Hey, Rowan! I know it's been a loooong time since you made this mod, and that you've probably lost interest in managing it, however I'm getting an error when I try to run it with the latest version of GAMMA. It's something regarding "scope_blacklist", I'm not as knowledgable as alkador, so I don't really know how to get all the information they provided but I'll copy and paste the error: Expression : <no expression> Function : CInfile::r_section File : D\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp Line : 1214 Description : fatal error Arguments : Can't open section "scope_blacklist". Please attach [*.ini_log] file to your report
Hey! I don't currently have an up-to-date version of GAMMA installed - will have to get that updated at some point - so not sure what is going on with that error. It is most likely a conflict - I'm assuming some changes at some point around the NPC loadout/distribution scripts.
Unfortunately I'm not sure it would be as simple as adding [scope_blacklist] to a file. It may be worth trying - open up the file "npc_loadouts.ltx" in \gamedata\configs\items\settings\npc_loadouts\ and try adding the following to the very end:
Hey, thanks for the quick reply! Sorry for hassling you over 2 years later, I really appreciate the fact you've replied so quickly and are willing to help. It means a ton to me.
Alright so after doing what you said, it throws the exact same error except instead of saying "Arguments : Can't open section "scope_blacklist" now it's saying "weapon_scope_blacklist"
No worries - least I can do, even if my ability to help might be limited right now!
Any time you get that "Can't open section" error, it is basically saying a "section" such as:
[scope_blacklist] [weapon_scope_blacklist]
Is missing. I presume GAMMA has some restrictions over which weapons should not get scopes, and which scopes should or should not be assigned. Since I hand-assigned which weapons should get scopes, it should be OK to do this. Though, I wonder if some scopes shouldn't be distributed for some reason.
You can try adding each section as it errors to the end of that file, like the above example. With some luck, it might only be a couple of sections!
Very happy with your mod as it sometimes made no sense for a legendary stalker to use this old Mosin and have a rookie with a decked out AK. Was using it alongside the GAMMA overhaul, however I have not been able to get the mod to function along with the latest version of GAMMA.
Upon installation there are some errors shown in the Mod Manager log (check code block below) and Stalker crashes to desktop throwing an error when loading a game, I'll try to include both of them on my post.
I have tried reinstalling your mod, tried this one and the older one from moddb, installing with and without all optional plugins, and changing the mod load order from last to first, no joy :-(
(Also, I read in one of your last replies here that you are working on rebuilding the addon from scratch and the new version will be less prone to compatibility issues, so perhaps this is not an issue anymore :-)
Thanks for your time and effort!
Mod manager error log [2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:914] Plugin "Readme" is the only plugin specified in group "Readme" which requires selection of exactly one plugin [2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:914] Plugin "Rebalanced NPC Loadouts - Normal " is the only plugin specified in group "Main Addon Installation" which requires selection of exactly one plugin [2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "BaS Support / Patch (WIP)" is the only plugin specified in group "BaS Support" which permits selection of at most one plugin [2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "BaS Support - Advanced Army Loadouts" is the only plugin specified in group "BaS Support for Other Settings" which permits selection of at most one plugin [2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "Advanced Monolith Loadouts" is the only plugin specified in group "Monolith Loadout Tweaks" which permits selection of at most one plugin [2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "Advanced Merc Loadouts" is the only plugin specified in group "Merc Loadout Tweaks" which permits selection of at most one plugin [2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "Advanced Ecologist Loadouts" is the only plugin specified in group "Ecologist Loadout Tweaks" which permits selection of at most one plugin
Crash to desktop error
Fatal Error Expression : <no expression> Function : Clnifile::r_section File : Xr_ini.cpp Line : 948 Description : Fatal error Arguments : Can't open section 'ecolog_stalker_secondary'. Please attach [*.ini_log] file to your bug report
Hey! So the mod manager errors can be ignored, just general configuration quirks with the FOMOD package. I'll fix those at some point, but they are harmless.
Regarding the inability open that section, I'm assuming one of the mods you are using (or one bundled in GAMMA at least) is adding that section (and is then referencing it), as that is a non-default/non-vanilla section.
Rename it to ecolog_stalker_secondary, so the file contents look like this (order doesn't matter):
; These are default vanilla sections used in vanilla Anomaly loadout files, designed to be backwards compatible ; for DLTX mods overriding these. [ecolog_stalker_primary] [ecolog_merc_primary] [ecolog_stalker_secondary]
Let me know if that does the trick, it's possible that there might be other suspect sections.
Huh, that is odd. It looks like a patch that should have been bundled in at some point wasn't. I'll upload a quick hotfix for it.
Edit: Rebuilt the FOMOD, so it should be better (and not throw the otherwise harmless error messages). Additionally, I included some fixes that got missed - and included the Ecologist pistol section by default. Please let me know how that runs for you!
Last mod runs fine with Gamma! , Had the manual addition of adding the line [killer_secondary] underneath [killer_primary] in the file 'loadout_killer_default_sections.ltx', something that is probably easy to add in a later edition.
I was starting to feel a little bad here, putting you up to all this extra work
So basically all Factions follow the same balancing, where characters use the same "tier" (approximation) of gear as equal-rank characters of other factions. Example: Novices are armed similarly regardless of faction.
Rank in Faction Wars is determined by the Rank of the Starting Squad and Faction Resources for new Squad spawns
In Freeplay rank is decided by Rank of Starting Squad, distance to the heart of the zone and random chance
I don't touch offline combat - but by default, all factions perform the same in offline combat (rank, not equipment, is the only factor). So the bonus options you have provide characters with better equipment (lower ranks, specifically) to make online combat more challenging, but won't make a difference in offline combat performance. The first option means Novices don't get pistols, but use SMGs, SKSs and some lower tier (but better) equipment. The even stronger variant gives Novices Assault Rifles, so means the earlier ranks are considerably stronger in online combat.
These changes are consistent with the other optional modules provided for other factions. These options are all more relevant for Story/Freeplay games, but are up to personal preference.
If you're using Faction Wars and want a better armed Army for example, an alternative is also just configuring them to have a higher base resource amt (which is what I personally do). This results in them spawning higher ranked squads which are armed accordingly, and do well in online and offline combat.
Hmmm, is/was there another mod that did same kind of thing before? Im sure I saw something in Moddb some months ago, and i swear I had one installed too! But now that I quickly rechecked my modlist I did not find anything like it... weird :O
Indeed there is! That is a slightly older version of my mod (also uploaded by myself). I haven't yet updated the Moddb page for it, however. The difference between this version and that version is two optional modules and some minor tweaks, so most users won't be missing out on anything.
I'm personally wanting to move to Nexus from Moddb due to Nexus just being all-round better for mods (authors and users alike). Changelogs/version tracking, maintaining old releases, how comments work, and the ability to report bugs are among the main reasons.
Nexus is for sure better but 99% of people only go to Moddb for Anomaly which is understandable. You could however just update the Moddb page and write the link in to Nexus in the description so that everyone sees it, like the WEIRD TASKS FRAMEWORK creator did just that he uses discord.
At the moment the Moddb version hasn't been updated as I've been rebuilding the addon (from scratch), which should avoid compatibility issues and make things work better in general.
I have some errors in my log I can not get rid off: ! ERROR: NPC Loadouts | wrong ammo_type set for [wpn_sr2_veresk], missing value in ammo_class ! ERROR: NPC Loadouts | wrong ammo_type set for [wpn_toz106], missing value in ammo_class
It should be noted this mod crashes with other loadout mods. I know sounds stupid, but i have other loadout mods that work fine with my prev loadout mods. I renamed my NPC loadoutfolder to Disbaled and enabled your mods and ran just fine. So i think that should be in description.
error]Arguments : Attemped to override section 'master_primary', which doesn't exist. Ensure that a base section with the same name is loaded
I had 3 mod related loadouts, 3 of em are for new weapons that are added to game. And SO i just have to copy and paste some of the text from that mod into your text files in the new NPCloadouts created after running your mod.
IN my case it was the SIG 552 tactical mod, and modern warfare pack, and KRISS smg they have loadout versions of their mod, that crash with your mod.
If you adjust the Load Order in MO2 (my mod actually only edits two vanilla files - it actually changes how NPC Loadouts are handled entirely), you should be able to avoid a crash - however, I can't account for how other modders add weapons and what systems they use. If adjusting the LO doesn't do the trick, let me know.
Ideally if other modders use DLTX and provide a patch, things should work fine. But as with most mods in STALKER, you will often have to create your own patches. The way my mod is constructed is so that if another mod breaks it, my mod should have no effect at all - but it is entirely possible you may need my mod to overwrite theirs to avoid said crash (however, you won't see their additions).
If you want to add weapons from another mod, you can manually add the weapon entries to the files contained within the files in this folder. This is how BaS support, for example, is handled within the mod:
Rough instructions on how to make your own (quick) patch:
Navigate to 'gamedata\configs\items\settings\npc_loadouts\' in the other third-party mod
Identify what new entries/weapons have been added - 'wpn_bm16_full:0:r' for example
Grab those values, and add them to the tier-specific files/sections under 'gamedata\configs\items\settings\npc_loadouts\FACTION\modsupport' in my mod For example, editing loadout_additions_t1.ltx in 'gamedata\configs\items\settings\npc_loadouts\army\modsupport\' would look something like this:
[la_novice_primary_a] wpn_bm16_full:0:r
In the third-party mod's folder, removing everything inside of 'gamedata\configs\items\settings\npc_loadouts\' or alternatively just delete the entire '\npc_loadouts\' folder
Is it possible that this addon could sometimes double the amount of enemy squads? I just went from dead city to army warehouses and saw MASSIVE amount of freedomers walking in line/group. like 12-14 at the same spot.
Also not sure if just coincidence, but in my current game it feels like every 2nd or 3rd corpse I loot has a SKS/Mosin with PU-scope. its like everybody and their moms have one with them. Then again they are all dutyers/loners so maybe they just tend to have those real often(?)
Edit: I'm also using BaS and Im not sure if Ive seen that many BaS weapons since I started my current run. Then again, could be just coincidence, but mentioning this just in case there is something in this mod that changes/prevents bas weapon drops
This mod only changes the available loadouts, and doesn't touch anything regarding the number of squads spawning. The behaviour you're seeing is likely due to the Population Factor setting, your Warfare settings, or another mod.
In case you aren't aware, population factor is native to Anomaly and directly affects the number of Squads, and the maximum number of squads that may spawn per Smart. So if a Smart has a limit of 5 squads with a 1.0 factor, it will be a max of 10 with 2.0 and so on. If you are using Warfare and are using a spawn setting above say 2x as well, things will end up hectic and with a lot of squads.
Some people want that, but I personally set it to 0.5 or 0.75, as I prefer a more desolate zone.
Regarding SKS/Mosin - you will certainly see more of them (intentional design choice) in low rank characters. For example, Duty Novice characters have a slightly higher chance of spawning with a Toz than a Mosin. Duty Trainee characters have an equal chance of spawning with an SKS as they do with a Kiparis.
If you think there are indeed too many SKS, Mosin, and/or SVT spawns though, please let me know and I can adjust the weighting so they are less common. As it stands, Trainee, Experienced and Professional STALKERS can spawn with those weapons - though the chance is considerably lower the higher their rank.
As for BaS, they should be spawning with the weapons, but they don't have a higher chance of spawning over non-BaS weapons. If you think BaS weapons should have a higher weight let me know. If they aren't spawning at all, would also be good to know in case there is an issue with that.
Thanks for the answer and explanations :) Maybe it was just some strange anomaly glitch that all the freedomers were in the same place as Im also always running 0.5 or 0.75 with the population factor. (Also I only ever run story mode, never warfare). Anyway, It still just me and my one ironman character that has seen the mod in use so cannot really give any "objective" data.
But I guess my personal preference would be to get a little less sks/mosin/svt spawns and a bit more BaS weapon spawns :)
Ah, if you're on Story then the spawn system is completely different to say how Warfare handles it. So it may be an issue relating to how Story mode handles Alife spawns, or you might have a mod messing with it. I personally play Warfare so I'm only familiar with the spawning quirks you see with that.
For those weapons & BaS, I'll mess around with some weighting, and see what I can come up with.
26 comments
I know it's been a loooong time since you made this mod, and that you've probably lost interest in managing it, however I'm getting an error when I try to run it with the latest version of GAMMA. It's something regarding "scope_blacklist", I'm not as knowledgable as alkador, so I don't really know how to get all the information they provided but I'll copy and paste the error:
Expression : <no expression>
Function : CInfile::r_section
File : D\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
Line : 1214
Description : fatal error
Arguments : Can't open section "scope_blacklist". Please attach [*.ini_log] file to your report
stack trace:
Press OK to abort execution
Unfortunately I'm not sure it would be as simple as adding [scope_blacklist] to a file. It may be worth trying - open up the file "npc_loadouts.ltx" in \gamedata\configs\items\settings\npc_loadouts\ and try adding the following to the very end:
[scope_blacklist]
Any time you get that "Can't open section" error, it is basically saying a "section" such as:
[scope_blacklist]
[weapon_scope_blacklist]
Is missing. I presume GAMMA has some restrictions over which weapons should not get scopes, and which scopes should or should not be assigned. Since I hand-assigned which weapons should get scopes, it should be OK to do this. Though, I wonder if some scopes shouldn't be distributed for some reason.
You can try adding each section as it errors to the end of that file, like the above example. With some luck, it might only be a couple of sections!
Very happy with your mod as it sometimes made no sense for a legendary stalker to use this old Mosin and have a rookie with a decked out AK.
Was using it alongside the GAMMA overhaul, however I have not been able to get the mod to function along with the latest version of GAMMA.
Upon installation there are some errors shown in the Mod Manager log (check code block below) and Stalker crashes to desktop throwing an error when loading a game, I'll
try toinclude both of them on my post.I have tried reinstalling your mod, tried this one and the older one from moddb, installing with and without all optional plugins, and changing the mod load order from last to first, no joy :-(
(Also, I read in one of your last replies here that you are working on rebuilding the addon from scratch and the new version will be less prone to compatibility issues, so perhaps this is not an issue anymore :-)
Thanks for your time and effort!
Mod manager error log
[2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:914] Plugin "Readme" is the only plugin specified in group "Readme" which requires selection of exactly one plugin
[2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:914] Plugin "Rebalanced NPC Loadouts - Normal " is the only plugin specified in group "Main Addon Installation" which requires selection of exactly one plugin
[2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "BaS Support / Patch (WIP)" is the only plugin specified in group "BaS Support" which permits selection of at most one plugin
[2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "BaS Support - Advanced Army Loadouts" is the only plugin specified in group "BaS Support for Other Settings" which permits selection of at most one plugin
[2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "Advanced Monolith Loadouts" is the only plugin specified in group "Monolith Loadout Tweaks" which permits selection of at most one plugin
[2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "Advanced Merc Loadouts" is the only plugin specified in group "Merc Loadout Tweaks" which permits selection of at most one plugin
[2023-01-31 18:57:51.188 W] [fomodinstallerdialog.cpp:919] Plugin "Advanced Ecologist Loadouts" is the only plugin specified in group "Ecologist Loadout Tweaks" which permits selection of at most one plugin
Crash to desktop error
Fatal Error
Expression : <no expression>
Function : Clnifile::r_section
File : Xr_ini.cpp
Line : 948
Description : Fatal error
Arguments : Can't open section 'ecolog_stalker_secondary'.
Please attach [*.ini_log] file to your bug report
stack trace:
Press OK to abort execution
//edit: typo's and additional info.
Regarding the inability open that section, I'm assuming one of the mods you are using (or one bundled in GAMMA at least) is adding that section (and is then referencing it), as that is a non-default/non-vanilla section.
If you open up the file:
You'll see two empty sections. Copy and paste:
Rename it to ecolog_stalker_secondary, so the file contents look like this (order doesn't matter):
Let me know if that does the trick, it's possible that there might be other suspect sections.
Thanks for taking the time to look into this.
I have tried to locate the file you mentioned (loadout_ecolog_default_sections.ltx) but was unsuccessful.
This is where I am looking:
Y:\GAMMA\mods\RMB Rebalanced Squad Loadouts\gamedata\configs\items\settings\npc_loadouts\ecolog
I also ran a search on the entire 'Gamma' folder for the file 'loadout_ecolog_default_sections.ltx'
No results.
No results either when I search for the file in the 'Anomaly' folder either.
Am I missing something obvious here? :-)
Edit: Rebuilt the FOMOD, so it should be better (and not throw the otherwise harmless error messages). Additionally, I included some fixes that got missed - and included the Ecologist pistol section by default. Please let me know how that runs for you!
Had the manual addition of adding the line [killer_secondary] underneath [killer_primary] in the file 'loadout_killer_default_sections.ltx', something that is probably easy to add in a later edition.
I was starting to feel a little bad here, putting you up to all this extra work
Thanks a million for your effort!
I don't touch offline combat - but by default, all factions perform the same in offline combat (rank, not equipment, is the only factor).
So the bonus options you have provide characters with better equipment (lower ranks, specifically) to make online combat more challenging, but won't make a difference in offline combat performance. The first option means Novices don't get pistols, but use SMGs, SKSs and some lower tier (but better) equipment. The even stronger variant gives Novices Assault Rifles, so means the earlier ranks are considerably stronger in online combat.
These changes are consistent with the other optional modules provided for other factions. These options are all more relevant for Story/Freeplay games, but are up to personal preference.
If you're using Faction Wars and want a better armed Army for example, an alternative is also just configuring them to have a higher base resource amt (which is what I personally do). This results in them spawning higher ranked squads which are armed accordingly, and do well in online and offline combat.
I'm personally wanting to move to Nexus from Moddb due to Nexus just being all-round better for mods (authors and users alike). Changelogs/version tracking, maintaining old releases, how comments work, and the ability to report bugs are among the main reasons.
! ERROR: NPC Loadouts | wrong ammo_type set for [wpn_sr2_veresk], missing value in ammo_class
! ERROR: NPC Loadouts | wrong ammo_type set for [wpn_toz106], missing value in ammo_class
I do not know why these are popping up.
error]Arguments : Attemped to override section 'master_primary', which doesn't exist. Ensure that a base section with the same name is loaded
I had 3 mod related loadouts, 3 of em are for new weapons that are added to game. And SO i just have to copy and paste some of the text from that mod into your text files in the new NPCloadouts created after running your mod.
IN my case it was the SIG 552 tactical mod, and modern warfare pack, and KRISS smg they have loadout versions of their mod, that crash with your mod.
They dont even modify entire loadouts either
mod_npc_loadouts_Kriss
![killer_master_primary]
wpn_kriss:0:r
![isg_master_primary]
wpn_kriss:0:r
mod_npc_loadouts_SIG 552 Tactical
![killer_master_primary]
wpn_SIG552_Tactical:0:r
Ideally if other modders use DLTX and provide a patch, things should work fine. But as with most mods in STALKER, you will often have to create your own patches. The way my mod is constructed is so that if another mod breaks it, my mod should have no effect at all - but it is entirely possible you may need my mod to overwrite theirs to avoid said crash (however, you won't see their additions).
If you want to add weapons from another mod, you can manually add the weapon entries to the files contained within the files in this folder. This is how BaS support, for example, is handled within the mod:
gamedata\configs\items\settings\npc_loadouts\FACTION\modsupport
Rough instructions on how to make your own (quick) patch:
For example, editing loadout_additions_t1.ltx in 'gamedata\configs\items\settings\npc_loadouts\army\modsupport\' would look something like this:
[la_novice_primary_a]
wpn_bm16_full:0:r
Also not sure if just coincidence, but in my current game it feels like every 2nd or 3rd corpse I loot has a SKS/Mosin with PU-scope. its like everybody and their moms have one with them. Then again they are all dutyers/loners so maybe they just tend to have those real often(?)
Edit: I'm also using BaS and Im not sure if Ive seen that many BaS weapons since I started my current run. Then again, could be just coincidence, but mentioning this just in case there is something in this mod that changes/prevents bas weapon drops
In case you aren't aware, population factor is native to Anomaly and directly affects the number of Squads, and the maximum number of squads that may spawn per Smart. So if a Smart has a limit of 5 squads with a 1.0 factor, it will be a max of 10 with 2.0 and so on. If you are using Warfare and are using a spawn setting above say 2x as well, things will end up hectic and with a lot of squads.
Some people want that, but I personally set it to 0.5 or 0.75, as I prefer a more desolate zone.
Regarding SKS/Mosin - you will certainly see more of them (intentional design choice) in low rank characters. For example, Duty Novice characters have a slightly higher chance of spawning with a Toz than a Mosin. Duty Trainee characters have an equal chance of spawning with an SKS as they do with a Kiparis.
If you think there are indeed too many SKS, Mosin, and/or SVT spawns though, please let me know and I can adjust the weighting so they are less common. As it stands, Trainee, Experienced and Professional STALKERS can spawn with those weapons - though the chance is considerably lower the higher their rank.
As for BaS, they should be spawning with the weapons, but they don't have a higher chance of spawning over non-BaS weapons. If you think BaS weapons should have a higher weight let me know. If they aren't spawning at all, would also be good to know in case there is an issue with that.
But I guess my personal preference would be to get a little less sks/mosin/svt spawns and a bit more BaS weapon spawns :)
For those weapons & BaS, I'll mess around with some weighting, and see what I can come up with.