Description

Merges the hand-crafted weapon distributions from STCoP pre-1.4 into the latest STCoP. Preserves all of the new stuff added by Darryl123 in the post-1.4 versions, only changes the weapon distributions to be less random. Rookies no longer spawn with end-game or meme gear.

Preview
STCoP Original Weapon Distribution 0.2
Comments
Darryl123
Darryl123

Very nice!

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zombsk98
zombsk98

Gonna give this a whirl, this does look really neat!

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TheRealSlimShady1
TheRealSlimShady1

Now, if you could make one for Arsenal Overhaul 3 and OWR3 I know a lot of us would be very grateful. A friend of mine was making a version himself but was having difficulty because of the constant updates.

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v1ld Author
v1ld

OWR isn't bad as is. I did an extended playthrough with it and it's fine. I won't be doing AO3 as I don't use it, but I'll tell you how to do the merge if you want to try it yourself and have a pre-1.4 copy of AO3.

Extract gamedata/configs/gameplay/character_desc_general.xml and character_desc_simulation.xml from the old copy of AO3. Use windiff to compare those files with the versions in the new copy of AO3. Ignore all differences but the ones for [spawn] and [spawn_loadout1/2]. Copy all of the [spawn] sections over and remove all of the [spawn_loadout] sessions. That's it.

There will be 1600-2000 such sections, so give yourself some time, but it's otherwise straightforward. Just very laborious.

Happy merging!

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smarch
smarch

This is real great.
Found that Military drops Fort17 at full condition, probably not as intended tough I'm sure Military can keep their guns perfect.

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smarch
smarch

Also, USAS-12(wpn_wincheaster1300_trapper) drops with full condition from zombified stalkers.

This is great addon.

Any tips how to increase ammo dropped? Sometimes its weird that guy has 9 cartridges in bag, mostly for non-vanilla ammo?

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ghosttrooper106
ghosttrooper106

How to fix this?

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Panzermann11
Panzermann11

It's not just the military that drops the full-condition Fort-17, other factions like the bandits also do this.

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Panzermann11
Panzermann11

Forgot to mention, zombies also drop the PKP machine gun at full condition too.

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Mihzvol
Mihzvol

Hey mate, just one simple question, would it be hard to add nimble's unique weapons from OWR to STCoP?
I mean, come on, you ask him for some awesome ****, he give you a weapon that you already found 6 of it...

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Mihzvol
Mihzvol

No answer, I really wish someone would do this

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Geltor
Geltor

This mod seems to have the opposite effect of what you're intending: I actually see more meme weapons and op gear on rookies than before: two Monolithian trainees walked into Cordon with a gauss rifle and an RPG. When I went to the army warehouses every third Monolithian had a gauss rifle. Intentional?

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v1ld Author
v1ld

It does exactly what it says - restores the original distribution from STCOP 1.3 version.

All factions don't have the same loadouts. Monolith have Gauss rifles. You were lucky to have two of them show up in Cordon. But that's exactly the kind of variation CoC is great at.

The bigger fix was that loner rookies and bandit rookies for eg would have high tier weapons in Cordon and the Swamp.

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Guest
Guest

This should work with Outfit Addon and Itemsoup with the comp patches for stcop?

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v1ld Author
v1ld

Works with the first two but have no idea what the third one is. It touches only the NPC loadout files, does that mod muck with loadouts?

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Guest
Guest

I just tested it, and everything still works.

Itemsoup adds extra clutter items to npc inventory, but I dont know if that has anything to do with loadouts.

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barbaro
barbaro

update mod?

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v1ld Author
v1ld

Update for what? STCoP is the same as when this was relessed, it's up to date.

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KOCMOKOPCAP
KOCMOKOPCAP

Thanks. That's exactly what I wanted. No more Rookie Bandits spawning with auto-shotguns and scoped M4 at the car park. Feels now like the original SoC mission from Sidorovich again.
Remember that time from SoC when factions had specific weapons? Seems like most people don't.

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KOCMOKOPCAP
KOCMOKOPCAP

Is this fully compatible with CoC v. 1.4.22? I tested it and it seems like your mod just does what it's meant to do. I see simple gear for many stalkers and faction-specific weaponry.

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Panzermann11
Panzermann11

Great mod, though I'd enjoyed it more if you added a few other weapons to the roster.

The Monolith fighters should use 5.7x28mm weapons and other guns like the F2000 since they have a habit on using exotic weaponry from what I heard. Mercenaries and Freedomers can also use the 5.7 guns too, they most of the time use Western guns n' all.

Since the TT-33 is a really old gun from World War 2, maybe factions like Duty could get a hold of the TT pistol since Duty seems to be fancy on using old Soviet weaponry.

A few other factions could use some more sniper rifles aswell.
The military could make use of the SVD rather than just the SV-98, Duty could also use the SVT-40 as their sniper rifle and Freedom could also get their hands on a SVU and Monolith as a replacement for their SVD.

Weapons used by the zombies should also get some love for the human stalkers aswell. The PKP could be in the hands of the military and the RPD could also be used by Monolith as a replacement for their RPK.

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Panzermann11
Panzermann11

Update: Freedom already has the G3SG1 as their sniper rifle so only Monolith should use the SVU. Just keep the SVD for them though.

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Panzermann11
Panzermann11

And Monolith fighters could also use the M79 grenade launcher as an alternative to their RPG-7 too.

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