Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
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Modifying loot. | Locked | |
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Jul 16 2015 Anchor | ||
So in Vanilla COP whenever you killed someone and took his gun you would always have the option to unload it and get some extra rounds from it, is there any way to get at least some ammo from my fallen enemy's guns? |
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Jul 16 2015 Anchor | |
There is still a chance of unloading ammo from looted guns, it is just greatly reduced in likelihood. It is part of the balance of the games economy. The intention is to make it less easy economically. Giving you more FREE bullets would enable you to choose to just spray every mutant and NPC challenge with bullets vs. carefully choosing when and what to shoot. Now you must decide if it is worth the cost of the ammunition required to kill this. Will you make more money killing this way than you will likely recover? Yes, you can edit files to make it more likely or certain you will always find ammo in looted weapons, but you might as well just spawn some free ammo at your feet when you need it. |
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Jul 16 2015 Anchor | ||
You know what files I need to edit? I saw someone else's post mentioning a line ammo_count modifier but I don't know in which script I can find this line. Also I just think its bs how the guy I just killed was shooting at me just after he reloaded and then I kill him his magazine magically banishes. |
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Jul 16 2015 Anchor | |
Not off the top of my head. I think it has something to do with death loot settings. There are some people who would probably like a mini-mod were ammo was rarely available from traders, but only for purchase (again rarely) from NPC's and random limited amounts on corpses. While I agree there is some break in the realism when most guns are empty on corpses, there are limited ways to make the economy more challenging and force players to behave differently. It's no more odd than being unable to loot armors. In order to prevent the game from being too easy, you have to buy and maintain them. That's not really too unrealistic. Would you really want to count on a bulletproof vest that had already failed it's owner when you blew him away? |
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Jul 17 2015 Anchor | ||
I was messing with death loot file and found settings to change weapons disappearing off corpses and conditions of weapons you find on corpses. However, I don't remember any ammo settings. I do vaguely remember looking for similar thing as the OP but I don't think I actually found a way to change it. Edited by: ToothlessShark |
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Jul 17 2015 Anchor | |
If you scroll down to the ammunition settings you will see most have a high chance, 1.0 being 100% chance, of being destroyed upon death. The notes document parts of the file very well compared to most files. |
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Jul 21 2015 Anchor | ||
Bump, i'm still trying to figure out what values/files to edit. |
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Jul 22 2015 Anchor | |
I would first try editing death_loot_settings at line 657 using notepad++ (free program works WAY better than notepad). By changing the values to lower ones ie. .05 vs. 1.0 you will make the chance of that particular ammo being destroyed upon death lower. 1.0 = 100% chance none will remain, .01 would mean 99% chance it may survive. You will notice that the most valuable ammo that would make the game play easier if it were to be frequently found on bodies all have 1.0 meaning the team doesn't want you to find, but only buy them. If you make your changes like this ammo_9x18_fmj = .05; 1.0 Light Pistol Rounds everything after the semicolon is ignored and the original value is right there if you decide to change it back. That would make roughly 1 in 20 9x18_fmj survive upon death. This factor is also multiplied by the community and rank factors as described by papa. |
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Jul 23 2015 Anchor | ||
Alright I will try to tweak these values as soon as I get the chance, thanks a lot. |
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