Ever wanted the fancy SEVA-like exoskeletons some of the master stalkers are wearing? Well, I did too. This mod makes them into proper outfits. RC22 update.
Exoseva CBSE outfit mod 1.2 for Anomaly 1.5 RC22
This mod adds 7+ more suits into the game, using NPC models already present within Anomaly files. I simply created icons and necessary configs to make them available to the player.
The suit has its own upgrade tree and is set to be lootable from appropriate stalkers as well as sold by traders once you reach enough affinity with their faction. Each version of the suit is altered slightly to make things a bit more interesting.
New game is not required.
There are two versions of the mod:
Basic - using only models from Anomaly.
Extended - adding one more suit (UNISG version) which I made using only a hex editor to make the mod more sensible lore-wise. I also fixed Maus's bugged trader file so the suit is actually buyable, now his inventory is storyline-bound.
MAKE SURE YOU READ THE README
![1 1]()
![2 1]()
![3 1]()
Feedback is welcome. I haven't encoutered any bugs during testing, however let me know if something pops up.
There might be insignificant conflicts (stuff don't fit exactly) between models, textures, icons, etc. of the same suit due to limitations of the base game. Some base game icons are severely outdated and since I wanted to make the mod as compatible with others as possible I used what's already in the files. Hopefully Anomaly devs get around to updating their UI at some point in the future.
Older version for U4H8 here
UPDATES:
1.01 - U4H8: Fixed an issue with all the suits incorrectly belonging to the Loner faction.
1.2 - RC22: Added 2 more suits (base game Ecolog Exoseva and optional brand new UNISG one), improved and separated the icons, fixed textures of dropped suits, altered descriptions slightly.
Awesome mod bro, good job.
Would love to have those Exosevas being affected by the mods "Outfits Affect Movespeed" and "Powered Exoskeletons", but i don't feel like spamming the authors...bruh
"Outfits affect movespeed" is already glitchy with "Powered exos" alone as switching battery backpacks removes the movement penalty. Also, if you install the former on top of the latter the mods break, which the author hasn't noted down anywhere. I hate making compatibility patches for stuff that breaks easily, because it sends complaints my way half the time.
"Movespeed" mod works by default. There's just no penalty to movement in my suits, you'd need to add them to outfit_speed.ltx for that. Pretty easy to do yourself, involves only a Notepad and some copypaste. The outfit IDs are listed handily in trade_presets.ltx.
Battery mod is more complicated. You'll have to ask the author of that mod for a compatibility patch, since his mod operates on his custom scripts. I can't just adjust my config files without copying and editing his work for it to run.
I am actually thinking of removing "powered exos" and "outfits affect movespeed" because most of the time im using a modified Skat-9 suit (which does nothing to my speed other than leaving it on 100%). But yeah, you're right, thanks for answering.
Good work!!! Привет братан, добавил твой мод (+ еще 4 мода) в сборку и совместил их между собой. Ссылка для ознакомления Yadi.sk. Спрашиваю у тебя и других авторов следующее: не против если я эту сборку отправлю в общий доступ? ////// Hi bro, added your mod (+ 4 more mods) to the assembly and combined them together. Reference link Yadi.sk. I ask you and other authors the following: do you mind if I send this assembly to the public?
Sure, go ahead. You might want to correct few things in your pack though.
trade_duty.ltx is missing dolg_exoseva_outfit
trade_isg_mission.ltx is using the bugged "buy_supplies" line, you might want to copy the one from my mod to fix that.
You might also want to put all my outfits next to other exoskeletons in traders' inventories to not make the game too easy, these suits are intended to be end-game.
And a very minor thing, you will be able to sell my suits to unintended traders if they are not put in trade_presets.ltx correctly.
Thank you! I'll make these edits!
mate how do I get them I mean I am at max rep with clear sky and loners and none of the traders sell it...
There is no Clear Sky version of the suit, so their trader doesn't get one.
For loners both Sidorovic and Owl have it.
hmm well I didnt get it from loners I also sleep a few times just to make time to go past for restocking their stuff but still nothing
You need at least 1000 reputation and wait for the restock. I just checked it to make sure and it works.
I.imgur.com
Unless you are using some other mods affecting traders' inventory, then it obviously won't work, read the readme.
just this 2 mods but I dont think it affects Ibb.co and your mod is above them
I don't work with mod managers, so I don't know their behaviour and I can't vouch for them working properly with my mod. TraderFix is obviously gonna cause conflicts. Almost any mod that includes something in gamedata\configs\items\trade will make the suits impossible to buy. It's specifically written in readme. You can add any of the suits yourself to any trader with a notepad by adding any of the following at the end.
exoseva_outfit = 1, 1
dolg_exoseva_outfit = 1, 1
merc_exoseva_outfit = 1, 1
military_exoseva_outfit = 1, 1
monolith_exoseva_outfit = 1, 1
svoboda_exoseva_outfit = 1, 1
isg_exoseva_outfit = 1, 1
ecolog_exoseva_outfit = 1, 1
I got it from loners with all the mods on and what I did was to reduce the time for restocking the traders and I slept a few times and got it...a lot of money 600000+
Your mods are great, can you make the starting equipment for the RC22?
You might be confusing me with someone else, I never released such a mod. Besides, old mods of this type should still work, that config file structure is still the same since U4H8.
Got it thank you nobody does the starting equipment mode for rc22