, but why was famas removed from unisg, I think that was the only way to obtain it without the debug menu, for the tourist prog difficulty, it would be nice to also get to pick ammo, and perhaps even more starting points

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kemelvorkorp Author
kemelvorkorp - - 92 comments

Readded the FAMAS, just because of my nationality.
Also added ammos, good suggestion. Thank you.

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Theisgood
Theisgood - - 563 comments

I can't figure out why the axe causes the st_none green beetles item to appear in my inventory, I hope there is a fix for this.

Does anyone know how to fix this?

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kemelvorkorp Author
kemelvorkorp - - 92 comments

This issue is not from this mod alas.

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sleapdi1
sleapdi1 - - 14 comments

am i doing something wrong bc it wont support B&S for me

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sleapdi1
sleapdi1 - - 14 comments

Old version of the mod supports it its ok

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TrollIfy
TrollIfy - - 11 comments

Whenever I change the difficulty for loot it crashes :(

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Guest
Guest - - 690,484 comments

Will this addon work for Anomaly 1.5.2 version ? Ty for response.

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katwithak47
katwithak47 - - 1 comments

i dont know modding works but does this work with gamma?

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kenshiku
kenshiku - - 8 comments

From the description since it's hard to read.
"I do not know if it synergize well with modpacks like GAMMA or Escape from Pripyat since I don't use them, but it shouldn't break them."

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Guest
Guest - - 690,484 comments

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kootra2003
kootra2003 - - 2 comments

for the life of me i can not get the mod manager to get this mod to work does anyone have any tips?

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Guest
Guest - - 690,484 comments

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WHATCHAMACALLIT
WHATCHAMACALLIT - - 12 comments

needs patch for toxic air, toxic air spawns filters in the loadout for free. also weird how hunting knife and axe are same amount of points despite the axe being better

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Guest
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bane776
bane776 - - 5 comments

Does this work for anyone? I've replaced the file provided but it doesn't actually do anything. The loadouts remain the same. Can anyone help?? I'm running 1.5.2

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KNGJN
KNGJN - - 17 comments

You should be using Mod Organizer for anomaly, chances are you overwote this file with another mod that uses the same file. This is why using a mod organizer is important.

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bane776
bane776 - - 5 comments

I use mod org for around 80% of my mods, at the very least. Certain mods do not work or seem to work properly with it, and since it's been literal months since i've attempted to use this mod and a similar timeframe since i've played anomaly I can't exactly remember what I did to get this mod to work.

As for overwrites, I roughly know how they work and I did testing in order to try and get this to work and failed. If you have a suggestion in order to fix it then I would appreciate it, but it's not super necessary anymore either way. Cheers.

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Guest
Guest - - 690,484 comments

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