About this mod
Introduces a number of custom modules with MCM support with various effects and changes.
- Requirements
- Permissions and credits
- Changelogs
A mostly experimental selection of mods.
Premise
Whilst working on my Rebalanced NPC Squad Loadouts mod, I noticed quite frequently that even as far south as the Cordon, you would encounter Exoskeleton STALKERs very early on. For a story playthrough, this wouldn't be too much of an issue - but in a Warfare playthrough, these Squads quite often had considerable power of the other squads in the region - especially if your Novice allies only had pistols.
It ended up growing into more than just a solution to that problem (my Squad Rebalancer module), with a bunch of modules that may or may not be to taste.
The Modules (all optional)
Defenders Module - Requires Vintar0's Warfare Mod (1.4.0 or later)
- Introduces Defenders to major faction bases
- Defenders are set as Static/Stationary Squads, and will protect their bases of origin
- They generally have considerable power compared to other Squads, and consist of very high rank characters
- You can disable the module, set it to a one-time spawn (so Defenders will only ever spawn once, and if killed, that is that!) or set to a pulse spawn
- If you use a pulse spawn, they will respawn after a configurable interval - but only if the Squad has been killed off. If the base has been taken by another faction, a Defender squad of that new faction will spawn
Desolation Module - No Requirements
- Purges a selection of Smarts at the beginning of the game to reduce the amount of territory held initially by certain factions
- Currently the least configurable, clearing the following:
- GARBAGE: North Gate (Duty Squad) Purged
- GARBAGE: South Gate (STALKER Squad) Purged
- MILITARY WAREHOUSES: Duty starting presence removed
- MILITARY WAREHOUSES: A Bandit squad removed
- VALLEY: Removed a Military Squad
- YANTAR: Removed squads from two Smarts
- MARSHES: Clear Sky control over the Tower and Village removed
- AGROPROM: Clears the research institute of Squads
Alternate Faction Distribution (all options disabled by default)
- Lots of customisation (can enable or disable any specific point below)
- Can enable or disable spawning of new squads
- Can introduce Military Control in the Northern Cordon Checkpoint
- Can introduce Military Control at the Central Bridge
- Can introduce Duty Control in Zaton of the Ranger Station
- Can introduce Mercenary Control in Zaton of the Merc Workshop
- Can give ISG control of the Eastern Tunnel in Jupiter
- Can introduce Renegades to two extra Smarts in Marshlands (mostly north, uncontrolled regions)
- Can introduce Renegades to three smarts in Jupiter
- Can enable or disable replacing of existing squads/factions
- Can replace existing squads with Clear Sky presence in Pripyat
- Can replace existing squads with Clear Sky presence in the Red Forest (secluded Tank, north-west)
- Can replace existing Monolith control of the Bridge in Red Forest with Sin
- Can replace existing Monolith control of the Generators with Sin
- Can replace existing Rostok (two mercenary, one stalker) Smart control with Renegades (three smarts)
- Can replace existing Agroprom Institute control (previously mix of STALKERs and Ecologists) with Renegades (four smarts)
- Can replace/introduce Renegades in further Marshlands (reminiscent of Clear Sky set-up) regions (two smarts)
- Can replace/introduce Zombified Control in Radar (four Smarts)
Squad Rebalancer
- Best used with a new game
- Can be used to rebalance the starting squads to create a more balanced/fair experience
- You can pick and choose the levels affected
- By default it is configured to
- Reduce Advanced Squads to Novice Squads (70% chance)
- Reduce Veteran Squads to Advanced Squads (80% chance)
- Reduce Remaining Veteran Squads to Novice Squads (50% chance)
- Some Squads will be skipped
- Currently can be used to affect: Agroprom, Bar, Dark Valley, Deadcity, Garbage, Marshlands, Military Warehouses, Rostok, and Truck Cemetary
- If desired I can expand it further
Zombie Surge Spawns
- Spawns Zombie squads after surges
- You can chose which areas are affected, out of preset locations - Yantar, Radar, Jupiter, Zaton and the Generator Cemetary