Desi-SR_Sosiggun_Soren icon

SR Sosiggun Soren

A SupplyRaid + SafehouseProgression character that explores H3VR's impressive collection of sosigguns. Ammo is scarce, so you'll be scrambling to take and use the enemy's sosigguns -- if you're lucky, they'll drop the real versions for you to bring home.

Last updated 10 months ago
Total downloads 4954
Total rating 2 
Categories Characters
Dependency string Desi-SR_Sosiggun_Soren-3.4.5
Dependants 1 other package depends on this package

This mod requires the following mods to function

Packer-SupplyRaid-1.0.5 icon
Packer-SupplyRaid

Supply Raid Gamemode, with native H3MP integration

Preferred version: 1.0.5
Desi-SR_Slow_Burners-1.0.0 icon
Desi-SR_Slow_Burners

A SupplyRaid faction that simulates a slow ramp-up in enemy vigilance and preparedness.

Preferred version: 1.0.0
sirpotatos-DrPotatosHomeRemedies-1.0.0 icon
sirpotatos-DrPotatosHomeRemedies

Adds a variety of custom healing items.

Preferred version: 1.0.0
MelonCorp-MeloncorpBoxes-1.0.11 icon
MelonCorp-MeloncorpBoxes

MelonCorp Ammo Boxes

Preferred version: 1.0.11
NGA-GunCaseFix-0.1.1 icon
NGA-GunCaseFix

Fixes Gun Cases not saving correctly in vaults/scenes by bursting when opened twice or switching items' places.

Preferred version: 0.1.1
cityrobo-StandardManufacturing_DP12-1.0.0 icon
cityrobo-StandardManufacturing_DP12

Double Barrel Bullpup Pump Action?! Oh Anton will HATE this!

Preferred version: 1.0.0

README

SR Sosiggun Soren v3.4.5

Whenever I got bad weapon drops in SupplyRaid, I would pick up and use the enemies' sosigguns. It sometimes felt like cheating, especially if they had decent sights and higher power than I was supposed to have, so I decided to make a SupplyRaid character where using sosigguns isn't cheating.

Sosiggun Soren is a character for the SupplyRaid game mode, balanced for use with Safehouse for H3MP (recommended even for solo players) or SafehouseProgression. Soren's playstyle is built around having limited ammo for your regular guns; you'll need to conserve ammo by grabbing and using sosigguns where possible. If you're lucky, an enemy might drop the real version of a sosiggun for you to bring home -- there are 51 guns, 6 melee weapons, and 4 super-rare guns to collect.

As-designed SupplyRaid settings

  • Spawnlock Enabled, but don't spawnlock ammo or frag grenades.
    • Soren uses ammo scarcity to motivate you to use sosigguns, so having infinite ammo undermines that.
    • With Spawnlock Enabled, you can reload empty sosigguns by shaking them. I like to throw away empty guns and get new ones, but it's up to you! Only fully empty sosigguns can be reloaded -- most sosigguns have an open-looking chamber when they're empty. You'll hear a rattling brass sound while you're shaking, and a Ding! when the sosiggun is reloaded.
    • This also gets around an engine bug where, if Limited Ammo mode is enabled, then revolvers and internal magazine shotguns spawn into the world with a bunch of loose ammo or speedloaders. It all works fine with Spawnlock Enabled though.

Soren's difficulty depends heavily on the characteristics of the enemy faction you're playing against, namely: The armour and weaponry of the sosigs; their respawn rate; and the number that can be on the field at the same time. Soren comes with a custom faction, the Slow Burners, that gives a gentler difficulty curve and more intentional progression in the sosigguns that enemies drop.

Play tips

  • You can only extract money when you have at least $5. This means either surviving enough rounds, or selling enough guns.

  • Purchased medical items heal instantly, whereas looted medical items heal over a few minutes.

  • Purchased frag grenades have an impact fuse, and have a larger blast radius and can be thrown further than looted grenades, which have a timed fuse.

  • New magazines are expensive to buy. Instead, loot them from enemies or use guns that have internal magazines (revolvers, bolt actions, shotguns, lever actions).

  • There is no Ammo Refill table. Buy ammo at your safehouse (use PackersVendingMachines or just throw away tokens when you spawn ammo) and bring it with you.

  • A grappling hook, range finder, and flashlight are free at supply points if you need them for the map you're in.

  • Stun grenades and smoke grenades are free at every supply point. Use stuns to disable approaching sosigs. Use smokes to obstruct bad sightlines, especially when you're outranged.

  • Looted weapons come with the bare minimum, e.g. a shotgun drops with a box of 5 shells. Weapons that you purchase from the Buy Panel come with significantly more ammo, and sometimes better magazines and other attachments.

  • If you're having trouble with armoured enemies, try using the sosiggun versions of full-power rifles (Mk14 EBR, Garand, PSG1, Dragunov).

  • Machinegun belts can't be reloaded with regular cartridges. You'll need to buy a new box every time if the MG you want to use does not take magazines.

Known issues

  • SafehouseProgression can fail to extract to safehouse. This is a known issue with the original version, so Safehouse for H3MP is recommended even for solo players.
  • Unwanted ammo spawns in Limited Ammo mode. There is an engine bug where, if Limited Ammo mode is enabled, then revolvers and internal magazine shotguns spawn into the world with a bunch of loose ammo or speedloaders. I have reported this bug.
  • Sometimes double attachments spawn from the Buy Panel. I have made some weapons spawn with bespoke attachments when purchased through the Buy Panel, e.g. the Ruger 10/22 spawns with its bespoke Picatinny rail adapter. Because H3VR randomly chooses to do this on its own sometimes, you may get two copies of the attachment.
  • There may be issues with saving ammo boxes in gun cases. According to someone on the H3VR discord, some ammo boxes create issues with H3VR's scene saving. For safest results you should only put guns, magazines, and health items inside cases.

Recommended mods

  • Safehouse for H3MP is a safer version of SafehouseProgression that lets you manually save your loadout to self-debug issues with not extracting.
  • PackersVendingMachines lets you put ammo and ordnance vending machines in your safehouse. Emphasises preparation before raids. All guns in Soren's pool have an ammo box.
  • HardcoreSosigAI speeds up sosigs' reaction times. This character and its faction, the Slow Burners, were balanced with this mod in mind.
  • BulletKinesis attracts nearby bullets to your hand when you grab one with the laser grabber.
  • PlayerFootsteps lets sosigs hear you when you're running nearby (or not hear you when you're walking slowly).

Changelog

3.4.5 (2024-02-09)

  • Replace SPAS 12 Tactical with SPAS 12.
  • Add Aug A1 (stands in for the F2000).

3.4.4 (2024-02-07)

  • Split the loot pool into two: A compact guns pool (handguns, PDWs, small SMGs) that drops at 6%, and a long guns pool (everything else) that drops at 4%.

3.4.3 (2024-02-05)

  • Removed $1 bullet from the shop so that you can now only extract money in multiples of 5.
  • Reduced drop chance of weapons to 10%, from 12%. It was happening a little too often and losing its spark.

3.4.2 (2024-01-29)

  • Oops again, Rhino 40 was dropping as loot instead of Rhino 60.
  • Reverted change in v3.1.0 where AKM was given the regular 30-round magazine instead of the 10-round mag. Now that new mags are more expensive, I don't mind the difference.

3.4.1 (2024-01-29)

  • Oops, fixed looted grenades (it was dropping purchased grenades).

3.4.0 (2024-01-28)

  • Re-added the StandardManufacturing DP12.
    • This was previously removed in 3.2.0 because I thought it caused a failure to extract. Instead, the failure to extract is a random bug in SafehouseProgression, I've had it happen to me with only vanilla H3VR items in my belt.
    • The author of SafehouseProgression made a new version, Safehouse for H3MP, which is safer for all players.

These are changes to deal with the new abundance of loot.

  • Encouraging the player to buy medical items:

    • All looted medical items are heal-over-time: Energy drink (+25 % over 2 minutes) and Painkillers (+40 % over 3 minutes).
    • All purchased medical items are instant-heal: Bandages (+10 % HP) for tier 1, First Aid Kit for tier 2 (heals to 75 % HP), Med Kit for tier 3 (100 % heal).
    • Cost of tier 2 healing increased by 1 (2 -> 3).
    • Cost of tier 3 healing increased by 2 (3 -> 5).
  • Encouraging the player to buy grenades:

    • All looted frag grenades are now the Mk.2 (1.6 metre shrapnel blast radius, medium throw distance, timed fuse).
    • All purchased frag grenades are now the T13 Beano (3.2 metre overpressure blast radius, far throw distance, impact fuse).
  • Encouraging the player to loot magazines:

    • Quadrupled the cost of new magazines (2 -> 8). With more frequent weapon drops, you're encouraged to loot new mags, use weapons whose mags you have more of, or use internal mag weapons.
    • Revolver pricing is unaffected; remember that every revolver purchase comes with a speedloader and all revolvers use the same .357 Magnum cartridge.
  • Probability revisions:

    • Decreased frag grenade drop probability from 6 % to 4.5 %.
    • Decreased medical item probability from 6 % to 4.5 %.

3.3.1 (2024-01-28)

  • Doubled probability of frag grenade dropping.
  • Tripled probability of super-rare drops.

3.3.0 (2024-01-27)

  • Doubled all loot drop probabilities, including super rares. I want people to be able to complete the collection!

    • Probabilities are now: Firearm (approx. 12 %); Health item (approx. 6 %); Frag grenade (approx. 3 %); Nothing (approx. 79 %).
    • Every item pool rolls its chance to drop independently, which means that it's possible (but vanishingly rare, 2.6 x 10^-8 %) for a single dead sosig to drop a frag, a medical item, a regular gun, and a super-rare gun.
    • I have not made any changes to the economy for this.
  • Adjusted medical item drop table so that it only rolls once per dead sosig, and the item you get is weighted by the amount of health it restores.

3.2.0 (2024-01-22)

  • Removed DP12 from pools and dependencies because it sometimes blocked safehouse extraction. Closes #1 (thanks, ShivanReaper).

    • It is replaced with the VT13 Shorty.
  • Added large saveable gun case to the shop.

  • Standardised the revolvers/derringers on the .357 Magnum cartridge.

    • All revolvers and derringers now drop .357 Magnum speedloaders when purchased or looted, even if they can't use it.
    • Replaced the Bull454 with the COP 357 (4-shot derringer, better than 2-shot Model 6).
    • Replaced the FA83 with the Hawk357 (6-shot single-action, better than COP 357).
    • Replaced Rhino 40 with Rhino 60 (has top attachment rail).
  • Fixed Model 6 not dropping with any ammo. It now drops with a speedloader (take the cartridges out of it).

  • Cleaned up Manual-Action Rifle shop category; now purchasing something from this pool will reliably give you something to counter armour with.

    • Moved Ruger 10/22 rifle out of this shop pool and into the Automatic Pistols shop pool. It ain't a pistol, but it's pistol-powered.
    • Moved Toz-106 from this shop pool to the Shotguns pool.

3.1.0 (2024-01-20)

  • Changes to progression:

    • Cost of new magazine increased to 2 tokens, from 1. This is because purchaseable magazines are nearly always better than the magazines I have selected to drop with looted guns. For example, the looted AKM drops with a 10-round mag but the Magazine Panel sells a 30-round mag as the basic one.
  • Changes to starting items pools:

    • To simplify shot-counting, you now get two of the same type of sosiggun pistol. The M9 has 13 shots, the Glock has 15, the USP Match has 20.
    • To improve your medium-range capability in the early game, the starting long sosiggun pool was changed to Garand (you get 2 because of their low ammo count), BAR, M1 Carbine, and Tommygun. These weapons have good sights without being overpowered if reloadable.
    • You now always spawn with painkillers rather than a random roll between 2x bandages, painkillers, or energy drink. This gives you good potential health regen in the early game (+40% over 3 minutes) while always taking only one quickbelt slot.
  • Changes to item pools:

    • Replaced purchased AKM's magazine (AKM Tactical 10 round) with the regular AKM 30-round magazine. This makes the magazine that drops with purchased AKMs match the magazine that's purchased from the Magazine Panel. The looted AKM still drops with the 10-round mag.
    • Removed Hand Crank Frank and the M134 Minigun from the droppable loot pool and put them back into the super-rare pool where they were supposed to be.

3.0.0 (2024-01-17)

  • Flattened loot tier probabilities.

    • Previously there was about a 6% chance of dropping any gun, but the tiers were weighted so that you'd get worse guns more often. The rationale behind this was that you'd sell them to buy better ones. In practice, this meant that I only collected 10 unique guns across 30 raids, and they were overwhelmingly in Tiers 1 and 2 (pistols, machine pistols, bolt actions). This wasn't fun!
    • I have changed it so that there is still around a 6% chance of dropping any gun, but every gun has an equal chance of being chosen for the drop.
    • Super-rare guns are excepted from this.
  • Removed ammo boxes sold in the Buy Panel during raids to further emphasise preparation at the safehouse. Ammo boxes still drop with purchased guns.

2.0.0 (2024-01-13)

  • Disabled the ammo refill tables during raids 🙈. This incentivises:
    1. Preparation at the safe house. Buy ammo boxes from PackersVendingMachines, bring it to raids with you.
    2. Upgrading to larger magazines so that you enter raids with more ammo.
    3. Choosing to use sosigguns and looted guns to save your good ammo.
  • Disabled the magazine duplicator 🙈. You now have to upgrade mags as you go.
  • Removed minigun from the MG shop pool. It is still a super-rare drop.
  • Increased loot drop chances by an average of 0.05 percentage points (i.e. 1.50% increased to 1.55%).
  • Reordered shop items so that shotguns are now cheaper than repeating pistols.
  • Increased shop cost of weapons by 0-2 tokens. This puts weapon costs in the same ballpark as Extraction Eddie: Eddie's IQR for weapon costs is [8, 19] and Soren's is [7, 14].
  • Increased token reward after at Level 5/Endless to 4 tokens (from 3).

1.2.0 (2024-01-12)

  • Added GunCaseFix as a dependency since I now have gun cases in here.
  • Added StandardManufacturing DP12 as a dependency.
    • Out of the handful of sosigguns that do not have real counterparts in the game (DP12, M1917 Browning, M2 Flamethrower, SIG M17, ASh-12, MCX Rattler, FN2000, Mk14 EBR, Mk47 Mutant, XM7, PKM, XM250), I felt like the DP12 was the only one that operated fundamentally differently, and so couldn't simply be replaced with a different existing gun.
  • Replaced VT13 Shorty with DP12 in shop and loot tables.
  • Moved VT13 Shorty to the super-rare drop table (it doesn't have an associated sosiggun, it just reminds me of the 870 sosiggun but as a semi-auto).
  • Added rail adapter to purchased Mini-14.

1.1.0 (2024-01-11)

  • Added a saveable gun case to the Tools shop. It costs 4 tokens, double what a backpack costs, because you can fit a lot more stuff in it.
  • Removed Sosiggun_LeverAction from starting long guns pool (not enough ammo).
  • Removed Sosiggun_PSG1 from starting long guns pool (too hard to aim with massive unusable scope in the way).
  • Removed free bayonet from looted Mosin 91/30.
  • Replaced the shield (Shield_RiotShield, without viewing window) with Shield_BallisticShield (with a viewing window) to match the sosigs' shields.
  • Removed the shield from the Melee weapons shop pool.
  • Added the shield as its own category to the Melee weapons shop pool (costs 4 tokens).
  • Replaced S9R derringer (.32 ACP) with Model 6 (.357 Magnum). The S9R had so little stopping power that it was not even worth firing it.
    • When looted, the Model 6 drops a box of JHP ammo (other .357 revolvers drop FMJ).
    • If purchased, the Model 6 also gives a consolation prize of a .357 speedloader. The derringer can't use it, but the other revolvers can.
  • Removed BayonetGrillFork and BayonetSpatula from the bayonet attachment pool.
  • Allowed all melee weapons (except ballistic shield) to spawn as a starting item.
    • Previously, the Tanto was always the starting melee item. Longer weapons were regarded as upgrades, and so had to be purchased.
    • Melee weapons are not (and were never) in any loot drop tables.

1.0.0 (2024-01-10)

  • Initial release.

Full list of weapons

Most sosigguns had a real counterpart in the game. I usually used the most versatile version of the gun that was available, e.g. M2 Carbine to represent the sosiggun M1 Carbine, or Rhino 60 to represent the Rhino 40 because the '60 has a bonus top attachment rail.

Sometimes I substituted different guns entirely, either because there was no real-gun counterpart (e.g. no PKM), or because the real counterpart was not useful in combat (e.g. Model 95 derringer), or because the gun's cartridge could not be purchased through the Vending Machine (e.g. C1851 Conversion). These are indicated in italics with the name of their matching sosiggun in (brackets).

Melee

  1. Katana
  2. Crowbar
  3. Tactical tomahawk
  4. Gladius
  5. Pilum
  6. Tanto
  7. Ballistic shield

Handguns

  1. Model 6 (sosiggun derringer)
  2. COP 357 (sosiggun Colt Navy)
  3. Hawk 357 (sosiggun Colt Army)
  4. MP412 Rex (sosiggun generic revolver)
  5. Rhino 60
  6. M1911 Gold
  7. TT33 (sosiggun C1903 Pocket Hammerless)
  8. Desert Eagle .50AE
  9. PMM (sosiggun Makarov)
  10. USP Match .45
  11. M9A3
  12. G18C (sosiggun G17)

Shotguns

  1. 1887 Lever Action
  2. M1897 Trench Shotgun
  3. MB500 Shorty
  4. M1014
  5. SPAS 12
  6. AA12
  7. DP12
  8. Break Action Shorty
  9. DT11
  10. Toz 106

Submachine guns/PDWs

  1. MP5 Wood (sosiggun Pacification MP5SD)
  2. MP5SD6
  3. Uzi Compact
  4. PP91 Kedr
  5. Thompson M1A1
  6. Mac 11
  7. MP7A1
  8. P90

Rifles

  1. Ruger 10/22
  2. Mosin 91/30 (sosiggun Sharps 1874 Sniper)
  3. 1894 Lever Action
  4. Scout
  5. M2 Carbine (sosiggun M1 Carbine)
  6. M4A1 Block 2 CQBR (sosiggun Pacification M16)
  7. Famas G2
  8. M16A1
  9. Mini-14 Classic (sosiggun Mk14 EBR)
  10. Dragunov SVD
  11. PSG1
  12. M1 Shorty 16 (sosiggun M1 Garand)
  13. AKM
  14. SKS Modern (sosiggun XM7)
  15. Aug A1 (sosiggun F2000)

Machine guns

  1. M1918 BAR
  2. M60E4
  3. RPD (sosiggun PKM)

Explosives

  1. M79 Thumper
  2. RPG 7
  3. M1A1 Bazooka
  4. RG6
  5. Mk2 fragmentation grenade
  6. T13 Beano (sosiggun M67 fragmentation grenade)
  7. M18 smoke grenade
  8. XM84 stun grenade

Super-rare lootables

  1. Secret machine pistol
  2. Secret SMG
  3. Secret machine gun A
  4. Secret machine gun B