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Stolen And Edited Trader Overhaul  

Upload: 17 May 2022, 07:37
Created by: stolen [X]
Uploaded by: Aqxaro

Edited copy of Trader Overhaul with more lore-wise logical and random trader inventory (from my perspective ;p).

Mod is basically same as original Trader Overhaul with a few small changes to trader assortment.

--- Updated to 1.5.1 ---

Assortment:

Went through every single line to make amount of items and their chances to respawn different for every trader depends on their faction and imaginary Zone's trade network (except Sin and Monolith). Reduced guns chance to appear in assortment to 30% (for basic guns, so they will most likely still be there) - 5% (best guns), rough numbers, depends on faction. Same for outfits. The purpose here is to remove trader inventory with 500 items on every re-stock and make gameplay more challenging by adding randomness. Removed some items from certain factions, most of the medicine from traders who have medic in the same location and fixed some minor errors in mod: duplicated lines (were they intended or not) and things like wpn_virh wpn_vihr ;p

(This mod was made for re-stocking every 4-6 days, higher than that will make your game harder)

More in-depth:

1. Basic supplies as general example(detectors, devices, sleepbags etc.): lowest tier is mostly same for everyone 80%-95% for detectors and around 75% for everything else, didn't want to break balance too much at the start. Lattest tiers differ, for example: Bear detector has 85% to spawn on ecologist trader and 50% on bandit. Hope you get the concept ;]

2. Food/water/cigs example on Barkeeper: has 50% chance to spawn lowest tier cooked meat (amount depends on mutant rarity and surrounded mutants for other factions), much lower chance and amount for tier b and a. He usually sell decent amount of bread and canned food with 65-75% chance, some exotic stuff like chocolate/raisins have smaller chance, but not very low unlike almost any other trader. Mostly 75% for water/alcohol/cigs and again most other traders have very small chances to spawn imported cigarettes or quality alcohol, mercs have the best chances for all imported things.

3.Drugs/tools/attachments: Medicine is almost untouched, just 75% at any medic, you can meet low amount of basic medkits and bandages at regular traders if there are no medics nearby. Small things like military having more army medkits/stimpacks, ecologists having scientific stuff etc. With every new "tool" you bring to mechanic he increases amount and chances of items to spawn, a lot for things like gun/outfit maintenance and not very much for repair kits. Attachments (not gun upgrades) are 5-25% on everyone except ecologists (50%) and vice versa for kevlars.

4. Guns/Outfits/Helmets/Explosives: Factions who use/trade mostly NATO guns have very low chance to spawn russian guns 2%(on rare ones) to 15% (regular). Factions who use/trade Russian guns....you get it. Kinda same for explosives, but with much lower difference (amount has been changed mainly). Most guns and outfits are rated by tier, for guns its 40%-5%, outfits/helmets 80%-5%.

4. a) Boomsticks and Sharpsticks + Outfit Version: I haven't played with any of those and I don't know if they match the tier they were put into. So I just gave them same chance for that tier as other guns, I tried to keep it "NATO/non-NATO" but I'm sure I missed a lot of it. New outfits are ~25%.

5. Ammo: (Low amount of ammo spawn is my personal tweak for suffering, there's an x3 version if you like it more)

column 1 = amount; column 2 = chance for each item in column 1;

So here's an example of how I see it: military obviously have the best ammo chance for russian ammo 90%, non-russian pistol ammo and ammo used by both 80% and NATO rifle ammo 70% + lower amount (should have probably lower NATO chance a bit, but hey they are military after all), since they friends with duty and trade with them, duty has 80% on rus and 65% on NATO, Barkeeper has 60% on all because he trade with stoolkers and I added 5% to duty's NATO from it.

Poor clear sky is a poor faction so they have only 65% and low amount on all ammo cry. Mercs have the best chance for NATO ammo 90% and same 65% as clear sky for Russian ammo. Freedom has traded all of their ammo for mj has mostly NATO ammo, 75% decent amount (because I don't think they trade a lot). Dark Valley Bandits have 70% and decent amount of everything, coz they loot and steal (ok and trade too). Other bandits are just as poor as clear sky. Flea market has worst chance and amount of good ammo, but lots of bad ammo. Sid trading with military (I guess) and he's closer than duty, so same as military minus 5% (questionable). Loris 70% rus, 60% NATO, because Sid not gonna trade with a business competitor and I'm not sure who he trading with, I assumed its kinda everyone, ecologists, csky, stalkers, maybe bandits, maybe mercs and maybe some military too. Nimble.....I have no clue how to set Nimble.

Installation:

I've put so many versions to this mod that now I'm not sure how to explain it to people who aren't very familiar with mod installing lol, here's a picture that explains it better and also demonstrates my exceptional mspaint skills:

If you didn't want to read everything above here's another warning, x1 has low ammo in traders inventory (see screenshot in ammo description), x3 is more of a default Anomaly and Trader Overhaul....but x1 is more challenging use it ;]

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24 May 2022
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Have you ever made use of the many weapons in Anomaly such as the AK-74, the AK-47, the AK-101, or the many other exciting varieties of the AK? Ever wanted to take their stats to the next level, but can only do so much thanks to mutually exclusive upgrade choices?

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