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This mod is designed to work with SoldierOfFortune mutator to promote scavenging. The goal is to create a scavenger friendly mode that encourages the use of all stripped down weapons, while discouraging full auto drum mag fire grenade behavior for coop. This enables all firearms and fire support to all players at a steep cost. Players should start out with limited supply and very limited weaponry and gain supply throughout the match. Cheap primaries start at 8 and go to 50. Additional primary slots can also be purchased through vests. The radio and binoculars can be bought separately so that one player can purchase both or teammates can buy them separately and require proximity. A few primaries are available as secondary's without attachments so that players can continue to scavenge their primaries from dead enemies for a good portion of a round. For the last bit of the round players may be able to call air support, equip a primary along with a shotgun as secondary, and carry up to 3 scavenged weapons. All scavenged weapons can only have the mags that are scavenged and all equipped weapons have minimal mags causing the need to scavenge and play smart to never truly leave. There are multiple flavors with different feels. SupplyGainFrequency can be modified to set the frequency of supply point gain and set the difficulty of the mode. This will need to be modified depending on player count and bot count. I find that SupplyGainFrequency=60 is good for 1:8 player to bot ratio.
Note: This becomes increasingly difficult with large bot counts as you will often run out of primary and secondary ammo.
Gain supply by killing enemies and capturing objectives. Adjust speed with SupplyGainFrequency.
All weapons unlocked
Fire Support purchasable for all game modes (equipping both requires the Fire Support Carrier)
Fire grenade price increase, frag grenade decrease
Max mag count is 3-5
Drum mags removed (except for Survival and FortunLoaded), but you can still scavenge a weapon with them
Everything costs a lot
Ability to scavenge up to 4 weapons at a time with vest carriers, but only for scavenging. Number of equippable primaries is configurable for Checkpoint and Survival.
Limited weaponry in FortuneAntiquing
Supports day and night on all coop modes
Flashlights available during day for darker maps.
All weapons are removed from the ground when any player dies. This stops players from immediately rescavenging their same dropped weapons. This can be disabled by setting bClearWeapons to be False
Magazine grab is meant to be disabled with the NoMagGrab from the Crates mod. This forces players to not be able to scavenge the best of weapons and refill on mags all game long.
Unlocks all weapons and upgradesfor bots, causing scavenged weapons to be anything including point shooting, which causes lasers to be pronounced.
A few more vanilla inspired variations of FullyLoaded, PistolsOnly, and ShotgunsOnly.
Submachine guns and shotguns are available as secondary's as well with no upgrades (except night accessories)
New machete added for 2x damage for players
New grenade M67 HE, which increases range and damage to be more in line with Ins 2014.
Added infantry Mine to be triggered by enemy soldiers or vehicles. Sped up animations by 2.5x and made it throwable.
Increased A10, Bomber Drone and IED drone quantities slightly. Decreased smoke and gas for counters. Added +1 Apache for Survival support.
Increased damage of RPG to match ins2. Other launchers are removed as they all do the same damage.
Welrod buffed. Welrod shoots high caliber rounds for higher damage and all upgrades are either free or cost of 1. This makes it a desirable tool when down to 1-2 supply points for a secondary.
Adds 2 grenades
Fire Support Rig
Adds 2 grenades and extra fire support slot
Adds 1 mag, 2 grenade
Adds 2 mags, 3 grenades
Adds one more weapon scavenge slot
Adds two more weapon scavenge slots
Adds three more weapon scavenge slots
Recommended game.ini settings:
Any of the FortuneSoldier flavors can be configured to allow any number of the 4 primary slots to be equipable from the loadout menu.
This sets the number of equip able primaries that a player can equip in the loadout for Checkpoint mode. This limits the use of the scavenging carriers, which open up slots that primaries can be picked up from the ground with. Setting this to 1 will enable the player to only equip one of the primary slots. Setting to 0 would make the player only be able to pickup primaries from the ground. This is not relevant for FortuneAntiquing.
This sets the number of equip able primaries that a player can equip in the loadout for Survival mode. This limits the use of the scavenging carriers, which open up slots that primaries can be picked up from the ground with. Setting this to 1 will enable the player to only equip one of the primary slots. Setting to 0 would make the player only be able to pickup primaries from the ground. This is not relevant for FortuneAntiquing.
This destroys every firearm, explosive, and grenade on the ground when any player dies. This limits the ability of player to rescavenge their old weapons from their dead body.
If set to True, then bots can equip IEDs and mines. Bots cannot use these items due to programming, but this controls whether they will be dropped on death so that players can scavenge them. Default is false, which means they will never be equipped or dropped by bots.
General Settings. These override those put under INSMultiplayerMode header when running FortuneSoldier:
If set to true, then all of the below settings will be left to whatever the server sets them to in the game.ini headers for multiplayer and coop. If set to False, then the below settings will be used when running FortuneSoldier. Default is false.
This controls how many seconds dropped weapons will stay on the ground before being destroyed for Fortune Soldier. Default is 45.
This sets the number of points players are required to get before a single supply point is awarded. Game default is 20. Something >= 60 is recommended, which would give a supply point every 3 kills.
If set to True, this will display in the HUD when you are awarded a supply point and points will be awarded live. If set to false, then points will only be awarded in bulk the end of objectives.
This sets the score of an enemy kill. This is true for offensive and defensive kills and assists will get 50% of this. Default is 10.
This sets the score of being on an objective while it is being captured. There are 10 ticks total. 10 is default, giving 100 points when on objective the whole time + an additional amount from ObjectiveCapture
This sets of points is awarded on the objective being captured. Default is 50. So by default if a player is on the objective until capture then they will get 100 points for ticks and 50 for the capture.
This sets the number of points for when a cache is blown. Default is 100 to match ObjectiveCaptureTick amount.
Alternatively, you can run this with SoldierOfFortune to enable these settings by default. However, SoldierOfFortune will set SupplyGainFrequency to 20 and must be adjusted in game, so game.ini settings are preferable.
InitialSupply should be 10 or less and closer to 30 for Survival. I recommend running with one of the following vanilla mutators:
Example Starting Loadout
Start with slimmed loadout with no frills
Start with sub machine gun as secondary or MR73 with scope
Start with high end pistol
Start with cheap pistol and maybe some armour
Start with cheapest pistol with no attachments
Not for the faint of heart. Best be getting the melee sharpened
Base gamemode with the carriers/vests listed and all weapons unlocked with stripped down primaries available as secondaries. Max mag count is 5
FortuneSoldier but with no explosives or fire support. Max mag count is 5.
Limited to old school WW2 weaponry and shotguns as secondaries. This forces bots to this loadout as well making scavenging limited to antique weapons. This is a combination of BudgetAntiquing, ShotgunsOnly, and some added explosives, but with everything being expensive. Fire support is not available. Max mag count is 5.
No limits loadout. Just for fun. 250 supply by default and up to 4 equipable primaries with fire support and added explosives.
Same as FortuneSoldier, but with new fire support. Fire support has 7 slots and is identical for both factions. IED and smoke removed and the rest have been kept. Fire Supports available for both factions: Bomber drones, Minigun, GunShip, A10, Chemical, Artillery, RocketBarrage
Same as FortuneLoaded, but with new fire support. Fire support has 7 slots and is identical for both factions. IED and smoke removed and the rest have been kept. Fire Supports available for both factions: Bomber drones, Minigun, GunShip, A10, Chemical, Artillery, RocketBarrage
Vanilla cost mutator that is just a fixed version of FullyLoaded that includes some missing upgrades.
Vanilla cost mutator that has all shotguns, all pistols, point shooting, and survival carriers.
This is PistolsOnly with added explosives, fire support, and scavenging vests.
Fun Use Case
For fun test case try with ScaleSurvival. Start with 30 supply from SpecialOperations and gain supply by setting SupplyGainFrequency. The bots will spawn slower and in waves by using the ScaleSurvival mod I made. ScaleSurvival also comes with round progress saving. As objectives are captured, the bots will spawn faster and the players will get better weapons and more scavenge slots. You can disable the ability to grab magazines from supply crates with Crates, enable player respawns with CoopHUD, and auto-adjust spawn points if they get swarmed with CloserRespawns. This creates a slow version of Survival with random objectives and incentivizes killing enemies for supply points and weapon scavenging.
open Citadel?Scenario=Scenario_Citadel_Survival?Mutators=FortuneSoldier,ScaleSurvival,CoopHUD,SpecialOperations open Precinct?Scenario=Scenario_Precinct_Survival?Lighting=Night?Mutators=FortuneSoldier,NoNVG,ScaleSurvival,CoopHUD,SpecialOperations
Vampirism -> Heal the amount of damage you do BulletSponge -> Double health to start with RoundProgress -> Restore saved progress throughout checkpoint CountFlex -> Increase bot count as you continue throughout a round or randomly adjust the bot count with RandFlex. ScaleSurvival -> Added control over bot spawning in Survival and round progress as well. Allowing it to feel more finite and manageable for low player counts. CoopHUD -> Prints bot count to HUD and Enables/prints respawns in Survival mode GunFrenzy -> This is FortuneSoldier, but you get rewarded guns, upgrades, and explosives on the fly as points are gained. No weapon loadouts are selectable. DropWeapon -> This enables player to use Melee to drop currently held weapon under certain circumstances. This is helpful when scavenging weapons. MadBots -> Bot behavior modifiers to add elite bots, enable bots to call in fire support aggressively and drop explosives on death. NoNVG -> Makes night rounds flashlights only or IRLaser only for bots so they can be spotted more easily. Crates -> Customize the resupply crates. In this case removing MagGrab with NoMagGrab is the way to go.
A big shout out to =[DFS]=Compad's, whom I learned a great deal from in his mod GunGame!
Appreciate my work and want to donate or have a mod made? See my profile. If leaving a comment regarding bugs or feedback go ahead and tag me so I get a notification.
Added Pistols mutator, which adds high explosives, scavenger vests, and fire support to PistolsOnly
Removed all resupply crate grenades from FortuneSoldier and FortuneAntiquing as the issues this solved have been addressed in CloserRespawns
Removed all supply crate adjustments from FortuneSoldier as that is now handled in the Crates mod. Use alongside NoMagGrab mutator to get the old functionality back.
FIX: Fixed bots not having appropriate loadout in FortuneAntiquing Survival
Changed name of soldiers to just be Soldier and added description
Removed snipers from enemy bots in Survival to reduce aimbot encounters in cqc
FIX: Added fix for players/bots having floating nvg/gas masks on death
Reduced welrod velocity a tad
Removed duplicate assets
Made siderail attachements cost 1 for welrod
Added IRLights back in for night
Adjust DroppedWeaponLifespan for FortuneLoaded
Removed DropWeapon inclusion as this will be updated in seperate DropWeapon mod for server compatibility
Added more weapon upgrades for bots than available in vanilla.
Bots can now equip more Foregrips, extended mags, pointshooting, and lasers in day to vary dropped weapons
Added rules override for description
Buffed Welrod damage and made Greasedbolt, armorpiercing free just for welrod.
Added 1x sites to all secondaries
Added IR Lights as available to bots when forced
Added FortuneLoaded for a fullkit loadout. Everything is unlocked with all the supply points
Removed IR from a few weapons in day for secondaries
Adjusted GiveInventory to be bypassed for bots
Pull SupplyGainFrequency and bAwardSupplyInstantly into FortuneSoldier config
Add bUseServerDefaults=False to enable all overridden settings to use server defaults
Change default to long barrel and 2.5x instead of suppressed long barrel
Disabled MagGrab on all resupply crates. They can be re-enabled using bDisableMagGrab=False
Reworked costs of FortuneAntiquing
Made FortuneAntiquing/FortuenSoldier_NoFrags variants that all use the same config settings for simplicitiy
Removed frag carrier from Fortunesoldier_nofrags
Added Grenade Carrier as a cheaper cost 4 carrier option that carries +2 frags
Added DroppedWeaponLifespan config for all FortuneSoldier mutators. Defaults is 45 instead of 90 for base game.
Removed mines from bots loadout
Reduced resupply time to 5sec (ReducedResupplyTime) for 60 seconds (ReducedResupplyDuration) after players spawn to allow players more time to adjust loadout after spawning. Disable with bEnableResupplyAdjust=False
On player death, clear weapons from field to avoid players regrabbing the same weapons again
This setting can be disabled by setting bClearWeapons=False
Added more upgrades that were missing. Slugs/Fletchet, Tracer, AP rounds, Greased bolt, grenade launchers
Major clean up
Removed all _NoNVG mutators since this can be handled with the NoNVG mutator now.
Added drop weapon to FortuneAntiquing
Added condition that reserve ammo must = 0 before weapon will be dropped
Optimized. Fixed bug with spawning at crates nearby bots. Now will spawn back at objective if no spawn without bots is available.
Added RPG with increased damage to be more like ins2 and removed AT4, M3, and Panz as they are all identicle
Added RPG to Survival and FortuneAntiquing
Made flashlights available for day, but not for players for FortuneAntiquing and FortuneSoldier
Added survival mode crates to survival mode for FortuneSoldier_NoNVG and FortuneAntiquing_NoNVG
Massive changes for Survival mode!
The following changes are made just to Survival:
-Made mag grab spawning grenades also create spawn zones for players. This enables respawns at multiple locations randomly and will avoid crates within range of bots. This solves the spawn points getting swarmed as is common in Survival.
-Added Drum mag and supply crate spawns to Fortune Antiquing
-Increased drum cost from 6 to 8 for fortunesoldier
-Changed default survival loadout
Added configurable settings for crates:
SpawnAtObjectiveTime - how long to after capture to allow respawns there before swapping to crates
bDisableRespawnCrate - Just disable the spawn zones at resupply crates
MagGrabLimit - Maximum number of crates to allow on map before destroying the oldest
NumSpawnsBeforeRandom - The number of spawns at the last placed crate before randomly picking one
BotRadius - What radius around supply crate to check for bots to allow spawning there
Survival became too difficult with the increase in cost so the following was added to Survival for FortuneSoldier to make it maneageable:
Added resupply grenade that spawns resupply crate that resupply magazines only
Added drum mags back for 2x cost
Added NV scopes
Added 7x and 3x-6x scopes
Re-adjusted pistol costs to match worth
Kept true to faction seperated NVG since Insurgent bots looked really lame with sec nvg
Reduced occurences of NVG mask floating
Remove bug in FortuneSoldier_NoNVG that points to FortuneSoldier for night
Increase scavenge vest costs to 10/20/30
Increase carrier costs to 6/12/15
Decrease mine range slightly.
Scale secondaries from 9-25 instead of 9-15.
Add destroy weapon on drop option so players cant drop all before resupply.
Removed unneeded content. Still has references due to 1.11 editor bug
Balancing and testing mod.io upload.
Stopped primary secondaries from dropping
Increased cost of armour from 1,3,5 -> 2,4,8
Fixed Ins/Sec armour and gas mask swapped
Removed IRFlashlight that was still available for sidearms for fortunesoldier.
Reduced range of Mine slightly
Limit smoke to 1 per round and 2 gas for Checkpoint Insurgents/Security
Added 1 chopper for Survival Security
Vests cost tweak from: 6/12/18 to 8/16/24
Added missing Deagle Laser
Primaries as secondaries adjusted cost as shotguns were clearly the best option. Now shotguns are maxed at a cost of 15 and and Sterling at 9.
After so many attempts and inconsistent fixes to make it work using vanilla bot loadouts along with custom players, I gave up.
This simply overrides vanilla loadouts with the players from the mutators here, which fixes the bots not having flashlights for _NoNVG, bots having flashlights during day, and Rushers not having knives.
IRLaser added for all weapons and set all night equipement exclusively for night modes.
Added configurable ability to DROP WEAPONS! This is helpful when dealing with 4 scavenged weapons
Increased cost of mine to 3
Added gas masks to BudgetAntiquing
Corrected bots not forced to use flashlights in rework for _NoNVGs
Fixes with hotfix. :)
Fixed assualt ammo not being added for tactical
Fixed theater not pointed to by all mutators
Adjusted fire support quantities slightly to be more useful for Survival
Armor/Carriers integrated into factions so bots got them appropriately
Knife issues for rushers seem resolved. :fingers crossed:
Fixed runner bot not having knives
Reworked to use theater and game defaults for bots
Fixed icons/visuals for carriers/armors
Fixed Heavy machine guns bypassing carrier limits
Should work with MoreAmmo fully now
Reworked FortuneScavenger carrier costs
Added ability to set number of equipable primaries in carriers for Surival and Checkpoint in FortuneScavenger
Added M67 HE as a M67 variant for higher damage and radius
Added night accessories to primaries available as secondaries
Limited night accessories in budget antiquing to flashlights
Increased cost for scavenger carriers for FortuneScavenger
Reduced cost for secondaries and mines across the board
Addition of FortuneAntiquing, which combines ShotgunsOnly, BudgetAntiquing, and FortuneSoldier into one package. Adds shotguns and all pistols as secondaries to budgetantiquing, increases costs, and forces bots to the same weaponry causing scavenging to only result in antique weaponry.
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