Stash Overhaul Mod changes the games stash mechanics to improve content and viablitly for them in mid to late game.
Overhauls the stash system so that you can obtain armours, weapons and legitimate artifacts from stashes, and increases stash limits to allow stashes to serve more of a purpose with tweaks to contents and for them to be viable in mid-late game after the initial toolkit rush.
Please note that stash contents will not change for already learnt/discovered stashes. And balance updates will only apply to newly learnt or discovered stashes. (Unmarked stashes in world spawns will not change regardless outside of a new game)
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Installation
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Fresh Install:
Extract the contents of the zip to main install directory - C:\Stalker Anomaly or similar. There should be no question to overwrite, if it does, you have mods that will conflict with this mod.
Updating from V1.1
Extract the contents of the zip to main install directory - C:\Stalker Anomaly or similar Overwrite when asked
Updating from V1:
Remove the folders outfits and weapons folders from gamedata\configs\items providing you are sure that the only mod that changes these files was V1 of this mod. They are no longer required as of V1.1
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Known Issues
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- Weapons inside stashes will be of low condition, this is an issue I hope to fix in a later revision/version if people request this to be changed.
- Balance is for the most part under control, be on the lookout for possible exceptions and please report them if you run into anything balance breaking.
- Some items like Grenade launchers and RPG's are not included in this version due to them lacking the correct code needed to be made viable for the loot lists. This is another issue I hope to solve later on,
Additionally some weapons also are not included for the same issue or for issues pertaining to weird structuring. (Only a hand full of weapons)
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Thanks to:
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Tronex: For the base files this was built upon, and alerting me to the stash simulation code inside the games base files and various guidence to getting this going.
Tdef: For help and guidence on implementing an external tier system
Anomaly team as a whole: For giving us such a fantastic stalker experience that will only improve further with time.
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Changelog
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--- 21-01-2020 Version 1.2 ---
- Further adjustments to balancing and distribution of stash content
Common stashes will max out at Tier 3, but will never contain Outfits nor any Rifle or Sniper variants of firearms.
Rare stashes will max out at Tier 4, with a chance to gain any and all kinds of items - IE Snipers or heavy outfits.
- Tiers for suits have been bumped up by a factor of one for Tier 1 + 2, meaning they now sit inside the Tier 2/3 range.
- Tiers 3-4 have been left unchanged outside of the heaviest Tier 2 suits being added to the Tier 3 pool
- Added restrictions to Tier 4 + 5 item spawns based on difficulty. For example most Tier 4 items will no longer spawn on Survivalist difficulty. Rare stashes will still contain more content, but won't be made redundent with this change, Tier 5 is restricted, but won't spawn due to stashes not reaching that tier regardless.
- Common stash weights have changed on the minimum end, meaning common stashes can now have much less in terms of items. But the maximum remains unchanged, leaving them to much more RNG for what items can be found inside them after the new balancing and restrictions.
--- 16-01-2020 Version 1.1 ---
NOTE: If updating from V1 Please remove the outfits and weapons folders from gamedata\configs\items providing you are sure that the only mod that changes these files was V1 of this mod. They are no longer required as of V1.1
- Massive restructure of tier system, no longer requiring the outfit and weapon folders/files as all tier distribution is now handled in an external script This in theory should lead to MUCH better intermod compatability and allow a MUCH smaller filesize in total.
- First passthrough for Rebalancing of stash contents/Distribution
- Added extra medical items (Bandages and Basic, Army & Scientist Medkit)
--- 15-01-2020 Version 1 ---
First public release, requires balancing and further ammendments.
Average
9.213 votes submitted.
First download! :) Will give this a whirl, looks pretty darn interesting the concept of it. Cheers my mate. Will hit you up if anything decides to break in the meantime! ;P
Appreciated!
Feedback is certainly welcome and needed for balance reasons and any potential issues that may occur which I may have missed that aren't already included inside the known issues part of the Description.
Roger that, apologies, been replying to someone on my own addon page and editing the message so it sounds exactly how I wanted the message to come out like lol! Gonna boot up S.T.A.L.K.E.R.: Anomaly now and see how the ol' stash thingy ma jig comes along! I hope you don't mind by the way but in the comments section of my addon page here on ModDB, I included your addon amongst the list of addons I have installed on my S.T.A.L.K.E.R.: Anomaly.
Do not fret my good man, I won't upload said content as my own, if anything, I'm actually trying to promote other people's addons I deem, realistic, fun and immersive. Nothing gets me more than a completely finished immersive/realistic/fun game/mod. And even then, it still requires perfecting even when it looks finished! Ha!
Anyway, gonna get to the testing now, speak soon fella! ;)
No worries at all!
Currently working on a balancing method and have got a good plan set out that I'm currently testing that seems to be working decently, albeit still requiring more testing itself.
And the mod is public domain and everyone are free to use it as they please. I only ask a link back to the original. Otherwise it is absolutely fair game. :D
Still I appreciate the kind words. It needs a lot of work. Both in functionality and compatability which are issues I'm working on currently.
Apologies dude, I will start testing properly now, I was ******* around a little bit upgrading a ton of rifles, shotguns, pistols, outfits and gas masks that I looted and then my Anomaly decided to up and crash when Duty decided to start shooting their random npc mechanic for like no apparent reason. So tried to delete them all in debug and it crashed, 55 minutes game time down the pan, all because of that fookin' war I had where the Mercenary forward base is! To be honest, it was my own fault, even before I loaded in there were just corpses everywhere. Gonna get out of the Wild Territory now, stop dawdling and get out and about! I'll keep an eye out for any stashes on my way past the barrier doing the main quest. Will hopefully have something decent to report in the next hour!
EDIT: Never mind, my Anomaly decided to drop in a tempsave somehow. So I have only lost out on what... Five minutes game time? Thank god for that either way! Anyways, onwards and upwards! Be in touch soon fella! :)
Again nothing to apologise for! Aslong as you are enjoying yourself, you are in no way in obligation to focus purely on this mod. :D
No problem, just going on The Elder Scrolls Online for a little bit with a friend, I'll jump back onto Anomaly when he goes bed. :)
is there an option to not have it include only artifacts? the clothes and weapons option conflict with other mods.
What kind of addons does this mod conflict with? SSS? Boomsticks and Sharpsticks? Trader Complete? I seriously hope it doesn't conflict with any of those major addons. I love the sound of this addon I'd be gutted if the addon breaks because of one of those three. :(
Sadly due to the way the game and stash manager builds spawn lists, I had to edit all the weapon.ltx's and outfit.ltx's specifically to give them tiers. Sadly this isn't avoidable unless I specifically want it to not spawn weapons or armors.
Until I find a method that would work around this and allow me to let this mod function exactly how I want it too.
I'm still looking into various options for making it as compatible as possible. For the most part, installing this mod first, then installing other mods afterwards will allow your other mods take top priority and all you lose are whichever weapons or armor files are overwritten. Providing the treasure manager file remains intact you'll still get the other features. :)
Well, I have forty two addons installed man. And when the forty second one went in. Being this Stash Overhaul addon. Well, it didn't ask me to overwrite anything? It put in fresh files. So I'm not sure if compatibility will be an issue yet? I'll keep playing the game further.
The only files that are edited are the treasure manager in
gamedata\configs\items\settings
And the files like w_ak101.ltx inside
gamedata\configs\items\weapons
and files like o_sunrise.ltx inside
gamedata\configs\items\outfits
Trader overhauls etc won't overwrite these as they don't touch the same files, providing the mods themselves don't also touch guns, and Bangsticks mod might use seperate files for the weapon additions.
It should be compatible with a large amount of mods, including the huge popular sound mod. JSRS or similar? As they only edit weapon_sounds.ltx and the SR file which I do not touch.
Time shall tell. :P
I do not recall seeing many mods that edit weapon or outfit files nor the treasure manager script.
Sadly I've yet to find a way to implement a tier system outside of editing each and every suit and weapon, installing this mod first, then installing thers ontop will allow those to function fine, and this will still fucntion mod wise albeit missing some parts of the loot lists, but will still get partial functionality.
Looks very promising... Will be adding it to my game and testing it here! I personally wanted to do this in my Trader Overhaul but I'm happy i didn't now!
Thank you kindly!
Balancing will be a tad off, so beware of that, and only new stashes will read from my new stash manager scripts just as a heads up. So may take a bit in a running game for you to see any changes. :D
If you have any feedback/comments or issues please let me know. I'd love to hear your opinions on balance and such. :)
Yeah, will do!
so according to what you said about chances to get rare an uncommon guns from stashes, this game will turn into a RPG game if i use your mod ?
Sort of, it is more that to stop you getting a Gauss rifle or a full Custom .50Cal Barrett sniper rifle or a Monolith Nosorog suit I segmented all the weapons and outfits into tiers.
It sounds a lot more RPG than it actually is. Balancing still needs work as depending on your luck you can get some really powerful gear early on and I have a lot of room for expansion to the mod itself.
If you have any feedback or critisim or generally issues please let me know. I'd love to hear it. :)
Hey Steelhawk28 , great mod. Could you help me out a bit as I'm trying to in a way balance, as I like to go for a more hardcore vibe? See I'm editing the treasure_manager. But I'm still getting crazy armor and weapons. For example, I edited the weapons something like this chance of 3, impact 100, Tier 1: , 1 , 1 Tier 2: , 0.8 , 125, etc. If you could, maybe clarify how can I achieve a more realistic/hardcore balance. Thanks.
Hey, I`d also like to go for a much harder balance. The mod works great but every 3rd stash had mid tier armors and this is just a bit too easy for me.
Dave10156 & Holysnout
Agreed, balancing is much more up in the air at the moment and is something I'm slowly working on. V1 was more built around the notion of concept and V1.1 was focusing mostly on the implementation of the new teir overhaul specifically built for this mod. The next version I hope to have more balancing worked out, and along with a file that will explain to people how to tweak it to their own tastes also.
If either of you wish for more indepth discussion around tweaking the settings to your own likings, feel free to shoot me a PM or similar and I'll help you both reach a goal you'd prefer difficutly wise with the mod so you aren't sat waiting for V1.2 :)
The chance to get outfits out of stashes is way too high, got a merc scout suit, SSP Ruby, and a Nomad suit out of 1 stash in the Dark Valley. I really like that I start looking for stashes more instead of skipping them but the amount of outfits in them is way too high. I think outfits should be rare to very rare tier item in stashes.
Quite right, the balance is still something I'm working on to try and find the sweet spot.
May I ask was the stash a common stash or a rare stash? (Green or purple Icon)
I didn't have the stash location found, just randomly checked a stash location I knew of. It was the stash between rostok and dark valley level transition if that matters.
Very likely happened to pull the rare stash contents then for the prespawned stashes in the world. Currently they all pull from the same tables (common or rare). Balancing should slowly ease this issue. But I have a few ideas how I can get around this.
I can't open the file ...
"The archive is either in unknown format or damaged"
I tried downloading multiple times and different mirrors. All the same error.
I should just be able to open it with WinRAR, right?
First time I've seen this issue reported, It must be something your end. But yes Winrar should work just fine, however it could be worth testing with 7zip and seeing if that can extract the archive, if not then it must be getting corrupt upon download.
Incredibly unbalanced. Not 5 minutes into a new game in Rostok, I found 3 suits and an artifact. I now have enough money to be in mid-game.
This needs some serious tweaking.
As the descripion, readme, changelog and all previous comments have stated, balancing is still WIP.
if you could get it balanced similar to OGSE that would be pretty fair i think.
Is this compatible with other stalker mods like Dead Air for example ?
No, I wouldn't imagine it does, this was built using purely Anomaly mechanics and systems, I'm doubtful that Dead Air runs a similar set up specifically compatible with this.
Hi there, I'm not really interrested by adding to stash, well I'm still early game so maybe later if really I'm unsatisfied by the loot ^^ But I'm wondering, what is that stash limit ? Is the game stoping the player from making "too much" stash ? Or am I understanding it all wrong ? ^^ If I'm not, what's that limite "vanilla" ?
I don't think the game limits player made stashes if that is the question. But I honestly never used more than 2 of them in any game I've played of Anomaly so far so I couldn't tell you for sure.
The balancing, like you said many times, is quite off. I was wondering if lowering the max weight of the stashes would work as a temporary solution.
Is this with V1.2? Rare stashes are still unbalanced to a degree, sadly I can't change that much without changing a lot of code around as world box spawns are dictated from the same tables, I'm looking into various methods, 1.2 should for the most part keep it semi balanced. I have many plans for 1.3, but time is short and the plans are fairly long term additions to create.
But yes, lowering the weight of stashes will help ease that issue. Or making the weight impact of the catergories higher so that less points can be spent on those parts. Let me know how you get on, and if you need any help please feel free to send me a message and I'll see if I can help you.
I am currently testing out lowered weights, lowered stash tiers and increased impact of some items. Seems to be a bit better, however, the stashes still spawn a lot of bullets, meds and drink/food. Will probably need to up the impact of those even more and maybe even reduce the chance.
Just want to say this is an excellent mod that really amps up the treasure hunting aspect of the game. Balancing is something you say you're already working on, so I won't go on about that. I look forward to doing more runs of the game with this mod installed.
Some problems I noted during my playthrough, mostly to do with loot bias. During my playthrough I found around 8 to 10 tier 2 tool kits and 2 to 3 tier 1 and 3 tool kits, and ammunition was a bit too plentiful and varied, I would personally tone down the variety of ammo but keep the ammount about the same for non removed ammo types, finding a stash with 90 5.45 EP rounds seems plausible but finding those 90 EP rounds right next to 7 other types with matching quantities is alot. Everything was plentiful at the beginning but towards the endgame stash quality seemed to drop drastically. this might be a problem on my end tho.
also I suspect that this mod broke the "curious stashes" you get from visitting all the locations. they were total crap and a disapointment. Oh, and the guns in stashes are in really bad condition most of the time as you know.
other than those I found this to be almost a musthave mod for an enjoyable experience, really love it, keep up the good work!
I think i figured out why the weapons are all spawning in low quality
When I look at a weapon from a stash, most of the parts will be at 1% and one part will be something reasonable, like 35 or 93.
How do you do the randomization for the weapon quality?
I don't think you can atm :/
Not sure if's a bug but I have found around 6 advanced tools and 0 basic tools and 0 export tools from like 50 stashes. Seems like Tiering system might a bit messed up. Fresh installation too.
I also have been having a similar experience.
Have you managed to figure out a solution?
i love get weapon from stash, but too many bullet and i dont like
can you fix that?
sory i dont speek english
Hey Steelhawk28, thank you for the addon! It runs fine on my game.
I'm using version 1.5, with hotfix 8 and the 1.4 update, with Generic Mod Enabler, version 2.6.0.157.
I'm a big fan of Stalker, and rediscovered the game after so many years. And I keep finding these gems, like Call of Chernobyl before and now, Anomaly and its add-ons. Yours, it helps with the immersion, at least for me. So thanks again!
Even after uninstalling the stashes I find seem to be the same, i'm thinking it'll just take a bit for stashes to reset is this normal?
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Hey i'm using this mod with muh immersion pack, really great, make searching stash really attractive/interesting.
Do you know if you still plan to "fix" weapon spawning in stash in low condition?
If it's just some text editing to do i can try to do it with the right instruction
Yeah, I'm curious of the same thing. This is the one thing stopping me from using the mod since it seems unfinished.
Okay found a solution thanks to people helping me (killeon and grok) on anomaly discord
Will try on my end if it work. Gonna send it to you if you want
Heck yeah. What did you dig up?
Never mind didnt work, still testing .
I changed some values in treasure manager script
-- Degradable items
else
txr_condition.add_con_to_process( se_obj.id , (math.random(30,70)/100) )
to
-- Degradable items
else
txr_condition.add_con_to_process( se_obj.id , random_choice(0.70, 0.80, 0.90) )