Most recent version: 1d
REQUIRES StCoM!
Utilizes the inventory screen's drag and drop functionality to create crafting recipes. Drag a crowbar, hammer, or Swiss army knife onto almost any weapon to disassemble it into NEW spare parts. Also will include crafting recipes. Currently only includes cutting cloth into cloth sheets to be made into bandages (add vodka to cloth sheets).
REQUIRES StCoM!
COMPATIBILITY PATCHES:
Outfit Addon 4.03 for StCoM
Axebeard's Modpack (coming soon)
Weapons can be disassembled into new spare parts that can be used for repairs. Rusted and worn-out parts can be cleaned up and used.
sp_stock - 6%
sp_rifle_boltcarrier - 8%
sp_rifle_boltcarrier
sp_triggermechanism - 5%
sp_triggermechanism_rusty
sp_spring - 2%
sp_pistolgrip - 6%
Only shotguns and rifles give barrels, all parts are drawn via random chance based on the weapon's condition. All firearms can give trigger mechanisms and springs. Weapons with pistol grips can give those, weapons with stocks/furniture can give those.
rusted barrels - worthless
-worn-out barrels - 20%
-normal barrels - 40%
sp_smooth_barrel
sp_smooth_barrel_worn
sp_smooth_barrel_rusty
sp_762_barrel
sp_762_barrel_worn
sp_762_barrel_rusty
sp_545_barrel
sp_545_barrel_worn
sp_545_barrel_rusty
sp_556_barrel
sp_556_barrel_worn
sp_556_barrel_rusty
sp_9x_barrel
sp_9x_barrel_worn
sp_792_barrel
sp_792_barrel_worn
-New repair kits:
Barrel swap kits can only be used to replace the barrel of a weapon of the same caliber and are single use items. They can be used on condition 1-99 weapons.
barrelkit_762
barrelkit_545
barrelkit_556
barrelkit_9x
barrelkit_792
-Vanilla Spare Parts item is now useless for repairs and rebranded "Broken weapon parts"
-A few scoped weapons can be disassembled for their scopes (SIG550 Sniper, L85s, G43, SVDs)
-The following items can clean up a rusty barrel:
Solvent, steel wool, gun oil, cleaning kit (any but pistol, weapon repair kit (any but pistol)
-The following items can clean up a worn barrel (includes the above items ^):
Grease, kerosene, jerrycan fuel, mineral water
-Barrels can be swapped using a Barrel Swap Kit of the appropriate caliber, found at traders
-Shotgun barrels can be used in regular shotgun repair kits
NOTE: Mutant loot UI disabled by default, to re-enable :
Open gamedata/configs/plugs/itms_manager and change the [mutant_loot_mod] to this:
[mutant_loot_mod]
enable = true
enable_ui = true
Hey man, great addon and gl in future with updates. But i have a question: is it possible to return default mutant loot window like in vanilla misery?
Yes. Open gamedata/configs/plugs/itms_manager and change the [mutant_loot_mod] to this:
[mutant_loot_mod]
enable = true
enable_ui = true
I think max condition to use barrel swap kit should be 30% because swapping 2 barrels for a red condition gun to reach 100% condition is nonsense.
I think you can change it easily by editing items_fieldcraft.ltx file.
Holy ****, this is incredible! This is essential stuff for CoM, can't wait for the updates!
Just wanted to let others know I tried this with fix 1 and have had no issues.
Keeping your fix1 run? That's cool, actually. How many hours on that save?
Just 21 hours in so far.
Yeah man, this mod actually doesn't change much file-wise. It adds some new garbage items, and all of the crap is handled in a single script, so it's pretty future-proof.
Glad people are enjoying it so far!
Feel free to suggest recipe ideas, the only ones planned right now are:
-DIY Headlamp
-Sewing mutant skins together to get an improved mutant hide as an armor attachment
-Improvised Explosive Devices
-First Aid Kits from bandages, meds, alcohol etc
I'm trying to mostly stick with using items that CoM already has in it as recipe components. I don't want to start adding new trash items just so you can build another new item. I'd rather just find interesting uses for the crap that's already laying around. For example, to build an IED you'll be able to use different materials and combos to get different bombs, but things like bad ammo and buckshot will be used to add shrapnel to the bomb.
Hey axebearddeardaxe, I was just wondering if you change a few of the "not usable below condition level:" values for a few things; I could have sworn Tur Glue and Brunox Gun Care were both at 90%, and now they're at 75% and 85%, respectively.
I don't recall changing any of the existing repair kits.
Thanks for the reply. Maybe too much vodkas finally taking a toll on me haha.
to get the RPG IED. perhaps a RPG and emergency armour repair kit?
Be awesome if we could combine stuff like lighters/matches with a cloth and vodka to make molotovs. I guess it is beyond the scope of what's possible but improvised bayonets with some tape, a knife and a weapon would be completely phenomenal, too, though I guess you need a whole bunch of stuff there, from new models to a way to make a weapon both melee and ranged.
More doable suggestions: improvised melee weapons, perhaps utilizing some mutant parts (again would be better with new models but eh, we can use our imagination), some sort of a recipe involving mutant parts to fool mutants into believing you are one of their own (pheromones baby), though ofc it only works on one type at a time. Similarily, in a grim twist, use mutant or even human parts as a lure for mutants.
I'd love more melee weapons for Stalker in general, but I don't do models or anything so it's outside the scope of what I'm able to do. I am a digital painter Photoshop guy though, so icons and textures are in my scope. I'd especially love bayonets, or even just a melee rifle butt like the NPCs have and I think Gunslinger has that too.
I actually thought about the wearing mutant parts idea, but it seems too goofy for my tastes. Could be doable though, I think it's possible to use a script to change a particular mutant's disposition towards you.
Yeah, it is a bit goofy, though my line of thinking was more stuff that scientists could help you with.. no mutant, no matter how dumb, would be fooled by you dressing up like them, but animal-type ones could concievably be put off your trail through some pheromone usage or something similar, which would make you 'smell' like one of their own or whatever. Likewise, perhaps something similar to make the zombies think you are one of them too. Still, these things are more in the domain of a quest you do for the scientists and them helping you with advanced stuff like that which you could never do yourself. I suppose if you made it that, say, pheromones could be extracted from mutant parts, it would stand to reason there was more lore on this and other stalkers used it too.. so I guess, at the end of the day, perhaps scratch that after all. We already have mutant parts on the belt, though that could be somewhat expanded to give more varied bonuses and changed so it's not skins but rather different parts, such as, say, using fragments of a pseudogiant's skull as an armor plate.
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So just to confirm the install order (for STCOM+OA), is it:
CoM>STCOM>Outfit Addon>Axebeard's Fieldcraft>small tweaks?
So you'd drag and drop the base gamedata folder from this, then the compatibility patch for STCOM + OA over it?
Yup. Though rather than drag and drop, I'd copy and paste if I were you. And always create a backup of the initial gamedata folder from the CoM directory. If anything goes wrong, you can just delete the gamedata folder that's causing crashes and use the backup one.
Thanks. Yeah I've definitely been doing backups just in case. Luckily it's pretty easy to get everything working again as long as you save the downloads. No all day Elder Scrolls style modding.
Use JSGME, that's what I do to move mods in and out for testing. It's fantastic.
Com> STCOM > OA > Fieldcraft > Fieldcraft Compatibility patch > whatever else
what are the chances of this working with Arsenal Overhaul?
0% right now. If you want to add AO support, it's not difficult. Check out the files and there's a list of guns and what parts they can give. Swap out the STCOM guns for the AO ones and that's basically it. If I ever get around to playing AO, I'll probably add a patch.
First of all I want to say this is an absolute necessity if you plan on playing Call of Misery at all, these tweaks were perfect for what I considered a "true" S.T.A.L.K.E.R. experience. I do have one minor issue though, for some reason Nimble is no longer considered a trader and is just a normal stalker. He still asks if you want to place an order but there isn't an option to do so, in addition to that he wanders around the farm and the areas around it and gets killed quite easily. How could I change him back to a trader? I assume it has something to do with the trade_nimble.txt or maybe something in the creatures folder? Any help or suggestions would be appreciated.
New fix for STCop has been released with a new version OA (4.04). So need update coz ui icons is broken :(
i have issue with drag and drop functionality, its not practical! i drag a swiss knife on a shotgun to dismantle it but instead my pistol get dismantled! its not working as intended! also who sells the new repair kits?! sidrovich didnt had anything like said in the description of this mod.
anybody know how to safely uninstall this mod?!
You should check out JSGME for mod installations :) a lot more safer than drag and dropping imo.
i cant figure this out, how do you use parts like springs and what not?
Really nice and promising addon ! Some weird things, however, i am no weapons specialist, but why can we use rifle parts on a handgun or even a knife ???
Also, some weapons cannot be disassembled...
Currently this mod has been breaking my game, I got it to work for a short while but most of the times I've attempted installing it I end up with CTDs every time I launch it. Currently I was working on trying to get it to work with Alkiroth's Overhaul, but as that's not working I've kinda given up. Any idea on if/when we can expect a compatibility patch? Or is this something we'll have to try to sort out ourselves?
Any news on if/when this will be compatible with the weapon pack?
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Would it be possible to make the drag and drop more reliable or make it so we can double click the crowbar/swiss army knife/etc to dismantle? Cus right now it takes me like 5-6 tries to do some weapons, and others I cant figure out how to dismantle through drag and drop at all.
This mod changes STCoP's gun recoil, its only downside.
TY for this excellent mod. I thought something was wrong with it until I realized you cant disassemble assault rifles with a swiss army knife but needed a crowbar or hammer lol.
TY.
Hi there, this addon looks fantastic and I am keen to give it a try, but I have a question. Is this compatible with STCoM Weapon Pack + fix + Open Scopes? If so what order would I need to add them?
Many thanks in advance.
I was hoping that you could change the weapon condition by using this add-on such as swapping worn parts for normals ones to restore the condition past worn and rusty. Still cool and sensible.
If I could have figured out how to do that, I would have. That was the original idea.
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Mod is not working. Just installed the regular "gamedata" folder. Or might it be the fact that the Mp5/LM-300 are not supportet? Another weird thing is that after instaling the mod the "field cooking set" is being consumed after use.
No idea why that would happen, must be an incompatibility issue. I am no longer working on it and probably wouldn't be able to make heads or tails of it if I tried to crack it open again though.
Hi.
I love this feature in Last Day, but I haven't been able to locate any synthetic harnesses. Were they enabled, or a dead-end?
Hey, does this perchance work with STCoM WP?
Needs a STCom WP patch...
the ppsh-41 hinventory icons are broken i'm using stcom and oa and this mod with the patch and the icon is blank