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.
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.
it makes the game quite easy. You find full repairkits way too often. I do like that you can find broken weapons and suits doe
*way too often* I'm not sure about that. I played a lot with this addon and I sometimes find repair kits. It's much more likely to find repair kits laying around in garbage or truck cemetary.
Got question.
Is your Grok tresure manager somehow conflicting with tresure manager from Artefact renovation Mod.
I got both mods and I am suspicious that both are working and spaming items into caches and stashes. I have found something when entering any stache for first time realy often ( like 2 out of 3 stahes have something) and usually there is a lot of items in stash.
I play hard and survivalist. So something doesn´t add up :)
EDIT: deleted file treasure manager.ltx in Artefact R. ; In Grok treasure manager set spawn rate for junk artefacts much lower. And it works. Ballance was restored.
OK, seems that I found out what is breaking the ballance. My fix: Delete file treasure_manager.ltx from Artefact renovation. I might be wrong though. But to me, it seems that ballance (in the force :) ) was restored.
I think it's placebo because treasure_manager.ltx isn't used anymore when you load the Stash Overhaul.
This is because the Stash Overhaul replaces the base game treasure_manager.script which then reads only the new grok_treasure_manager.ltx
Then it could be just my luck, that on that test run I had like 10 stashes in Cordon :D And some of them quite packed. But you might be right.
I Can investigate some more. Then give feedback.
Also I think I could produce compatibility patch for you (e.g. only rank 1 artefacts as possible rewards in stashes). Will send you when done.
Groki I did 4 test runs around cordon. 2 with treasure manager from AR mod, 1 without and 1 in vanilla game. All on survivalist. First three runs with your mod, 1 without.
On most runs I opened 25 stashes to found something in 10 or 11 out of them, everytime. Making the chance to find something in unvisited stash around 40-44%.
This was stable across all runs. So my claim was wrong.
Thing is... with your mod I would be quite rich or substantially powerful while in vanilla game rewards from stashes were laughfable.
During my second run (with your mod) I found CS-4a SevaSuit with condition 28%. Since I was testing also OPO from Arti, I would make me OP for start. I just test these days, so everything is alright.
That is my feedback. Took my 3 hour to complete all runs
So what xchrisx88 said about only full repair kits and also too good armors and also stashes too plentyful are making your mod a bit unballanced. Should be easy to adjust.
Compatibility patch for AR is also neccesary to use both.
40-ish % checks out in my experience. I don't use AR, but I did bring up chances of armor spawns earlier in comments. With increased chances of repair kits spawning, that has resulted in several of my starts quickly yielding OP results. I'm fairly happy with my adjustments, but I believe it can be further tweaked. To each their own sense of balance of course.
I agree with last sentence. Also mod is nicely done, easy to adjust.
Later, after testing, I lowered max possible "weight" on common caches, lowered percentage on better armor spawns on both cashes, lowered percentage on "i_repair" spawning to 10 in common caches. Complemented by forbiding medium,heavy & EXo repair kits on survivalist difficulty (=3, as per instructions), so you have to craft them.
I think I will be happy with these changes.
imho, a Cs-4a Seva in 28% condition is hardly useable anymore. yes it is a strong suit yet bringing it to a point where it would actually protect you in a meaningful way will cost you time and money. i do agree about the repairkit drop being a bit too much but then again i've had runs when i would hardly find any shotgun repairkits when i needed them but tons of pistol repairkits. same goes for the repairkits for armors really. most of the time you will still have to buy them from the mechanics if you want to fix your armor at the vice.
having said that, in general i do agree with the stash rebalance giving a little bit too much especially if you venture north quickly where the higher tier stashes await you. luckily pretty much all spawn probabilities can be tuned within the mods' files.
I noticed that most repair items, meds/drugs, foods, drinks were not included in the list of spawning items. I added all of them myself (and tiered accordingly), but am wondering if that was deliberate?
would you be able to post your tweaked version? It sounds pretty fun and I want to try it!
pls, post or send me your version of tweeks.
I would greatly appreciate. I want to compare my version with your version. I might use some data for my upcoming mod.
With Grok's permission I'll upload my tweaked files. However, I also use WPO and some other addons for which I have tweaked a handful of other files to my own liking. As a result there's a number of dependencies. Assuming Grok is okay with me releasing what is basically a version of his addon, it will take me a bit of time to put everything together.
BAS compatibility?
It's compatible but no BAS loot in the stashes that's it.
Does the "Rag and Bone" achievement work with this mod? It's the achievement that, after 100 stashes are looted, the quality/items of the stashes increases.
I guess so
Hi I wanted to clarify. In order to change the quality of armor and weapons, my only need to replace the numbers in data.c (5, 35) / 100)? And is it possible to remove division by 100, set a random number between 5 and, for example, 6?
P.S. I like you work man, it's realy cool.
When I tried to get a reward from the Wolf for the task on the "first sortie", the game crashed. Here's the log.
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ... anomaly/bin/..\gamedata\scripts\treasure_manager.script:453: attempt to perform arithmetic on field 'task_num' (a nil value)
stack trace:
Can i know how do i tweak the conditions of the amour and the weapon and some ammo for it?
I would like to make stashes more rare, tell me, what parameter is responsible for the frequency of stashes? I mean, the total number of stashes on the map, so that there are fewer of them when the game starts, how to do this?
How to make the caches visible only when getting from the stalker's PDA ?
Read addon description
The important metrics are well described and accessible at the beginning of the scripts
There's script about loot corpses. Just open it. There's chance. Reduce it to 0.
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Less than 10 minutes in and already found a fully loaded PPSh-41 (camo) and Interceptor Body Armor on Survivalist progression difficulty. 10/10
Well both of them in garbage condition so no big deal
Hey, man. Listen, I wanted to know if it's really possible to set up the addon in such a way that at locations (for example, Escape), for example, only three stashes appear in random containers (I have pipes, boxes, stumps or logs), and the rest are empty? I tried to install in the config (1, 1, 2), but then, apparently, the other caches are simply distributed as if the addon was not active. Maybe there is some option in the configs that allows you to set a "full limit" on fixed filling in two, three or four containers at locations, and a ban on spawning things in others?
i have some real weird problem as when i start a new game it looks like it treats the player as a stash and gives you free stuff, this is abit op when you get a good suits of armor at the start of the game
There appears to be a weird bug that gives random items to the PC when they start a new game, like the player's inventory is also a stash now.
Hey I have an issue that I believe is caused by this addon.
When looting a corpse which has a stash location on it there is a 3-5 second freeze before the corpse inventory actually opens up. I'm guessing it is related to a script but unfortunately I am not familiar with Stalkers modding system. Any help would be appreciated.
As far as I'm concerned nond of the other 6 addons that I use should interfere with the looting mechanics but as always I could be wrong.
Hey Grok, first of all thank you for your hard work, I really like your addons and I use most of them. But this one is causing too much freezing, like when receiving stash locations from missions or corpses the game freezes for 2-4 seconds... the problem was solved when I disabled this addon and started a new game. The alternative I've found is ZCP just for the stashes tweaking and I recommend it to anyone having the same problem. By the way I don't have any other addons that affect loot tables.
EDIT:problem solved after 22/09 update, no more freezes. (Tested in army warehouses and dead city because I know all the stashes there, lots of corpses were looted too.) Thanks Grokitach!
Ooooh, that's why. I have the same issue
Current version might alleviate this. Please tell me if it's any better
100% fixed. No more freezes after the update! Thank you very much!
wonder if this will work with TB's 475 new stash locations Moddb.com
i'll give it a try
It works, no conflict
Idk why, but fot some reason after installation new version, now game crash everytime, when im trying load save in the game with this error:
Expression :
Function : invalid_parameter_handler
File : xrDebugNew.cpp
Line : 1040
Description : invalid parameter
stack trace:
In Mod Manager i don't see conflicts
are you using the expedition modpack? so far i installed 80 addons in top of that one with no problems, but this addon is making my game crash randomly (when changing levels/loading a save when im dead or while in game)
i also have the same crash:
FATAL ERROR
[error]Expression :
[error]Function : invalid_parameter_handler
[error]File : xrDebugNew.cpp
[error]Line : 1040
[error]Description : invalid parameter
For now im using version 2.0.4 and works fine with no crashes
No, im not using any modpacks
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Same happening to me
Same problem but with a new game start with the mod loaded alone with mod organizer 2.
Same here.
I keep getting a bunch of free **** at the start of the game, like I'm a stash. It doesn't happen every new game, but it happens quite frequently.
Same problem
Regarding the player starting with a whole bunch of items, i've managed to replicate it repeatedly when using TB's Bugged Stashes Fix v1.4 in addition to this mod.
Add the following stash boxes to the blacklist in gamedata/config/items/settings/grok_treasure_manager.ltx, under [blacklist_stashes_name]
;--TB-Added
;agr_treasure_8 ;it is possible to jump into tree
bar_arena_inventory_box_2 ;impossible to get into this room
kbo_actor_box_1 ;the stash is physically stuck inside the safe object
;mil_q8_n_a ;cannot get into the area, too frictionless (actually you can, you can climb the debris!)
red_forester_radio ;remove because if playing as bandit the door to the room is locked
red_forest_box_4_5 ;confusing side part of the same box as another stash on the top
red_treasure_10 ;cannot get into the tree
red_treasure_9 ;cannot get into the tree
val_q7_n ;above the cross but not obvious it is just about obtainable
val_recover_item_2_spawn ;stuck somewhere underground
zat_b22_medic_inv_box ;inside a locked cabin
(above copied verbatin from TB's mod, the commented out ones can be left out)
Grok's overwrites the treasure_manager.ltx provided by TB's, meaning these bugged stashes don't get added to the blacklist.
How they end up in the player's inventory is that the same mod has a script that, when the game is started or loaded, it removes the stashes and adds their content to the player's inventory. Useful if you've already got a save going, got awarded one of those bugged stashes, and want to get the stuff out. Not so useful when you start a new game with Grok's, as there's a good chance this mod'll add stuff to them, and then TB's adds it to your inventory when clearing those stashes.
Comment out the following section of code in gamedata/scripts/TB_Remove_Bugged_Stashes.script:
for item in string.gmatch(v, '([^,]+)') do
printf("~ Giving player: %s",item)
alife_create_item(item, db.actor)
end
So that the script does not give the player the contents of these bugged stashes. Or remove the script entirely, as it's not needed when starting a fresh game with the bugged stashes already added to the blacklist.
For me, I added the stashes to the blacklist, and removed the script, as I haven't started a meaningfully long save where i'd want to recover those stashes
Thanks. So my addon alone wasn't the issue I see now!
Added your fix to the new updated version.