Kups QoL Loot - Sensible Weapon Condition and Armor Drops
🟢 Updated this monthPreview

🔍 Analysis
- 🏆 #26 of 35 Balancing mods in this game by downloads
📋 About This Mod
Dead NPCs drop their guns in better shape as your rank rises, from 35-55% at Newbie to 65-85% at Master (bandits 10-65%). Three out of four carry a lootable body armor, too worn for most traders to buy. Traders buy weapons in any condition,
Vanilla NPCs spawn with weapons at 25-50% condition, so nearly every gun you pick up is red, even off someone who was firing it a second ago. This mod ties condition to your player rank, the hidden rank the main story raises as you progress and the game already uses to decide which guns and armor NPCs carry. It covers the 640 weapon entries across the 67 regular NPC loadouts:
Newbie: weapons 35-55%, bandit weapons 10-35%, armor 10-20%
Experienced: weapons 45-65%, bandit weapons 20-45%, armor 15-25%
Veteran: weapons 55-75%, bandit weapons 30-55%, armor 20-30%
Master: weapons 65-85%, bandit weapons 40-65%, armor 25-35%
Some weapon lists are shared by several ranks in the game's files. Guns from those lists span the whole range of the ranks involved.
NPCs also never drop the armor they wear. This mod gives each loadout a 75% chance to carry a second, lootable body armor, picked from the same list the game uses to dress that faction and rank. Where a rank has two outfit options, the one you loot can be the other option. It comes off a body that was just shot, so it's in rough shape and stays below the 40% most traders need before they'll buy armor.
Traders now buy weapons in any condition, where most of them refused anything under 40%. Armor still needs the usual 40%.
If you run Lootable Zone, its warning screens ("No power left.", "No knife equipped", and the rest) fade out after 2 seconds instead of 4 to 10.
Compatibility
Everything is done with GSC's config patch system, so the mod only touches the entries it changes. It works alongside Lootable Zone, which I play it with. Mods that replace DynamicItemGenerator.cfg or TradePrototypes.cfg outright will conflict. The trader change only sets the weapon condition limit, so trader stock and prices from other mods stay as they are.
Enemy Weapon Attachments Redux replaces the NPC loadouts this mod edits. If you use it, also grab the optional EWAX patch from the Files tab. It applies the same rank-based weapon condition, bandit table and armor drops to EWAX's loadouts while keeping its attachments and upgrades. Install EWAX without its Armours option, since this patch already gives you lootable armor.
NPCs that were already alive when you installed it keep their old gear until their loadout refreshes, which takes about a day in game.
Installation
Drop zzz_kups_qol_loot_P.pak into Stalker2\Content\Paks\~mods, or install with Vortex. No requirements. Lootable Zone is optional; without it the fade patch simply does nothing.
📊 Mod Details
- Game
- Stalker2heartofchornobyl Mods
- Author
- Kups14502
- Version
- 2.4.0
- Downloads
- 140
- Endorsements
- 0
- Category
- Balancing
- Created
- 10/1/2026
- Updated
- 10/2/2026
🔧 How to Install S.T.A.L.K.E.R. 2: Heart o Mods
Download from Nexus Mods.
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Visit the official mod page for specific installation instructions for this mod.
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