Makes the craft easier to handle. Makes the manual repairing system more important. Traders sell items with random condition.
[1.2.0] Craft and Repair Overhaul for Anomaly 1.5.1
DESCRIPTION
This add-on makes the craft easier to handle. It also makes you keep the toolsets more worthy than just giving them to a mechanic. It also gives a more important place to the weapon and armor repair system.
Here's the list of changes brought by this add-on:
- Recipes aren't needed anymore: no more recipes, all the crafts are available from the start. It makes the craft much easier to handle since you can just go to a nearby vice and check the items you need to craft the items required for your progression.
- Toolkits can be used as a vice: toolkits can be used directly to access a vice / workshop on the go. Better keep those than giving them to Mechanics...? This modification is made by 1917, which was inspired from Michiko. Kudos to both of them. Here's 1917 add-on page: Moddb.com . Thanks to Lucas1978 for the suggestion.
- Traders sell items with random condition between 35% and 98%: This is a major change for progression, the items price will also depend on items quality. It can make it easier to buy weapons, but you'll need to repair them. THIS MIGHT BUG SOMETIMES (100% quality items only in the trader inventory) SAVE RELOAD SHOULD FIX IT. It should be fixed with 1.2.0.
- Direct repair price increase: you can forget auto-repair, fix your equipement yourself, that's what this add-on is about.
- Mechanics buy repair kits at a normal price: no more repair kits sell cheese to mechanics giving you lots of money. It's highly recommandable and compatible with my Grok's Stash Overhaul.
MODULARITY
Two folders are available, a Complete one having all the modifications listed above. And a Modular folder, where each of the changes above are separated.
CONFLICTS SOLVING
This add-on is conflicting with the Ammo Maker Add-on ( Moddb.com ). To use both add-ons, install Ammo Maker, then my addon, then this compatibility patch. Thanks to incubusraziel for both the amazing add-on and the patch.
- Ammo Maker: Moddb.com
- Ammo Maker + Grok's Craft and Repair Overhaul Patch: Moddb.com
- Install order: GCRO > AM > AMGCRO Patch
REPAIRING SYSTEM
If you are new to Anomaly I would recommend you to check this video from RRG to understand how the repairing system works in Anomaly:
CONFLICTS
Not so many from the different add-ons I know. Incompatibilities, not so much, it's safe to overwrite Trader Overhaul with my files. The major issue will be with add-ons changes items loot pools on dead stalkers (death_items.ltx). In that add-on, modifications are made so you don't find recipes on them.
CHANGELOG
0.9: first upload
1.0: hotfix for duty mechanic that couldn't speak after paying to use his vice. Now at least you will be able to talk to him, but he will be staying outside forever...
1.2: removed endless vice access and its problems. Supposedly fixed traders' 100% item condition still appearing.
CREDITS
1917 for its add-on (https://www.moddb.com/mods/stalker-anomaly/addons/work-tool-addon) and to Michiko who inspired and helped him. Real chads these two. Thanks to all the beta testers (i.e. 0.9 and 1.0 users).
a new game is needed?
No
This is a really awesome and necessary addon! Thank you and all the best to you for your necessary and painstaking work! :)
Awesome! It's compatible with Boomstick and Sharpsticks?
It would be wonderful if it also make more simple the upgrade system: one tools for each weapon/weapon type instead of about 50, like is now.
It should be compatible yes.
About tools for upgrades... I don't want to deal with that system balancing while you can easily upgrade weapons at various merchants at the end of the game.
And having 1 item that does all the upgrades would break the balance of the system.
Y E S
I love it. Is there any way to repair parts that are installed without swapping them?
Not in this add-on. You need repair kits and thus toolkits. It's made to slow down the progression a bit and create anticipation and desire to progress. Get my stash add-on you should have toolkits and repair kits relatively fast.
The Duty technician in Rostok does not talk after buying the vice from him, or rather he cannot be interacted with. I'm not sure if this is for other technicians but it is annoying since I cannot give him toolkits or buy tools off of him. Also, sleeping, saving, and reloading does not fix him.
I think it happens temporarily so that you can use his vice but with this mod, there`s no time limit for using the vice that`s why he won`t come back
It works without issues with other technicians... This is due to the NPC behavior and scripting. I might look into it. Temporary fix is to disable this part of the add-on... But if you saved after that... Well for these saves this technician will be screwed... I'm wandering if there's something that can be done in Debug Mode to unlock him.
Sorry about that, I never play Duty and didn't tested that technician.
In debug mode you can spawn another duty mechanic, so saves aren't screwed (enable debug > F7 > Object Spawner > NPC(Stalker) > sim_default_dolg_mechanic).
I'm looking into a fix.
Hotfix uploaded, now you should be able to talk to him after buying his vice (he will still move outside though). Not sure for already affected saves...
Nice! I can interact with him now. Everything seems to be normal so far and no need for a new save.
Great that retrocompatibility worked !
It seems the same thing that happens to the Duty tech also happens to the Merc. Pay to use his vice and he just stands facing his chair, non interactable. Had this problem with v0.9 too.
Ok I'll fix it tonight, no problem, it's a very easy fix. In the meantime, debug mode can be used to spawn another merc mechanic (enable debug > F7 > Object Spawner > NPC(Stalker) > sim_default_merc_mechanic)
Endless vice (xr_logic.script) bugs the escort ecologist mission. The ecologist will stay at the anomaly forever, studying it.
Are you sure about this...? I'll give it a try with time.factor 8 and see what happens. I used xr_logic.script from 1.5.1 and only changed one variable... It *could* be though that this variable used by the ecolog is the same as the vice timing but this is suuuuuuper weird... But hey, it's XREngine so why not.
Will verify it tonight, thanks.
I'm certain. I ran the same mission with and without the script.
Yes, I confirm, there is such a mistake. When you disable your add-on, the quest immediately continues.
Really liked the part "Traders sell random condition items" and currently playing with that only. Bug with 100% condition only items is pretty usual actually, so it'll be great if we can fix this. If anyone struggles, just ask NPC for a trade, see his inventory, F5, F9. Works for me.
Yes this is a bit random... I improved the code but the bug happens still. I think I need to move the code from the "update" function to the "trade_init" function. Or make the check in these two functions (since it only changes items with condition >=99%). I will test it further.
Thanks for the input.
Little update about F5-F9 method. Seems like you need to do this once per trader. When you try to buy/sell smth for the first time to Barkeep for example, it's 100% you will need to save-reload. Played for a couple of in-game days and my guess is you will need to save-reload every restock. I'll be glad if this helps you in any way.
Hi, I was just about to comment about this issue, I hope it is fixable because I love this idea:)
There was this mod: Moddb.com
or this Moddb.com
I think it would tie nicely with your concepts.
Yes thanks I will merge these inside the add-on
Random condition module seems to bug direct repair. Gave the Clear Sky mechanic a PM to repair from 92%, he returned it in the 50's. Checked it twice via reload.
Waw. This is super weird. Now I understand how direct repair work code-wise, not sure I can fix it while the trader random condition is active.
After some time trying to bugfix ecologist quest on swamp, I've decided to remove the endless vice code next patch. I'll replace it by the right click on toolbox to craft on the go.
The explainatory video is simply EPIC!! Jeeeesus I had a good laugh!
Could You make compatibility patch for Trader Overhaul Complete ?
ok
I checked there's no "incompatibility", overwrite TO files by my add-on files.
TO includes trade_presets while no modifications are made compared to the base game file. This is very bad btw, as it can mislead users and other add-on developpers.
Same for tade_generic_mechanic.ltx file.
Install TO and then install my add-on. You shouldn't have any problem.
The higher direct repair prices don't work for me
I installed the complete version and also tried the modular but prices didn't change
I also tried to install the addon at the very last but it didn't work either
Any ideas for fixes?
I'll look into it, thanks
LOVE the mod's ethos, The player ownership of a weapon, upkeep etc is excellent, However I note a few things I wanted to learn more about.
I am often finding weapons of low durability with high individual component parts which dismantle into consistent high quantity. (1 weapon breaks down into all components). So I am not really doing much weapon wise once I build my first weapon. I have NUMEROUSE replacements all of relative high quality.
I did start my save (first time playing) as easy with 'easy' progression difficulty. Does progression difficulty effect those variables?
Is there a way with this mod to decrease the chance of getting weapon components in a breakdown and also the % of the component parts within a weapon?
This is a good take to slow down progression. I was thinking of this, or add a chance to break parts when trying to repair them. Both combined could be interesting.
Otherwise, I could increase the selling price of parts to mechanics for extra money.
I'm not sure the Easy progression affects that.
I've noticed an issue with Hog, the Mercenary Mechanic in Dead City.
If you pay him off to use the Vice, he will move to infront of the chair and stand there forever. He won't talk to you and renders him essentially useless. Only way I've found to fix this in the debug menu is to change walker@base to animpoint@stand1 or 2. In which case, he will be able to be spoken to for a short period before his NPC Logic switches back to walker@base
This has been fixed in the most recent version. Be sure to delete the old version files first as mentioned in the description.
Нельзя создать "Укрепленные балистические вставки (Калибровка)". Рецепт отсутствует на верстаке: Media.moddb.com
Most likely not related to my addon, I don't edit icons.
What do the icons have to do with it? I'm talking about the fact that the itself recipe for craft is missing.
So I noticed an issue I didn't notice before. If you have a mechanic install a mod on a 100% condition item, it will return in random condition. 99% and below works fine. At a guess, the same script that randomizes merchant item conditions triggers for mechanics. Thus the other issue -- mechanics returning repaired items with random conditions.
Ah I never successfully reproduced this bug because I was handing out 99% items.
This is hard to fix sadly enough :(
Weapon part overhaul and this are in direct conflict right ? I have to choose only on of them - right ?
Some people use both of them but it might make WPO parts repair too easy.
interesting ... I would maybe try it anyway with both. I might change it if it will be unballanced ...
What would be the right loading order of yours and his mod ? Yours goes first or goes under ?
(I wrote to Artifax also, He even said he would not mind some cooperation with you :) I think you and him, you are one of the elder modders here right ?)
Elder I don't know... I only started modding Stalker games and Anomaly in particular in 2020.
Cooperation is hard, it's more about sharing ideas, discussing and helping each other out code-wise. But since arti knows how to code scripts like me, well, we discuss and propose our own views and come up with different add-ons with different systems.
I like simple, straightforward, balanced, and engaging systems. Arti is more about complex and realistic systems.