Compatible with Anomaly 1.5.1. Map tiering stash system, dedicated item tiers tables and reworked loot tables. New game recommended. Update 2.2.0 TB fix for bugged stashes patch, FOMOD install, optional feature disabling loot spawn in unmarked stashes.
This addon spices your gameplay with stashes that are completely reworked and rebalanced.
NEW GAME IS RECOMMENDED. USAGE ON EXISTING SAVES MIGHT CAUSE BUGS, SEE BELOW.
IF USED ON AN EXISTING SAVE YOU ARE EXPOSED TO THESE VARIOUS EFFECTS, before installing to an existing save finish everything that is stash related first or it will bug (not crash though):
- Your own stashes might get random items spawning in them once. - Previously discovered stashes might get replenished (needs testing). - Your existing stashes quest will not be able to be completed because their content will be randomized, and will most likely end up empty. - Stashes indicated on the minimap prior to add-on addition will most likely be empty.
If you are upating from 2.0.2 to 2.0.3 in an existing save:
Everything will work, no problem. Items' conditions will be changed according to the modifications brought by the 2.0.3 patch. However, changes brought to armors tiers will most likely not be reflected in the existing stashes. I tested it with a Skat 9 armor in Swamp, previously tier 3 now tier 5. It should now be impossible to get a Skat 9 armor in the swamp, but since it spawned with 2.0.2 patch, it stayed with 2.0.3. I didn't test that with yet unexplored map. But atleast add-on update doesn't wipe stashes content which is good :)
Simply extract the gamedata folder to your root Anomaly folder. The add-on contains streloccs stash on loot corpse add-on, be sure to not have duplicated script files (it will be fixed in version 2.0.3). You can also use a mod manager (JGSME or Mod Organizer 2).
Compatible with Anomaly 1.5.1. From the base game files, this add–on only modifies scripts/treasure_manager.script.
This add–on includes some of Steelhawk28's Stash Overhaul add–on code as well as streloc's "stash on corpse looting" script. Sources:
- Steelhawk28's Stash Overhaul: Moddb.com
- strelocc Stash on corpse looting (don't install both add-ons): Moddb.com
02/01/2021 ---- 2.0.0 ----
- Completely reworked the whole add–on.
03/01/2021 ---- 2.0.1 ----
- Fixed CTD when receiving Stash Location (on corpse loot or quest completion). Cleaned the script to improve compatibility (cleaner monkey patching).
- Rebalanced items tiers.
03/01/2021 ---- 2.0.2 ----
- Removed monkey patch for the time being as it was the source of many bugs and balance breaking.
- Fixed all known bugs (empty stashes given by corpses, stashes replenishing on game load).
- If you installed version 2.0.1 or 2.0, remove gamedata/scripts/grok_stashes.script first, although the newscript should take priority over the old script.
06/02/2021 ---- 2.0.3 ----
- Improved armor tiers balance.
- Reimplemented items random properties after 1.5.1 changes.
18/02/2021 ---- 2.0.4 ----
- Improved pistols tiers balance.
- Reduced junk artifacts spawn rate to 2% and heavily reduced repair kits spawn rates (40% > 15%).
21/09/2021 ---- 2.1.0 ----
- Balanced loot tables. Less repair kits, more toolboxes, no more artifacts, a bit less loot, less armors... It's now more hardcore.
- Scripts fix for DLTX lags thanks to mezz.
- BaS Patch with new weapons in stashes (still in Beta, use at your own risk).
- BAIN Installer for MO2.
22/09/2021 ---- 2.1.1 ----
- Balanced map tiers to be a bit harder so that you only get tier 1 and tier 2 items on starting south maps.
19/10/2021 ---- 2.2.0 ----
- Added patches for TB fix for bugged stashes (avoid spawn of items in player inventory).
- Added the option to not have any loot in unmarked stashes, courtesy of Kolaris: Moddb.com
- Added FOMOD installation.
29/11/2021 ---- Hotfix ----
- Fixed meadows tiers
Average
9.5123 votes submitted.
Very nice! I've been using those two mods for a long time now. Seeing them together and with some good tweaks really put a smile on my face! Also, nice of you to credit the original modders, helping with the recognition of those that make cool stuff for the game!
Thanks for your work!
Wow, the timing of this. I was currently using the 'Stash On Corpse Looting' mod but was avoiding 'Anomaly Stash Overhaul' due to the balancing being really off. Excited to give this a run.
Thanks!
Will try it out right now!
How to turn off "Stash on corpse" ? I want to find them in PDA... Its more immersive
The percentage is at 3% currently if I'm correct. You can remove that by removing gamedata/scripts/z_corpse_stashes.script from the mod folder before copy pasting it. Otherwise, simply delete that script from your Anomaly gamedata/scripts folder. Although, I think you can still find stashes location on notebooks or free papers in stalkers' pockets for instance, so I don't find this immersion breaking :)
Hey bro !, very cool addon (thanks.
Does setting the armor/outfit drop to "progressive" in the game's difficulty menu affect your mod?
No it only affects items dropped on stalkers. But my add-on is balanced by map, if you take the risk to go north early you'll get good loot which makes sense.
The stashes i get randomly off corpses are all empty.
I tried with the new 2.0.2 version and it was working as intended. My guess is that you used the add-on on an existing save which already had stashes indicated and these stashes content have been wiped / modified by the add-on. New game is recommended, I added it in the Disclaimer.
Found a problem here are screenshots Imgur.com
You can try with 2.0.2. It should fix most things and include changes of RC21 which should take care of the bug you are displaying here (random stashes conflicting with stashes given by quests).
EDIT: this bug is related to having an unfinished delivery quest before adding the add-on which changes stashes content. So the quest stash gets randomized. Finish everything stash related before adding the add-on or start a new game.
As I understand it, we need a new game!
It's just that the problem with the caches has not been fixed
Yes and This can't be fixed. The add-on changes so many things to stash configs, everything pre existing that is stash related in a save will bug. Just be sure to finish everything that is stash related before adding the add-on (fast travel to stashes and take items there to remove them from the PDA). New stash things generated after the add-on is added will work.
So the add-on works on existing saves, it's just that there are issues with pre existing stash related things.
RC22?
Yes, also now compatible with Anomaly 1.5.1
Hey man, overall I really like the mod but, there is one thing that bothers me though, armor and weapon condition seem static which I find too be annoying. I took a look at the code and I'm wondering how this works (or is it even working as intended?)
local weapon_c (5, 35) / 100)
local armor_c (5, 35) / 100)
It would think that this method would pick a random condition between 5(500%) and 35(3500%) and divide it by 100 too get a proper value, thereby ensuring that all weapon and armor have random conditions between 5% and 35%.
However, ALL weapons have a conditon of 11% and ALL armor has a condtion of 15%, is this intended?
In anycase I would like to have condtion be in random intervals between 65%-100%, do you know how this can be achieved?
Hum it's not intended. Last time I thoroughly checked conditions it was working as intended (RC22). Perhaps something changed with 1.5.1. I will try to replace with math.random.
How many armors and weapons did you get ?
Fixed in the new 2.0.3 update. Stash content will likely not display the armor tiering balance (i.e. stash with previously tier 3 armor will still contain an armor that is now tier 5). However the items conditions will be modified by the update.
Can you continue playing with an existing save by switching the 2.0.2 with 2.0.3?
Yes, as described in the Disclaimer you can safely update with an existing save. 2.0.3 update will not change stashes content nor wipe them but will bring the changes concerning items quality, conditions, etc.
Tiers changes brought with the 2.0.3 patch will not be reflected though (so you'll still be able to ACE and Skat9 suits in Cordon and Swamp if you are lucky enough...).
Noooo!! I just started a new game and now 2hrs in! Aw well, the stash overhaul will be 100% worth it I think!
Что изменяет этот мод? Объясните более конкретно!!!
Read the add-on description... I can't be more clear than that. Use Google translate as I did for you.
Each map has Tiers. For swamp for example (1,1,2,2,2,3). Items have tiers (good items are tier 5 like EXO, ****** items are tier 1). Items spawning in stashes in a map respect the map tiers (no endgame toolbox in swamp).
Also it adds weapons and armors in stashes.
And you can find stash coordinates by looting bodies.
Hi, i´m new in the game but i want to know, what is about this addon?
Read description and ask a more precise question... ? I don't want to be rude or anything. But I wrote a detailed description for a reason.
It rebalances stashes content in the game (interactable boxes). The higher the risk the higher the reward. Also new items to loot in the stashes (armors and guns).
Read description
The addon is unbalanced. Got ~50k running from Dead City to Freedom Base while playing the Survivalist difficulty.
The money came from which kind of items, Artefacts? Thanks for the input.
No, mostly from repair Kits and food. No artifacts have been found. Shotgun repair kits, medium armor repair kits - too much of them. I've encountered ~10 green chests and ~7 of them contained loot.
I tried to search, but did not find the parameter responsible for the rarity of loot in random chests.
Ok. It's true I put some emphasis on repair kits so that people can repair guns more easily... But it's true that they sell for a lot money. I should balance that somehow in the next patch. Thanks for the input ! :)
Hi I found a silenced five seven with silencer in sidovich bunker pls fix ty<3
Also if you change commom num_of_tiers to 3, the game will freeze on newgame
Wo honestly that's insane Luck you got here. I can't fix your luck dude xD . I can bump 5.7 tier though. Thanks for the feedback
that would be cool, ty
Hey, awesome addon. Im scared of breaking something so i'll ask instead lol, how would i go about decreasing the rate of the big repair/upgrade kits? they're very plentiful. Also possible to decrease the uses? they're always full.. maybe 1 or 2 uses in them? Thanks.
I might have gone overboard with those. Be sure to backup your save and the add-on ltx file before doing any modification. You can edit the percentages in the config/items files of the add-on (the correct file contains 2 big tables).
I've got an error regarding "blacklist_stashes_names". I'm using your mod, but I'm sure the issue doesn't come directly from it. The game crashed when I was talking to Barkeeper and asked him for work. I'm using GT Task pack the last thing happened was it called "CRandomTask:give_task() ... " before CTD.
The problem is, that I'm not sure how that is linked to stashes. Something tried to access "blacklist_stashes_names", but that section doesn't seem to be defined wherre it should be. Unfortunately it's not more detailed described in the log.
Here are the last "useful" lines (there isn't any other indicator found in the log):
GhenTuong: player and task giver doesn't share enemies [2]
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'blacklist_stashes_names'.
I'm not sure if I should report this here or in the GT Tasks pack comments. But I suppose we have to make some changes so your addon can be used with GT Tasks (or maybe even all task packs and IGI tasks framework).
So what is it?
It seems your items blacklist causes a problem here, when other mods try to access stash data, or something like that. It led to several crashes with IGI Tasks. Each one reproducable.
I could only track it down to IGI Tasks, but don't know exactly where this is linked to stashes.
Here's a log:
Pastebin.com
Thanks I'll check it out
Have you ever considered a submod of this mod for Boomsticks and Sharpstick with some of the items included in that mod being added to stashes?
I have the files mostly ready, I have to merge them and test if everything goes right... But it's not high on my to do list I have to admit.
Заметил одну проблему. Сейчас проверил что она в этом моде (v2.0.4). При просмотре компонентов брони части выстраиваются в список. Если нужно извлечь последний компонент с хорошим состоянием, и при разборке выпадают несколько компонентов. То состояние/прочность передаётся ближайшему к началу списка. Шанс 100%, очень сложно извлечь последний в линии компонент. Стоят и другие моды, потому долго не мог определить проблему. Теперь с новой игрой проверил.
Noticed one problem. Now I have checked that she is in this fashion (v2.0.4). When viewing armor components, parts are lined up in the list. If you want to retrieve the last component with a good state, and several components drop out during disassembly. That state/strength is transferred to the closest to the beginning of the list. The chance is 100%, it is very difficult to extract the last component in the line. There are other mods, so for a long time I could not determine the problem. Now with a new game checked.
Thoroughly enjoying the diverse loot found in stashes. But had a couple questions/suggestions:
Q: What governs the condition of found gun/armor parts? I'm playing with WPO and that basically makes every weapon part with a condition lower than 65% worthless, so I was hoping to tweak on my own to increase cohesion between the two mods.
Q2: Is it possible to somehow exclude green campfire chests from loot lists and nerf the loot they produce? These chests tend to be out in the open and look like they're for public use: Spots for stalkers to dump loose odds and ends that they no longer want but others might. It's a bit odd finding half-decent loot in Sidorovich's chest or in the middle of the rookie village. It'd be dope if they could also occasionally refresh in populated locations to simulate stalkers coming by and picking up/dropping off their crap.
[Caution, machine translation :)]
Hey!
I downloaded your mod and plan to continue playing with it. He's pretty good. But I would like to know a little about the distribution of the condition of weapons and armor.
At the cordon location (I don’t know if the names differ in Russian and English localizations, so just in case I’ll say that this is the location with Sidorovich) I find armor in the caches, which has a condition of about 15%. But I would like a little more)
In your previous comments, you mentioned an increase in the condition of found equipment with an increase in the level of locations. Thus, you can find more serviceable loot in more northern locations.
I would like to know how much more serviceable)
Take Pripyat, for example. What will be the condition of the equipment in it? 40-50%? 50-70%?
I have already looked through the code, but I found only the "math.random(5, 35) / 100" formula there. Apparently this is the basic formula for the condition. But it is not clear what happens to the condition value afterwards. Maybe it is multiplied by the location level? In general, it would be convenient for me to hear about this from you, if you certainly have time for this.
Thanks for attention!
Hey, testing this for a while now but I feel it's definitely overabundant, pretty much near every single stash I come across contains good stuff, repair kits, anomaly containers, it feels like it's going to totally unbalance economy. Is it possible to safely remove it from an early game save or will it scramble things up? thx
Hey! So this addon will make the game more easy or harder? Thanks for your work.
much easier from the looks of it, unless perhaps with an intended combo of other mods.
It makes the game a bit easier in the sense that stashes actually contain useful stuff now.
Guns and armors are broken and here for parts or to be repaired. It paris well with the armor loot system in "progression" mode.
Toolkits are easier to find, but the game anyway give you guaranteed toolkits every x tasks since 1.5.1 release. Toolkits in rare stashes are given by the game itself, not by this addon.
I mainly play iron man and I find the stashes content compatible with this game mod. Also it allows the player to actually play survivalist iron man.
Looted yantar and found something like six or seven decent suits of armor (albeit heavily damaged) in stashes. Seems like a lot. Been replacing the parts and selling them for loads of money lol. In fact I feel like I've been finding more stashes with armor than with weapons. Aside from that I feel like tool kits in stashes are overabundant: Particularly calibration tools in my current playthrough, which is on day 7 and I've fully kitted out Ecologs, Clear Sky, and Loris, and have two sets of calibration tools to spare. Would you be able to direct me to where I can tone those chances down?
EDIT: Actually read the headers at the top of the files and tried to tweak the chances myself. We'll see what comes of it.
did any of your tweaks help?
Yes, quite a bit. However, repair and tool kits still spawn out in the open (I don't think this addon changes that), and that kind of skews the chances of finding them further.
Armor drops are bit high since I reduced repair and toolkits drop.
I like it that way though since these armors are mainly for parts and to occasionnaly repair one of these.
I don't understand how you can "easily" repair these armors and sell them for a profit, outside of playing in easy economy difficulty or with other addons making armor reparation easy.
And you can do it the same way when killing stalkers so I don't really see the problem here.
Medium economy, no other addons affecting armor. Wouldn't say it's exactly "easy" to repair them; the tedium comes in dragging them to my main stash, but if you can replace a few components (which I tend to hoard until they come in handy), they become sell-able to most traders at around 50% I think. I don't even bother fixing them up all the way with repair tools; not sure if the cost of using those is worth the return of selling them to traders.
Now that I basically halved the chances of armor spawning and gave it extra "weight" in terms of what else spawns in a stash, my new playthrough with a difficult economy is nowhere near as broken.
On another note, does your addon control the chance of whether an individual stash is filled or not? Can I adjust that variable somewhere? My loot hoarding tendency is causing me to overload on every map I explore for the first time and I figured I could battle that by decreasing the chance of stashes being full. Maybe I'll compensate by making them spawn more/better stuff when they're actually filled.