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Rowans Rebalanced NPC Squad Loadouts v2.0.1  

Upload: 23 May 2022, 16:34
Created by: RowanMaBoot [X]
Uploaded by: Aqxaro
Rowans Rebalanced NPC Squad Loadouts v2.0.1

Overhauls NPC squad loadouts, with greater distinction of loadout by rank and faction. Novices use pistols and shotguns, whilst Legendary NPCs can afford and so use the best weapons.


Latest release: Nexusmods.com

Github repo: Github.com


Compatible with and recommended to use with Vintar0's WarfareAlifeOverhaul.
BaS version/patch included.

Mod Organizer 2 is recommended when using any of my mods.

For best effect a new game is recommended, as existing squads will likely not be affected (newly spawned squads will be).

If using my mod with BaS, install the BaS patches in the installer (when installing via Mod Organizer) and load my mod after BaS, so my mod wins in regards to file conflicts. If BaS wins, my mod will have no effect.

Should be safe to remove from an existing save, however squads that have already been spawned will use whatever they spawned with.


Premise

In Vanilla, and in Boomsticks & Sharpsticks, a novice Stalker can have a wide array of firearms - including long-arms like AKs, whilst a Legendary Stalker can spawn with a K98, or even a Mosin Nagant.

This mod rebalances loadouts into a more granular, tier-based system. It is designed to follow a more 'RPG' system, with a degree of realism and is inspired by mods such as "The Faction War" for Clear Sky, in the sense the rank of NPCs has a significant impact on their equipment.

This is because I wanted to enjoy early game firefights with pistols, shotguns and other shoddy small-arms without running into high-end (or even end-game) rifles in my first firefight.

All factions are treated equally by default in regards to how they are balanced. This means a novice squad of one faction will generally be equal to a novice squad of another faction, regardless. Whilst more experienced squads will have an advantage over less experienced.

This mod/addon only affects AI loadouts, and does not affect player starting loadouts.

Notable changes

All ranks now have their own, unique, loadouts. Directly affected by this are the following:

  • Trainee (Previously identical loadout to Novice)
  • Professional (Previously identical loadout to Experienced)
  • Expert (Previously identical loadout to Veteran)
  • Legend (Previously identical loadout to Master)

This allows for a smoother progression, with smaller leaps between ranks. This simulates higher ranks having had more time to find and maintain better gear, or having more funds for equipment. Remember - rank also effects their health and resistances, so they are going to be tougher in more than just firepower.

For example:

  • Novice Rank NPCs now exclusively use pistols, shotguns, and bolt action rifles.
  • Trainee Rank NPCs use a wider array of shotguns, machine-pistols, and some sub-machine guns.
  • Experienced Rank NPCs use sub-machine guns, semi-automatic rifles, pump-action shotguns and even compact rifles.
  • Professional Rank NPCs use even better (and modded) sub-machine guns, semi-automatic shotguns, compact rifles, and old full rifles (such as AK47s, or old M16s)

And so on!

Please note that I do not change the general balance on game start. The equipment of Legendary NPCs is going to be outstanding if you run into a squad of Legendary NPCs. Some areas have a higher concentration of advanced or veteran squads, which means expert through to legendary npcs.

As such your experience might vary based on Story Mode, Warfare (and which type of Warfare mod you use) and so on.

You can try out my 'Rebalanced Alife Profiles & Ranks', which is recommended, otherwise some factions will lack appropriate rank distribution. Please mind it has been integrated into other mods, so may not be necessary.


Planned changes:

  • More optional load-outs.
  • More/expanded BaS support
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