Bunch of changes to the in-game economy and crafting/repair system, and a few others, generally aims to make self-reliance more viable and reduce tedium somewhat without turning the game into CoC.
A readme is included that lists all changes in detail, should be compatible with any mod that does not change the same files. If there is a conflict you need to merge the changes yourself but feel free to ask for help below. If you only want one/some of the changes, remove the files for the unwanted changes. A new save is not required.
Changes:
- Gun drop quality improved, all guns dropped from stalkers have a base quality of 15%-35%, with a bonus of the stalker's rank divided by 440 (up from 520), zombies drop guns at 5%-25%. The "I want to shoot" modifier has been removed so you can enable it for more ammo without increasing drop condition further.
- Overhaul of repair items, they all cost less, and prices are generally somewhat higher than the cost of the materials needed to craft them, the minimum condition at which they have been used is decreased, and the penalty to repair% for fixing defects is reduced from 70% to 40%. Additionally toolkits now only require 1 charge cleaning kits to craft, and a "Split" button has been added to the repair UI that splits cleaning kits up for crafting or inventory management.
- Trader sell/buy prices do not get worse over time and restock in 3.5 days instead of 5 days.
- Includes a modified, somewhat less generous lootmoney script.
- Player starting RU increased from 3000 to 3500, starting perk points increased from 100 to 130.
- Increased base movement speed from 11.5 to 14, (about 22% faster).
- Reduced the base repair cost of defects to 40% of vanilla values, and reduced chance of defects appearing on dropped weapons by 20%. It should now be easier to find weapons in half-decent condition to fix up, and repairing defects at a mechanic should not be extortionate unless the weapon is absolutely trashed.
- Player now sheds 1mSV of radiation per hour (thanks to HardenedSerpent for pointing out the radiation_v variable).
- Added optional change to Duty trader, he now stocks Russian and German Bolt/Semi-Auto rifles and their ammo & scopes. Bolt-Actions and ammo are available from the start of the game, Semi-Autos and scopes are unlocked after handing one set of documents over to Duty.
- Reduced power of Chemical and Thermal anomaly fields (such as in Yantar and Agropom Underground) by 40%, it should now be easier to go through them without dying or having your outfit ruined.
- The player no longer lowers their weapon when using the Geiger counter, opening their inventory, or looting containers/bodies.
- Added optional tweak that adds a PB pistol and a box of 9x18 Ammo to the Mercenary gear starting perk.
- Added optional tweak that generally improves medical items, the amount they restore has been increased slightly, and all medkits now stop at least as much bleeding as a bandage. The survival kit has also been made less weird and useless, check readme for more details.
- Improved headlamp range from 12 to 20 metres, also slightly increased radius.
- (V6) Added optional tweak that makes Stalkers more observant, please provide some feedback if using this, I've found the changes quite pleasant but you may disagree.
- (V6) Finished revamp of crafting items, outfit repair items are generally cheaper, better, and can be used at lower condition levels, some recipes were also changed, only thing left to do is move "Split" button from repair UI to inventory.
- (V6) Added ability to split ammo stacks, right click on them and press "Split", this facilitates using them as currency for bartering with stalkers, or if you just want to sell some but not all of your single stack, etc. To keep it simple this just splits the stack in half when clicked, odd numbers are accounted for.
Hey i just downloaded your mod and i'm going to try it out.
I'd like to ask is if it's possible to add radiation decay and also if it would be possible to lower radiation damage.
Since radiation currently doesn't decay and does too much damage.
I'll have a look at that some time this week. The radiation decay suggestion would probably require new scripting rather than just modifying existing scripts or snipping bits and shifting them around. But I agree that the fact tiny amounts just build up constantly is annoying. If I implement it I'll probably have it reduce rads by 1 mSV per in-game hour (24/day).
I'll be putting up another change that slightly reduces the chance of defects appearing on dropped weapons shortly as well, managed to find the script which applies them.
Just got done testing the mod a bit, no crashes and everything works so i gave it 10/10.
As far as defects go are they tied to weapon condition?
If they are it would be possible to make defects appear based on weapon condition? Rather than seemingly at random. (it makes no sense that a gun at 95% condition would suddenly get a deformed barrel or cracked receiver and that is simply annoying)
I've not found the script that applies defects to weapons the player is using yet. As is though the more frequent shop resupplies and toolkit craft change should make keeping some cleaning kits around to fix defects easier. One issue I can see with removing defects above 90% condition or something is that they would become a complete non-issue as it's easy to keep a weapon above 90%. As for the logic of it, bullets and mutants hitting you could also be damaging your weapon over time.
Makes sense, anyways, i came across this and i dunno if it would help with the radiation stuff.
For radiation decay over time you just need to change one line of code.
gamedata > configs > creatures > actor.ltx
line 143 in notepad ++ will show "radiation_v0.0" change it to 0.0000003 and you will lose 3 mSv every 2 mins or something like that.
Granted 3mSv every 2 minutes is too much but im guessing it's a start.
Now i tried to do some math here and it's probably wrong, but if you lose 3msv every 2 minutes that means you lose 2160 mSv per day.
if the 0.0000003 value causes you to lose 2160msv per day then 0.0000000001389 value should cause you to lose 1.00008 mSv per day.
Ah, thanks, didn't know decay was already implemented. I checked the script for the Dosimeter and 1msV corresponds to 0.0001 on the internal radiation variable. So 0.0001/3600 gives 0.0000000277777 (as radiation_v seems to be applied each second). A quick test makes it seem like this is bang on 1/hour, I'll upload this quick and make it the last change for today.
Glad to help. It seems the comments are in russian so i guess translating them should say what each variable does.
Seems like it скорость уменьшения радиации means rate of radiation reduction.
Also i changed my username to something more recent, this Moddb is pretty old.
wont make much of a difference. decay usually depends on a lot of things. and the only time it would actually make a big difference, if the author just went baby mode and added very quick decaying radionuclei. ik im a bit late here.
where would the files
- Trader sell/buy prices do not get worse over time.
- Traders restock in 3 days instead of 5 days and
- Increased base movement speed from 11.5 to 14, (about 22% faster).
be located?
It says in the readme included with the download, but the first two are every file in the configs/misc/trade folder, the third is configs/creatures/actor.ltx.
woa usually readme's are giving credit to another creator or so, sorry didnt see them, but these fixes are a fine touch to Dead Air man, keep up the good stuff man :$
I've downloaded the addon on top of their saves. Everything works fine, but... knife sharpeners don't work. My knife is killed to 74% and there is no knife in the sharpening menu. Tried to buy a knife and sharpening, still this problem remains. Can you tell me what could be the problem?
Caught me just as I was going to bed, seems I accidentally deleted a chunk of the repair items file that dealt with the sharpening kit, fix and another small change going up now.
Ah, well then that's okay) Thanks for reply!
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Is any lab or underground possible without closed respiratory cycle suit or oxygen tank?
I'll look at reducing the rate of outfit degradation when moving through chemical/thermal anomalies for the next version, but it is currently not a feature.
hello i want try these out and one question do you know where can i found "points" confing in folders to modify them ?
i mean these points where can i used at start
Open scripts/ui_mm_faction_select.script, and search for "130", replace the first 4 instances of the number with the value you want for perk points, do not replace the fifth on the line starting with "self:SetTextColor".
How can i open the script and where i can find them ?
I found where to adjust Chemical/Thermal zone strength pretty quick, however there are also Electrical/Psychic zones I might as well look at tweaking in the meantime. Are these two also excessively damaging to health/gear? If so whereabouts can I locate them in-game for testing.
Remember you can spawn anomalies through the debug menu.
Have you thought about modifying the loadouts or even adding new ones?
Also the mercenary equipment mentions that it gives you a silenced pistol but it only gives you a silencer.
Sure, after a quick look at the costs compared to the Stalker Suit perk it seems reasonable that the Merc starting kit should actually include a pistol. I'll add an optional change that adds a PB pistol to the kit with the next update.
Is your mod compatible with dead air tweaks? Moddb.com
I don't know about modding stuff so I don't know if it's going to break the game.
It's generally not a good idea to try combining mods that add a collection of small tweaks unless you're patient enough to merge them manually. However, I list all the files (and in some cases the parts of the file) that are involved in each change. If you check the files in that add-on and cross reference them to the list in this one's readme you can probably add some of my changes in without having to merge file changes, though probably not all of them.
I see. I'll have to pick them up one by one. I was hoping not to reach this point :(. But thank you for the reply and the nice mod.
Fantastic addon, essential for increasing enjoyment of Dead Air without taking away what makes it unique.
Top notch work!
I have a small offer for improvement of your add-on. Even if to take skill "Authority" the rank grows all the same quite slowly. As about to increase the received rank points for the performed tasks and the killed mutants/stalkers a few.
I'll have a look at how rank increments and the modifier the perk applies to see if it could use adjusted, would you happen to know which file deals with rank increases?
Hey, if I use this addon would it overwrite radiation changes I currently have from 'easier tweaks'?
The change to radiation damage taken will probably conflict with the radiation decay change. You can add the radiation decay feature without conflict by opening configs/creatures/actor.ltx and setting radiation_v to 0.0000000277777, which is 1mSv per hour. Or multiply it by some amount to increase decay per hour.
Thank you, I'm mainly wanting to add the changes you made to the toolkits and such though rather than radiation being touched / overwritten. Thing is, after adding other addons it can get complicated with what starts being overwritten or not and I'm trying to keep it all to a 'minimum' as it is running fairly stable for me so far :).
Truckfighters rule.
Do you know how i can decrease mutant spawns so they are the same as in CoC?
Same for mutant AI.
Mutant spawn way too much and also far too agressive (don't retreat when wounded or when pack leader dies).
It's tedious and makes the game easier (mutant parts = easy money and no need to buy food.)
You can do this in-game, Options>Game and lower the Population Factor for mutants, if you don't want to set it in increments of 0.5 you can put in any figure you like in gamedata/configs/axr_options.ltx. The variable is alife_mutant_pop.
Thanks, however it seems the DA creators messed with something since mutant spawns are still very common even at 0.5.
I've met roughly 25 dogs in the cordon and roughly 10 tushkanos aswell as psy dogs. I've got so much pseudodog chops and flesh and boar meat i won't need food for the next month or so.
Which number do you recommend i set it?
Jeez, I've been using 0.6 for mutants and 0.9 for Stalkers and not had any issues like that, maybe try 0.3 for mutants and see if it's better. Though if you still have issues there must be some other adjustments compared to other CoC variants that are pumping up mutant numbers.
Actually I'm noticing what you mean now, maybe some combination of being forgetful or fortunately low mutant populations in previous games. But I got attacked by 4 cats then 6 cats a few minutes afterwards. Gonna drop my mutant pop factor to 0.4 and see if it helps, but failing that I'll try to find out what's causing so many spawns.
Hello, thank you for this addon. Small question, concerning the replenishment of traders' stock, how do you know the way to change the value in "resupply timeout" (gamedata/configs/misc/trade/"any".ltx)?
Thank you.
Check the files referring to specific traders for the variable "resupply_timeout" then you can set the resupply time in seconds. So one in-game day = 24*60*60 = 86400, which would result in them restocking every day.
Thank you.
If I check the box "I want to shoot" the weapon drop condition are garbage and do not improve as it should
Edit: Remove death_manager.ltx from gamedata\scripts, if you're wanting the "I want to shoot" weapon condition bonus the tweaks intended to improve the default weapon drops don't matter anyway, which is all that I've changed in that file.
Thanks for the super quick reply and explanation! ^_^
Is this mod all packaged under one folder and the optional apart? I'd like some features only, not the whole thing, could you help me with this? I can list the features I'd like and you tell me which archives should I remove or keep for those changes.
Thanks in advance!
Most of it is together, the duty trader, merc perk buff and medical item buffs are separate and optional. The readme lists the files involved in each change. But yeah, state which ones you do/don't want (whichever list is smaller) and I can tell you what to remove.
Hey, I'm getting a crash while trying to use a rifle cleaning kit after the last update.
EDIT: Make that all repair items, knife one crashed too.
I think I can confirm it's the repair item split script, removing it makes them usable again, the config file seems fine.
Can you tell me what the log says after the crash? I'm having no such issue on my end, additionally do any of your other addons modify scripts\ui_itm_repair.script or configs\ui\ui_itm_main.xml?
KNOW THIS IS RATHER OLD - BUT ALWAYS GO BACK TO STALKER - IS THER A MORE DETAILED FIX FOR REPAIR KITS Causing a crash to desktop when used.