Made with/for RC21. Allows you to upgrade backpacks three times.
RC22 version as well available
Updated to 1.5.1
Through the power of zone technology scientists have figured out how to slam Gravi artifacts into backpacks until they stick. Attempts by zone mechanics to replicate this however are convoluted and costly at best. It is better to just leave the zone with your ill gotten gains no?
But hey if you've got the money to burn and the need to grind stalker why the hell not?
I've made backpacks upgradeable up to 3 times. Keep in mind values shown below for costs are subject to Zone mechanic price gouging.
28 carry weight for 35000
32 further carry weight for 55000
50 further carry weight for 155000
110 carry weight for 245000
***BACKPACKS DO NOT RETAIN UPGRADES IF USED AS A STASH AND THEN RECOVERED***
If you wanna change the costs just look inside the upgrade_presets.ltx file and look for "[up_sect_prop_carryweight_32]". Modded values ought to start there and be easy enough to figure out.
4 files in total
gamedata->config->items->outfits
o_backpack.ltx
gamedata->config->items->outfits->upgrades
up_backpack_1.ltx
upgrade_includes.ltx
upgrade_presets.ltx
Tempted to add some flavor by changing up the descriptions for the upgrades but couldn't be bothered to figure it out. Also the more files I gotta touch the more likely there are gonna be compatibility issues so.... Maybe later.
*Edit
Forgot I had tweaked some other values for backpacks. Everything should be good now and only changes should be marked above.
*Update
RC22 available as well now.
*Update
1.5.1 available as well now.
Also an optional version with backpacks enabled on all outfits version
Lemme know if there are any issues. I'll see what I can do.
The thing is in capacity, not the weight .. you cant walk with a truck behind you just because you CAN carry it .. Someone please make a mod for backpacks volume like in RTTN and AREA .. ( no offense on this addon but just shouting for any scripter who can do this ).
Fair point. Literally just started modding a day or two ago so that kind of thing will likely have to be done by someone else.
the older Anomaly versions had that inventory system in place (you could choose between this and the "endless inventory")but at somepoint they got rid of it
How did u fixed the bug that if u throw Ur upgraded bag on ground as a stash and then take back the upgrades goes to 0?
I didn't. Didn't even cross my mind. I recommend you don't make a stash with an upgraded backpack. I'll put a disclaimer in the description above.
Blyaaaat i literally spent my night thinking about a mod like this...im installing this cheeki breeki right now
Reduce the carry weight by around 40%. 245000 is way too much in my eyes.
even 100000 is pushing it.
Carry weight is pretty limited and this also saves u any artifact slots you might've used up trying to gain more weight. So I decided to make it more on the expensive side in lieu of that.
You can always download and change the values yourself. I mostly tossed this up here so most of the heavy lifting would be done and all anyone would have to do is some flavor changes and tweaks for their personal gaming session.
indeed the "heavy lifting" is a pain so thank you for establishing a template for the bagpacks.
sadly not working on RC 22 :(
I'll see what I can do.
Should work now. Lemme know if any issues crop up.
So you have to buy these upgrades, or can you install them yourself because I can't seem to be able to install them without the right kit but it's blank and a hover over it causes a crash. Maybe you can make it use a light or medium armor repair kit to modify it yourself because Magnum the technician is charging me 126K for the first upgrade, probs because of survivalist difficulty, 198K for the 2nd, and a whopping 558K for the 3rd. I'd rather not touch the settings since I do like the cost as it's worth the price but I've spent hours collecting the kits.
Sorry but I didn't look into or make it so you could make the upgrades yourself. It's gonna have to be done through a technician for now.
I could potentially look into making it upgradeable via kits but then I'd probably want to make a new upgrade kits exclusive for these upgrades as well. Then add them to a bunch of loot tables and vendor tables while keeping their value in mind. Making them upgradeable via kits already in the game would just make the value of the kits very much disproportionate to the value of other upgrade kits.
Just copy "repair_type = outfit_novice" into your o_backpack.ltx file and place it anywhere under "[itm_backpack]:global_item_actions" section, so it wont crash anymore and you'll be able to upgrade it by yourself.
Also you can change "outfit_novice" to "outfit_medium" to make it more difficult if you want.
Thanks for this bit. I probably won't implement it since I want the upgrades to be unique and expensive. But if anyone else disagrees or wants it manually upgradeable they can use your comment.
Just passing here to say your tip worked flawlessly! Went to the file, copied and pasted from here, and voila! Backpacks can now be upgraded in the workbench!
Thanks a lot, man! Such a simple task, but for those of us that don't know how to code, is almost magic, lol!
Work with 1.5.1?
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I have +160 kg on my backpack already, u want me to have +270?)
Nosorogs shoud make you a mobile tank :)
Hey can this be used with BaS? JSGME finds conflict
Should be fine I haven't had any issues. Is it conflicts of folders? If it isn't what files?
Will you make a patch for Exoseva?
I made many days ago. Moddb.com All addons are separated.
А папка "Полный апгрейд оружия и брони" включает в себя твой аддон на расширенный магазин?
It is too much load capacity for a backpack, make it a little more logical, also, it cannot be updated, due to the error due to lack of "repair_type = outfit_medium",
I will try to repair it and put a little less load capacity
Have 1 question in wich order should i install the files? i have the anomaly 1.5.1
Hi, I want to ask you if you know. Is it possible to make backpacks, like armor, deteriorate over time, and need to be repaired?
Greetings!
I had this while trying to upgrade the backpack in the bench:
! Workshop UI | no proper repair toolkit is found for item [equ_tourist_pack], make sure it is supported by repair tools sections
INVICTUSPROTECT state = true [279]
! [SCRIPT ERROR]: ...alker anomaly/anomaly-1.5.1.2\gamedata\scripts\_g.script:778: attempt to perform arithmetic on local 'num' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...alker anomaly/anomaly-1.5.1.2\gamedata\scripts\_g.script:778: attempt to perform arithmetic on local 'num' (a nil value)
stack trace:
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The prices for upgrading are absolutely ridiculous
As backpacks don't have a defined toolkit,you cannot upgrade them yourself. And attempting to check a required toolkit in the workbench UI prompts an immediate CTD. Perhaps make backpacks take the Field Armour Kit as their workshop toolkit,like how the SVD takes the large-bore rifle kit?
Very nice. I like the idea of scientists using artifacts to enhance backpack technology, plus the cost. Now I don't feel as dirty for having a stupid high carrying capacity.
Hahaha looks like i can carry a 5 Exoskeletons after upgrading my tourist backpack.