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.
More item and weapon options for your starting loadout.
Adds more items to the starting loadout options.
This addon adds many different items and options to the regular starting loadout options. For example, you can choose to spawn with a sleeping bag, packs of bolts, different options for gas masks, many different options for pistols and other weapons, etc. I wanted to give as many options without making the early game trivial. Any feedback on balance is EXTREMELY appreciated, as I'm still not sure how much easier this has made the early game.
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.
Again any feedback would be much appreciated. <3
V1.2.3 Changelog
Added BAS file.
PLEASE remember to change the files to your own tastes if you wish, I don't check this mod page much anymore. Do not expect updates or responses quickly please, and apologies for the inconvenience.
V1.2.2 Changelog
Very small change, I screwed up the code for the headlamp. So you were seeing a "broken headlamp" instead of the actual headlamp. The headlamp is not available for survivalist difficulty.
V1.2.1 Changelog
Added many different options for specific changes to the starting pool.
Complete Changes: Every change I've made to the starting loadouts. Every faction change and shared item pool change is here.
Flattened Item Costs: The default item pool and starting points. Just rounded the cost of all the misc items down in increments of 25, so you'll be able to use all your starting points and not have 30~ left.
Lowered Default Costs: Default item pool and starting points. Just lowered and rounded the cost of most misc. items and some faction specific weapons.
Only Misc. Items: Only the misc. items I changed. No changes to default loadout (the starting pistol for each faction and knife). Only changes to what you can pick from in the shared item pool. Picking up binos or maybe a cooking set to start off with instead of the usual.
Misc. Items with Outfits: Same as above but adds the option to pick a gasmask as well. Not all gas mask options are the same for every faction. Also changes the freedom starting suit to the freedom novice jacket instead of the Wind of Freedom.
V1.2 Changelog
Changed the cost of some of the long guns for each faction. This was done so you could buy things other than meds with the points you have left. Not huge changes, just lower some costs by 25-50 points.
V1.1 Changelog
Realized the axes count as strong knives, that can get mutant parts from boars, etc. I still wanted to spawn with an ax for RP reasons myself. So I made them all cost 100 points, along with adding the regular hunting knife. Also lowered the CZ52's cost from 200 to 175 so it's the same as the 1911. Also made all cloth mask/balaclava headgear not spawn with you by default, but cost 0 points. So you can choose not to take it with you, in theory, you could spawn with a gasmask and still choose to spawn with the mask but we both know you won't do that right. :)
↓ ↓ ↓ A more detailed change list below ↓ ↓ ↓
Added every melee weapon to the shared section (every faction can pick from this item pool)
with the exception of the strong knifes
Removed pistols and knives from the default loadouts of every faction, you now have to choose what pistol/knife you want from the shared item pool. This includes the PM, PMM, TT33, CZ52, Fort-17, Walther P99, and Colt 1911.
Tiered as
PM and TT33 costing 100 points
PMM, Fort-17, and Walther costing 150 points
Colt 1911 and CZ52 costing 175
The CZ52 has a very high accuracy stat, so I heightened the cost to reflect that.
Added many different food items and misc items to the shared pool. Limited most of the medical items to have only 1 available, with the exception of bandages. They had their cost flattened at 50 and there are 3 available. Along with the bandages, all the items had their costs rounded to increments of 25, so you can get away with using all of your points instead of having 35 left like you would before.
You have the option of getting a gasmask, gasmasks available are different for each faction. Mostly respirator and refitted PBF masks, but some factions have access to the PMK mask. (Ecologists and UNISG).
The sawed-off BM16 and TOZ-34 are available for every faction.
Most factions have access to 3 different gun options specific to their faction. I tried to make them not terrible choices but not something you could run through the entire game with and have 0 problems. You can do that with any weapon, but I tried to have these options still give you a chance for growth later in the game that isn't just a custom or camouflaged version of that gun.
Changed the amount of money you get slightly for each faction, Sin spawn with 1 ruble instead of 0. :)
Average
9.713 votes submitted.
Could you change the other items prices to be even so that you never start with any points left over.
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.
Kewl Thanks
ooh! I really like that art, but can't really make out the signature. Do you know who the op is?
Here's the original artist: Art-by-juno.tumblr.com
He's also the same guy who made the Duty "NO FUN ALLOWED" version. ^^
It would be nice to start as a Sin stalker
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.
Good mod. Cheers!
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
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.
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.)
Hi! I like the idea of this mod, but I only have the RC18 version. Does the mod work on it?
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
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.
I'm glad the instructions helped and you enjoyed the mod! :D
Is there a mod similar to this for EFP??
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
there are no scopes?
There are no scopes.
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?
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."
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.
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 :)