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.

Description

More item and weapon options for your starting loadout.

Preview
More Starting Options V1.2.3
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Δαμοκλῆς
Δαμοκλῆς - - 222 comments

Could you change the other items prices to be even so that you never start with any points left over.

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Azby_ Author
Azby_ - - 20 comments

Like just keep the default items but change their cost? I could do that.

Edit: Updated to include many different settings for you to choose from, including flattened default item costs and lowered default item costs.

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Δαμοκλῆς
Δαμοκλῆς - - 222 comments

Kewl Thanks

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Guest
Guest - - 690,483 comments

ooh! I really like that art, but can't really make out the signature. Do you know who the op is?

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Azby_ Author
Azby_ - - 20 comments

Here's the original artist: Art-by-juno.tumblr.com

He's also the same guy who made the Duty "NO FUN ALLOWED" version. ^^

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gon0rrea
gon0rrea - - 9 comments

It would be nice to start as a Sin stalker

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Azby_ Author
Azby_ - - 20 comments

A little late, I haven't had a chance to check back on these comments. But you can start as Sin. Go through the main storyline and once you complete the second of three main quests you unlock the ability to play as Sin.

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Daniel_stark
Daniel_stark - - 111 comments

Good mod. Cheers!

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iAlcatrazZ
iAlcatrazZ - - 92 comments

For me this is the best starting loadout mod so far. I love the idea of shared pool of tierd pistols and melee weapons.
I think there shouldn't be high tier weapons like ak12 or sig552 for starting loadout regardless of faction. Automatic weapons like assault rifles or smg for starter should be limited to ones lacking abilities to mount optics like ak, aks, ak*_old, aku*_old, type 63, kiparis, vz61,...; underbarrel grenade launchers are hard to come by so it doesn't really matter.
Low capacity rifles like mosin, k98, sks, svt40, g43 should come with scopes already and you have done it right but the scopes should be moved to shared pool. I'm still thinking if k98 and g43 should be included for starter, they are german guns anyway
mossberg1300 should also be included in the weapon pool for weak factions like loners, bandit,...; loners really need a pump shotgun for the start
Melee weapons and devices are like one time upgrades, once you get it you keep it forever (maybe it's not the case for melee weapons). I think the starting melee pool should only include the bayonet and the soviet combat knife, since they are the in same tier and can't skin boar, and one starting axe, so you only get to choose to either get a knife to skin some animals or an axe to loot faster. And for the device pool, only detector_simple and field cooking kit is enough and yes the flashlight
I'm still thinking about the pistol pool though, I always start with lowest tierd pistol

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Azby_ Author
Azby_ - - 20 comments

Hey, thanks for taking the time to comment on some of the balance changes I did. I'll try and explain why I did the things I did with the factions and options they have.

I kept the higher end rifles for some factions to keep their identity intact. The mercs are outside funded while they scavenge that isn't why they are in the zone. So I let them keep the ak-102 while changing the m4a1 they had access to before to a suppressed mp5 and sg552. The mp5 being 9mm and isn't the greatest past a certain point in progression but gets the job done. You can spend a few more points to get the SG552, but I specifically chose the 552 because it felt right in a mercs hands, fit their thematic well enough I thought and it wasn't the greatest rifle in the world. Not by a long shot. So you still had room to get big enough upgrades that warranted the money. As for the ak12 for ISG, I think it fits fine. They got access to the Famas, P90, and MP5SD. So before they had quite the arsenal to pick from albeit extremely expensive. So I gave them slightly more practical and expensive/rare options to go with. Since their entire shtick is the lone wolf with the exception of the mercs. No traders until a certain point in the story and mercs aren't the cheapest of traders. So I gave them the ak-12 as a way of being able to scavenge the ammo more effectively since 5.45 is way way more common in the zone than 5.56. Especially since mercs are friendly with you.

I gave the stalkers a mosin as I really enjoy having a ranged option starting in the rookie village or the plethora of spawns you can pick as loner without story mode on. I did think about adding the kar98 to clear sky but the environment makes it very difficult to use effectively. Other factions have too many things around them that would become extremely easy with a longer-ranged option off the start. Like duty spawning with a mosin, well you can go clear out the freedom base immediately off spawn. Giving you a g43 off spawn also didn't sit well with me, but the ammo is so rare and expensive at some traders that not many people would use it anyway. I don't think it would've hurt to add it though.

As for the pump-action shotguns for loner or other weak factions. I think the break actions work well enough especially for what is meant to be the faction that entires the zone for money or to find answers to whatever they ask. Also getting a pump-action off of spawn as loner would make the early game extremely trivial which is what this mod is trying to make more exciting to an extent. Like the boar fight with fanatic would become so easy you forget it was what led you to one of your first artifacts. The break actions at least make you think about how you take on the boars. It also makes the world more dangerous while giving you ample opportunity to save yourself from problems with 2 shots but with long downtime. In conclusion to this thought, I'll just say that I think the pump actions are an upgrade not a starting weapon for most factions.

The melee weapons are exactly as you described on survivalist progression difficulty. I keep the heavy knives as upgrades later on instead of the option of having them on spawn. I thought to let people who only play for some casual zone walks or slight challenge would still welcome the idea of having a heavy knife or ax on spawn, and if they don't. They can change the code themselves or just not grab them and opt for a weaker knife to save on points or just for the hell of it. Also, axes can skin heavy beasts as the hunting knife can. Didn't know this myself until I started testing things for this addon.

The radio and geiger I have there for reasons of not being able to take some jobs on start. While I actually love this idea, having to realize and purchase an RF receiver before going on one of the jobs that require it. I also think like being able to spawn with it so I can take those jobs immediately. As once I reach a point I don't do them as they take so long and the items and money they give aren't that worth it usually. Also, I kept the headlamp away from survivalist difficulty as well. As I thought this made sense to some degree, getting the headlamp is a sigh of relief moment, and for survivalist difficulty that feeling is amplified due to the circumstances.

I didn't want to give you any high-end pistol options on start, as if you wanted to do a pistol only run or something similar with a sniper you'd have many upgrades ahead of you. But I didn't want it to be "take this makarov or nothing". I have never even used some of the low-end pistols because I never found them until they were useless. So I wanted to give the chance to pick between many pistols that are a lot cheaper than some of the long guns so you can spend more on supplies.

I hope this gives you some idea of what I was thinking about when I made the changes to the starting options.

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Azby_ Author
Azby_ - - 20 comments

If you have any more ideas or questions I'll try and answer them whenever I get the chance. I haven't been as active here as I should, sorry about that. <3
(this part made the original comment just above the 5000 character limit for comments.)

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batonmax228
batonmax228 - - 49 comments

Hi! I like the idea of this mod, but I only have the RC18 version. Does the mod work on it?

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Azby_ Author
Azby_ - - 20 comments

Yes it does work with RC18/19, although I would **highly** recommend
"Extended & Improved New Game Loadouts" by disappointed_jpg for RC18/19
It has a compatibility patch for BaS if you use that, and is overall better than my addon I'd say.

Moddb.com

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ashley151
ashley151 - - 39 comments

This mod is super cool! I dont really know how to mod but the instructions helped a bunch and allowed me to adjust the prices and items according to my taste, great mod.

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Azby_ Author
Azby_ - - 20 comments

I'm glad the instructions helped and you enjoyed the mod! :D

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shrykullmlumby123
shrykullmlumby123 - - 2 comments

Is there a mod similar to this for EFP??

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Azby_ Author
Azby_ - - 20 comments

EFP comes with it's own starter item changes, even still you can edit the file inside mo2 to your liking.
Enable debug mode and go into the item spawner (press f7 then 1)
There you can see every item's internal and edit the new_game_loadouts.ltx as you see fit. Hope this helps. <3

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allan.shtyka
allan.shtyka - - 3 comments

there are no scopes?

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Azby_ Author
Azby_ - - 20 comments

There are no scopes.

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Guest
Guest - - 690,483 comments

How do spawn things in the loadout (ex: say ecolog had 1 light armour and i wanted to and like 1 exoskeleton) how do i do that?

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Azby_ Author
Azby_ - - 20 comments

Taken from the description:
"You can edit the starting loadouts yourself or give yourself more points to work with by editing the file "new_game_loadouts.ltx" which can be found here ">\gamedata\configs\items\settings". Note: The file here is this edited file, if you want the unedited new_game_loadouts.ltx you will have to use the db unpacker in your tools folder."

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Linben0926
Linben0926 - - 8 comments

It would seem that this is conflicting with the BaS addon since it reverts the starting guns back to its vanilla version. I am using MO2 and if I put this addon above BaS, it doesn't even show the new items and reworked starting loadout based on your addon, but its the vanilla still - but if I put it BELOW BaS, as I said, it revert the guns back to its vanilla versions. Any fix please? This is the best starting loadout so far for me - and that's the only conflict I found so far.

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Azby_ Author
Azby_ - - 20 comments

I apologize for a little wait, I don't check this mod page much anymore.
I added a folder called "BAS Files" which has the updated starting items ltx file and some small changes(costs shifted 50 points and some new weapons available for some factions)

Please keep in mind if you want to change anything from available items, total points available, or item costs you can open the file "new_game_loadouts.ltx" with a text editor of your choice. Notepad works just fine. You can find item codes by opening the item spawn menu when you have debug mode enabled. You can enable debug mode in the anomaly launcher and the keybind for the item menu is f7 then press 1.

Have fun :)

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