Last updated 24.08.2021. It removes tons of items from traders/stashes to make it easier to manage your inventory. IMPORTANT: - IF YOU ARE USING THE CRAFTING SYSTEM IN ANOMALY DON'T READ ANY MORE THIS ADDON IS NOT FOR YOU DON'T USE IT.
What does this addon do:
- Remove tons of unused/unnecessary items (at least for me).
- Items types removed (all bad ammo/all trash items/a lot of medical items/most of crafting/upgrades items).
- It leaves some repair items like (gun oil/repair/sewing kits...etc).
- It does NOT remove any armor/weapons/weapons attachments
Why I made it:
- To Make it easier for your/my eyes to find what you're looking for at your inventory/trader.
- Spend more time playing the game instead of organizing your inventory.
- For me anomaly's crafting system is not really good/simple and it needs to be reworked (I could be wrong).
GOOD HUNTING STALKERS!
gostavee
=======================================================================
Tired of needing eagle eyes to find anything in your overcrowded inventory? Feeling like Anomaly has too many different items that do the same thing? Never managed to use crafting and not going to use it in the future? Welcome to the new, more stable, and, as far as I know, bugless version of Less Items, the mod that frees your inventory from constipation by removing a lot of junk!
I have tested this version by completing dozens of quests on a clean version of Anomaly 1.5.1, and I have had zero crashes.
This mod needs a new start to work (unless you already have version 2.0 installed).
The main changes from the older version are:
3.1
-- The spawn rate of the very powerful universal repair kits has been slowed noticeably. They now only show up in 1/50 and 1/30 of normal and rare stashes, respectively. This is much closer to what I had in mind: rare, treasured items with a strong impact.
-- Removed the bountiful stashes patch, because it had zero impact on the game.
3.0
-- Added the Old Ammo Soft Removal mod: in practice, old ammo from weapon magazines (the only source of old ammo left) will magically turn into normal ammo when entering your inventory. You need to unload the weapon for this to happen, and the ammo must enter your inventory.
-- Technicians sell ammo now. This solves the problem of e.g. Yantar, where there are three shops and no one sells ammo.
-- Do the technician tool quests, and they will sell better ammo (adds HP and AP to their inventory; remember that you need to give them time to refresh the inventory).
-- Added universal repair kits for armor and weapons. They are fairly heavy and fairly valuable, can be found in stashes, and repair anything (either weapon or armour) 50% three times, no matter how damaged. They are not for sale, because they would compete with the technicians paid services in a way that I don't believe can be correctly balanced.
-- Added a patch for HD Models.
-- Removed the last vestiges of crafting: no access to vices and no disassemble option in menu. If a technician gets killed, you get a slightly different message.
3.0 slightly edits the localization files, but I don't speak Russian, so I had to let those out. However, the actual mechanics should work fine.
2.6:
-- Removed some old pistol ammo
-- Given a better structure for ease of use with MO2
2.5:
-- Fixed the trader inventory (thanks Zzzmithy!)
-- An upgrade I care about a lot: all technicians start with all upgrades unlocked, as long as you have the money. If you like, you can still do the quest to find the tools, and you will find them in stashes as usual, with the usual rewards in money and reputation.
2.2:
-- Removed unnecessary files.
2.1:
-- All characters start with the headlamp in the inventory, instead of the flashlight. The reason for this is that hunting for artifacts in the night requires constant swapping between the flashlight and detector, both of which use the O slot, so you should be constantly opening and closing your inventory. This is tedious, so I'm cutting it out.
-- Added a patch for those who prefer vanilla-sized stashes.
2.0
-- The files have been updated by modifying those of 1.5.1, so they enable the new mines and ieds.
-- Solved two quest bugs: you won't be asked to find sharpening stones or excluded meds any more, and your game won't crash when missions are done (thank you Guest!).
-- I removed the toolkits and the drug-making kit I had added to the traders. However, they can still spawn in stashes.
-- Traders don't buy from any condition any more.
-- No more stash overhaul, although the stashes can be a lot fuller than normal.
-- Item condition has a possible range based on the rank of your kill. So you have better chances of finding a weapon in good conditions on a veteran than on a rookie, but the opposite isn't impossible. I think it averages around 50% condition.
The mod doesn't currently contain compatibility patches, however, since the task counter has been reinstated, the old patch shouldn't be needed. If you want to use Trader Overhaul, you can simply not install the "trade" folder in this mod.
What I'd like to do next:
Please report any bugs! Or if some quests ask you to find removed items, or any problem, really.
I am not updating this section anymore. The best option is using Notepad++ and comparing the changes. I have even started to add comments!
Average
8.216 votes submitted.
(buried)
Хачю медицину eft, а не это вот все(
Простите(
Hi, can you make it for RC 18 ?
I tried it out now, it works in RC 18 too.
Is it possible for you to make an RC18 version of this mod and (as a variant) that only removes all junk from the game so we can still make quest like drug kits for doctors etc.? Also is there some other way to manually remove junk items from the game?
About RC 18, I have the link now, but the mirrors got too many clicks and I have to wait. When I have it, I can answer that.
I can reintroduce the drug kits without much trouble. I'll probably do something like with tools, where some traders have it (Sakharov and someone else), it's a reward, and also spawns in stashes.
>>>Also is there some other way to manually remove junk items from the game?
What do you mean by manually? While playing, or editing the files?
I meant the way i can do it on my own just to remove particulary junk items personaly for my game without asking smbdy to do dedicated mod for this.
Yet im not sure ill be ablr to edit game files properly for that (not enough skills). Unfortunatelly there is no such mod for Anomaly that just gets rid of particculary junk.
The basis for this is unpacking the database. In your Anomaly folder open tools/dbunpacker.bat This will create a folder, tools/_unpacked . In there you find all the configs and script files (your game will still work as normal).
Once you have edited the files you want (probably the same ones used in this mod), you can save them in gamedata. So if you edit e.g. tools/_unpacked/configs/items/settings/treasure_manager.ltx you need to save it as gamedata/configs/items/settings/treasure_manager.ltx
Many files contain a description, just make sure you keep the originals in /tools.
At least, this is how it works in the current version, I don't know what they changed in RC.
Wow, thanks for the guide, probably will give it a try some time soon))
But for now gona keep waitin for your mod for RC18)
Good news: it works in RC18!
I have a problem where the game crashes. When taking a task for a cache from any NPC - crash. Also receiving a cache as a reward - crash. I can't figure out what the problem is. How do I fix it? from the edits, the following is set:NPCFootstep_Misery_Boots/
Exoseva_Outfits_RC18.1/
Sleep_restores_health/
Anomaly-Less_Items-Patched_1.0.3/
Atmospheric_radio_russian_classic_edition/
Navs_4K_Definitive_Masks_v1.3-_Packed/
Artefact_renovation_rc18.1/
Artefact_renovation-weapon_position_merge/
Beefs_Flashlights_Rebalanced_v1.1/
Position_View_v1.9.1_By_CEMENT.1/
Knife_work_in_inventory_RC18_included/
Hi, can you please send me the error log (it's in the appdata folder in the anomaly main folder)? Artifact Renovation and this mod both edit treasure_manager.ltx, so that's probably the source of the problem.
Well, Yes, apparently the problem is what you said:
! [SCRIPT ERROR]: d:/anomaly 1.5.0\gamedata\scripts\treasure_manager.script:373: attempt to perform arithmetic on field 'task_num' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: d:/anomaly 1.5.0\gamedata\scripts\treasure_manager.script:373: attempt to perform arithmetic on field 'task_num' (a nil value)
stack trace:
OK, this is probably the problem: Artefact's version of treasure_manager has a task counter, while Less Items doesn't. I will try to make a compatibility patch.
I have uploaded a patch but I haven't had the time to test it, please let me know if it works!
I put the version with stash overhaul. And everything works fine)) Compatibility was successful, and you can take from the task to the caches, and also receive a reward, and all this without crashes) Thank you very much))
Really enjoy this mod, it's just what I needed to get rid of the useless cluster**** that is vanilla. What a hassle and mess that was, 90% of the stuff I didn't even care about.
A bit of constructive criticism though, and I don't know if you can adjust this: all the loot p/u's are in good to great condition and hence sell for a good amount. This robs the game of any and all challenge. Having the vendors buy your stuff, even in poor condition, would be enough. I had enough for a great rifle in like half an hour.
I may go back to default and deal with the clutter if this ends up removing a lot of the fun. Throwing stuff at the player doesn't give them the satisfaction of earning their keep. If you could lower the condition of the majority of the loot (with the occasional good piece here and there), it'd be perfect.
Hi, thanks for the comment. I was able to do what you suggested; now the .rar also contains a version of the mod with Anomaly's vanilla conditions for loot. I tried it and it worked, please let me know if you find any problems.
Does this work with "Trader Overhaul" or does it do the same?
Hi, the two mods are pretty different. With "Anomaly Less Items" traders stop selling many things. If you want to use them together, I have uploaded a version of Less Items that doesn't modify traders, so it doesn't conflict with Trader Overhaul. You still won't find junk in loot.
i can't thank you and gostavee enough, this mod saved anomaly for me, i couldn't stand have my inventory bloated with all those crafting and somewhat useless items
This mod is absolutely essential for enjoying Anomaly. With 1.5.1 finally released, we could really use an updated version. Here's hoping the author or someone with modding experience makes it happen!
Hi, it works with 1.5.1 for me!
Thank you. I kind of assumed they'd added new stuff that needed to be manually removed in your mod. If this is not the case, I'll give this a shot right away.
could you to do something about fetch quests that require finding now disabled maintenance tools, like "bring 3 charges of 3-piece sharpening set"? there's also sewing kit, maybe one more.
The current version of the mod should solve this problem!
Sometimes when I finish a npc mission and press the "the job is done" dialog my game crashes without any text error, I have to load up the game again and open my pda or go through some random lines with the npc and then hit the job is done dialog and just then it works sometimes it doesn't tho so idk what exactly fixes that, it's so annoying.
This comment is currently awaiting admin approval, join now to view.
I'll look into it, although I am not sure why this happens. Maybe it's because I edited the rewards, and the game occasionally tries to give you something that isn't really available.
Not sure if my last comment worked
The fix: restore task counter to treasure manager itx
Other rare crash: bad and very bad ammo types still in weapon
configs can cause crash on killing enemy
Thanks, I can read this comment. Do you mean this part:
completed_task_num = 7
start_chance = 60 reward_b itm_advancedkit, itm_expertkit, itm_drugkit, itm_ammokit
If so, I can add it back. I'll do some testing today and if everything is fine I can add a version with a few bugfixes (the sharpening stones thing) before Monday
Yes, I added this back in and also the lines in quote marks:
;-- Names of stashes to exclude from the system (bugged)
[blacklist_stashes_names]
mar_treasure_10
mar_q_n_7
mil_q10_n
"yantar_treasure_11
secret_fanat
gar_smart_terrain_5_8_box"
It quit to desktop for me everytime clicking on "The job is done" before this. Afterwards no crashes at all for two days of playing. Except one when killing a soldier with old ammo in his groza, which is why I think it's to do with the weapon configs (which I sat up last night editing.) I have to go out today, but I'll murder a load of soldiers this evening with the edited configs and get back to you. If it works I can send you them, and help you make compatiblity patches for other mods too.
OK, thank you very much! Let me know how it goes! :)
Hi, it's all good, no need to add weapon configs (they break the ammo wheel anyway.)
The default mod is the one I've been using and I haven't been able to get the game to crash at all. Which is weird for Stalker. Most of the code for Stash Overhaul is still in treasure_manager.ltx so removing task counter breaks it. All the best, you're doing God's work keeping this mod up.
OK! Thanks a lot for trying and testing, and also for the kind words! I have now uploaded a new version, hopefully it should fix all the problems.
I gave this mod a try and want to offer some feedback. I do like the idea of reducing unneeded items, especially if not using the in-game crafting system. It must have taken plenty of time to comment out and double check all the files to ensure correctness. Kudos to you.
I would suggest calming down the stash findings. Within finding 4 to 5 stashes, there were 2 Basic Toolkits, plenty of ammo, 4 junk artefacts, and a large number of other things. After selling all of those, I had close to 50,000 in just 10 to 15 minutes of play time, only from the stash items.
Can that be altered to make the stashes give normal amounts of loot?
Thank you.
Yes, if it's what I think it is (stash weight) it shouldn't be hard to do. I can add it as an option later on.
Done, there is a patch which brings stash weight back to vanilla. Please let me know if there are any problems!
Thanks for providing this option. I'll check it out on my next playthrough. It's nice to have a more streamlined amount of items.
Great_Day I think he mean that with decreasing quantity of items he got more expensive items in increased quantity in stashes, because they spawned instead of deleted items. That make in-game economy easely.
That's hard to quantify. With the patch, the overall quantity of stuff in the stashes is the same as vanilla. It's true that you won't find trash in them. But you also won't find repair or crafting items, and that's a lot of money you will be spending. You will not be able to upgrade your PDA, for example; and better PDAs cost 20,000 and 40,000 roubles. You can't improve your headlight, and that's around 20,000 roubles for good night vision. Then you have to pay for upgrades to weapon and armour, and, if you find better equipment, you have to pay them again.
You can make up for this by doing quests, which pay really well in this game, but that's how it is even without this mod.
I'm trying the mod out, and while it's definitely enabled (I start with a headlamp, stashes seem very changed), it doesn't affect traders.
Here's me visiting Sidrovich right after starting a new game: I.imgur.com
Again, you can tell the mod's on because I've got the headlamp. But I'm sure he's not supposed to be selling all those things.
I've double checked to make sure the configs/trade folder is there, I tried turning off every mod except this one because I thought Trader Overhaul might be messing with it, I even tried not using mod organizer and dropping the folders directly into the proper directories. In every case, the rest of the mod seems to work, but traders are still selling everything they normally do.
Found the problem: In the mod, the folder structure is
gamedata\configs\trade
But it should be
gamedata\configs\items\trade
If you just go into the mod folder and drag and drop the "trade" folder straight into the "items" folder, it should work fine.
So I guess follow-up question is what repair items are still in the game and how can you get them? Looking at the files it seems some are still available from boxes and crates, but they're removed from most stashes and trader inventories.
Does the mod just assume you won't maintain items in the field at all?
Hi, thanks for the observations about traders. I have to decide whether to mod them by default, or let the player decide -- I found that leaving them vanilla isn't that much of a problem, because you don't just buy everything they have. Free loot, that's a different story, and can easily overwhelm you (and that's why I mean to turn the current stash patch for stash size into default with the next update.) Technicians are the exception, I'd rather stop them from selling crafting materials and turn them into specialised gun and/or ammo and attachments sellers (so you can buy ammo in e.g. Yantar).
This mod pretty much assumes that you won't rely on repair items. While there are some repair items, they are very rare (you can get the sharpening stones as a reward, and sometimes find those little black cans and tubes in crates, and tape outside of boxes around the levels; again, don't hold your breath, they're fairly rare). Their existence is actually the result of overlooking crates on my side, but I think they are mostly OK, if they are found rarely.
If it is to get a larger space in this mod, repair needs a overhaul -- there should be fewer kinds of repair items, they should be rarer, heavier, and far more powerful and less restrictive. Instead of e.g. an oil box that adds 7%, there should be something like a 1.5 kg kit that works for all firearms or all outfits and repairs something like 50% per use for 3 uses. Since it would directly compete with technicians, it would probably be best found in stashes.
Hi! wonderful idea! But, that you other mod Moddb.com and this are compatible? Because i like the less item etcetera, but for old ammos i prefer the other mod, that change those with normal ammos, because of balance reasons (i also use Grok Ballistics overhaul, which makes ap ammos very expensive). Can i use both your mod at same time (in that case, I suppose i need to place "old ammo soft removal" lower in the load order) or a patch is needed?
I have been using Less Items and Old Ammo Removal together for some time now. They work well together, but I am not really sure of how much Less Items limits the number of bullets that appear; since there is less junk that can appear in stashes, now bullets get more room. I do buy some, however.
Probably this weekend I will upload a substantial update to Less Items that includes Old Ammo Removal, adds bullets for sale to the inventory of technicians (starting with FMJ, they start selling HP when you bring the first set of tools and AP when they get the second set), and removes the vestiges of crafting (no more access to workshops and removal of the disassemble option from the inventory).
Thanks for the answer.
it seems that this conflicts with the auto complete addon. It conflicts with the config/misc/task/tm_dynamic.ltx
Any idea if this is a major conflict or if it can mostly be ignored and just set with a proper load order?
Try using this file Ufile.io it's the one in less items, but with the autocomplete function activated. I also noticed that autocomplete v 3 (the one I used as base) actually is based on older files, this one instead is based on files from 1.5.1.
Fundamentally, you should be able to use this file as a patch, make sure it's in the right folder and the last one to load. Let me know how it goes, and, if it works, I'll repackage the add-on to include this patch.
I like this a lot, all that clutter was unnecessary. However I do like doing the upgrade quests for technicians. What file would I need to change to get that back?
Delete every file in configs\misc\upgrade_infos\.