The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
Edited copy of Trader Overhaul with more lore-wise logical and random trader inventory (from my perspective ;p).
Many thanks to AGoodSetOfPistol for creating Trader Overhaul (and other good people who helped him) and also ravenascendant for google script that made it much easier to compare final ltx's ;p
Mod is basically same as original Trader Overhaul with a few small changes to trader assortment.
--- Updated to 1.5.1 ---
Went through every single line to make amount of items and their chances to respawn different for every trader depends on their faction and imaginary Zone's trade network (except Sin and Monolith). Reduced guns chance to appear in assortment to 30% (for basic guns, so they will most likely still be there) - 5% (best guns), rough numbers, depends on faction. Same for outfits. The purpose here is to remove trader inventory with 500 items on every re-stock and make gameplay more challenging by adding randomness. Removed some items from certain factions, most of the medicine from traders who have medic in the same location and fixed some minor errors in mod: duplicated lines (were they intended or not) and things like wpn_virh wpn_vihr ;p
(This mod was made for re-stocking every 4-6 days, higher than that will make your game harder)
1. Basic supplies as general example(detectors, devices, sleepbags etc.): lowest tier is mostly same for everyone 80%-95% for detectors and around 75% for everything else, didn't want to break balance too much at the start. Lattest tiers differ, for example: Bear detector has 85% to spawn on ecologist trader and 50% on bandit. Hope you get the concept ;]
2. Food/water/cigs example on Barkeeper: has 50% chance to spawn lowest tier cooked meat (amount depends on mutant rarity and surrounded mutants for other factions), much lower chance and amount for tier b and a. He usually sell decent amount of bread and canned food with 65-75% chance, some exotic stuff like chocolate/raisins have smaller chance, but not very low unlike almost any other trader. Mostly 75% for water/alcohol/cigs and again most other traders have very small chances to spawn imported cigarettes or quality alcohol, mercs have the best chances for all imported things.
3.Drugs/tools/attachments: Medicine is almost untouched, just 75% at any medic, you can meet low amount of basic medkits and bandages at regular traders if there are no medics nearby. Small things like military having more army medkits/stimpacks, ecologists having scientific stuff etc. With every new "tool" you bring to mechanic he increases amount and chances of items to spawn, a lot for things like gun/outfit maintenance and not very much for repair kits. Attachments (not gun upgrades) are 5-25% on everyone except ecologists (50%) and vice versa for kevlars.
4. Guns/Outfits/Helmets/Explosives: Factions who use/trade mostly NATO guns have very low chance to spawn russian guns 2%(on rare ones) to 15% (regular). Factions who use/trade Russian guns....you get it. Kinda same for explosives, but with much lower difference (amount has been changed mainly). Most guns and outfits are rated by tier, for guns its 40%-5%, outfits/helmets 80%-5%.
4. a) Boomsticks and Sharpsticks + Outfit Version: I haven't played with any of those and I don't know if they match the tier they were put into. So I just gave them same chance for that tier as other guns, I tried to keep it "NATO/non-NATO" but I'm sure I missed a lot of it. New outfits are ~25%.
5. Ammo: (Low amount of ammo spawn is my personal tweak for suffering, there's an x3 version if you like it more)
column 1 = amount; column 2 = chance for each item in column 1;
So here's an example of how I see it: military obviously have the best ammo chance for russian ammo 90%, non-russian pistol ammo and ammo used by both 80% and NATO rifle ammo 70% + lower amount (should have probably lower NATO chance a bit, but hey they are military after all), since they friends with duty and trade with them, duty has 80% on rus and 65% on NATO, Barkeeper has 60% on all because he trade with stoolkers and I added 5% to duty's NATO from it.
Poor clear sky is a poor faction so they have only 65% and low amount on all ammo :cry:. Mercs have the best chance for NATO ammo 90% and same 65% as clear sky for Russian ammo. Freedom has traded all of their ammo for mj has mostly NATO ammo, 75% decent amount (because I don't think they trade a lot). Dark Valley Bandits have 70% and decent amount of everything, coz they loot and steal (ok and trade too). Other bandits are just as poor as clear sky. Flea market has worst chance and amount of good ammo, but lots of bad ammo. Sid trading with military (I guess) and he's closer than duty, so same as military minus 5% (questionable). Loris 70% rus, 60% NATO, because Sid not gonna trade with a business competitor and I'm not sure who he trading with, I assumed its kinda everyone, ecologists, csky, stalkers, maybe bandits, maybe mercs and maybe some military too. Nimble.....I have no clue how to set Nimble.
I've put so many versions to this mod that now I'm not sure how to explain it to people who aren't very familiar with mod installing lol, here's a picture that explains it better and also demonstrates my exceptional mspaint skills:
If you didn't want to read everything above here's another warning, x1 has low ammo in traders inventory (see screenshot in ammo description), x3 is more of a default Anomaly and Trader Overhaul....but x1 is more challenging use it ;]
I made it mainly for myself, but system still looks raw to me. If you like the idea and have suggestions to improve it, feel free to comment or contact me here or in discord. Also feel free to rate 1/10 and don't even leave a comment why, I love it!
Average
9.116 votes submitted.
Overhaulception
the text folder in the archive, as I understand it, is superfluous
Not really, it contain some changes that were made by original Trader overhaul and adding description of the new items.
man, I'm sorry, but I still don't understand, there's an original character desc jupiter file in the text folder
Ah this one for normal version, you are right, but I don't really know why it's there or if you need it. You better ask author of trader overhaul, I was tweaking trade folder for the most part...anyway you certainly need "text" folder for the outfit version.
Yes, i use the standard version, but in any case, i love thoughtful mods, thank you and the original author
Nor problem! And Thanks again for asking before doing it. I would have been fine either way but still... Thanks.
On a side note I'm really growing impatient for that new update to come out. Still excited.
<3
I too am growing impatient, Can't wait to get to modding the game again to make the experience I'm looking for.
well, or i didnt get it or is something wrong, i have achieved the heay pockets, the traders sells me their best equip. Now, with this mod, they just don´t sell their best gear.
Is that suposed to happen?
How many re-stocks have you seen? Chances for best gear are low (rough numbers in description). Achievement heavy pockets only allows you to skip all previous goodwill milestones, it doesn't change the chances of item spawn.
With some tweaks about the % of items spawns, this could be really nice. The chance to get good items at maxed out traders is a bit too low currently. But I like the fact that you can't just buy the best guns, it pushes the player to repair the guns himself so it's really an interesting take. This might blend very well with the craft and stashes overhaul mod I made.
I kept the best items at 5% because there are usually a few last tier items, so there's still a good chance one of them will appear. But for traders with 1-2 items I agree it is kinda low ;p
Super! It's a lot of work. Thank you so much!
The only thing is that there are no icons from BaS.
The only thing is that there are no icons from BaS. Perhaps you need to install this mod before Bas?
If you set the order of loading, for example 1-BaS, 2-Outfit (no BaS icons). 1-Outfit, 2-BaS (no Outfit icons)
Wops, I added new outfit icons but totally forgot about B&S, thanks for reminding ;]
Upd: Fixed.
No problem,bro)
damn now I want to make another overhaul of this and call it "Overhaul of Trader Overhaul Overhaul"
Go ahead, overhaul it harder!
It will be overhauled so much that it will revert itself back to the base game traders... Now that's a fancy trick there!
Oh yeah, i test it as soon as possible...thanks
not having checked the code myself, is or would there be a way to add a random extra time to the respawn timer of traders? i find it unimmersive to have the traders restock their wares like clockwork every X days and at the same time aswell.
Yeah, looks possible. It's in trade_manager.script but I don't want to mess with it much. Re-stock schedule isn't very noticeable to me if it's set to more than 2-3 days ;p
even with a 2-3 day re-stock i find it noticable, maybe it's me. respawn times on trader inventory in DA is very long, 5 days i think it is. paired with a shortish simulation range that keeps the refresh timer ticking it can literally take ages for inventory to refresh when you do not stay close to the trader you want to refresh. i did change the re-stock on my setup to be longer the closer you get to the CNPP. if i could add an extra randomized timer on top of that then it would be icing on the cake.
thank you for the heads up on where i could control the random timer. :D
Please update to 1.5.1. Thanks)
Updated ;]
Would it be possible (or necessary) to merge some parts of VanilaTradeFix ( Moddb.com ) into this mod and/or the upstream Trader Overhaul?
Necessary? Definitely not, but if you really like some aspects of VanillaTradeFix more you can change it manually, configs are very easy and intuitive, or PM xcvb in discord I'll try to explain/help.
By "necessary?" I meant "does your mod apply the same fixes as VTF?" (if it does, then adding VTF changes is unnecessary). As far as I understand, VTF (by the way, it's "Vanila", not "Vanilla". Apparently, the author failed to look up the word in a dictionary) specifically fixes bugs and does little in the way of rebalancing. Since it's not possible to install both mods at the same time, I would prefer for OTO to come with some VTF fixes (where they make sense for OTO) already merged.
I can do the work myself, but I would prefer to offload it to someone else, who can do it faster and without the mistakes that I would make.
I'd like to keep it a copy of TO with lower/random chances, sorry ;]
That's fine, i'll just go pester AGoodSetOfPistol instead :)
it is spelled with two "L". oxford dictionary usually is right about those things.
Oxfordlearnersdictionaries.com
Выпал нахуй с dooty, спасибо :)
So do I need TO for this or is this standalone?
Standalone
3 Questions
1. What is meant by the Outfit versions? Is it for like HD models icons or just new outfit mods?
2. When it says "Main Folder" in the installation, does that mean the original trader overhaul or this one?
3. Is this a standalone mod or is this supposed to use trader overhaul aswell?
1. Adding new outfits just like in original.
2. Main folders are Normal TO and Outfit TO
3. standalone
Sorry for late response, moddb doesn't mention when I get new comments.
Will the Trade Overhaul patch for Wurts Dynamic Economy work for this too? Because i installed thru MO2 and i dont see the goodwill ui text when trading, no matter what order i put them in
Don't know and I don't think it's gonna work well together, considering low amount of items.