Description

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.

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Less Items 3.1 for Anomaly 1.5.1 Final
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DELORIANx2
DELORIANx2 - - 185 comments

(buried)

Хачю медицину eft, а не это вот все(
Простите(

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WujekSamoZło
WujekSamoZło - - 273 comments

Hi, can you make it for RC 18 ?

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Great_Day Author
Great_Day - - 133 comments

I tried it out now, it works in RC 18 too.

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4ernoff
4ernoff - - 57 comments

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?

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Great_Day Author
Great_Day - - 133 comments

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?

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4ernoff
4ernoff - - 57 comments

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.

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Great_Day Author
Great_Day - - 133 comments

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.

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4ernoff
4ernoff - - 57 comments

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)

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Great_Day Author
Great_Day - - 133 comments

Good news: it works in RC18!

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solomatovik2015
solomatovik2015 - - 4 comments

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/

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Great_Day Author
Great_Day - - 133 comments

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.

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solomatovik2015
solomatovik2015 - - 4 comments

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:

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Great_Day Author
Great_Day - - 133 comments

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.

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Great_Day Author
Great_Day - - 133 comments

I have uploaded a patch but I haven't had the time to test it, please let me know if it works!

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solomatovik2015
solomatovik2015 - - 4 comments

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))

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crpchas
crpchas - - 16 comments

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.

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Great_Day Author
Great_Day - - 133 comments

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.

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Habub
Habub - - 12 comments

Does this work with "Trader Overhaul" or does it do the same?

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Great_Day Author
Great_Day - - 133 comments

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.

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natko1587913149
natko1587913149 - - 5 comments

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

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asker
asker - - 20 comments

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!

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Great_Day Author
Great_Day - - 133 comments

Hi, it works with 1.5.1 for me!

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asker
asker - - 20 comments

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.

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Violet-n-red
Violet-n-red - - 492 comments

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.

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Great_Day Author
Great_Day - - 133 comments

The current version of the mod should solve this problem!

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SirHotcake
SirHotcake - - 1 comments

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.

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Guest
Guest - - 691,674 comments

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Great_Day Author
Great_Day - - 133 comments

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.

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Guest
Guest - - 691,674 comments

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

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Great_Day Author
Great_Day - - 133 comments

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

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Guest
Guest - - 691,674 comments

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.

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Great_Day Author
Great_Day - - 133 comments

OK, thank you very much! Let me know how it goes! :)

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Guest
Guest - - 691,674 comments

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.

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Great_Day Author
Great_Day - - 133 comments

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.

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Qball.
Qball. - - 108 comments

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.

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Great_Day Author
Great_Day - - 133 comments

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.

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Great_Day Author
Great_Day - - 133 comments

Done, there is a patch which brings stash weight back to vanilla. Please let me know if there are any problems!

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Qball.
Qball. - - 108 comments

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.

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GalaxiT
GalaxiT - - 104 comments

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.

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Great_Day Author
Great_Day - - 133 comments

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.

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Zzzmithy
Zzzmithy - - 4 comments

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.

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Zzzmithy
Zzzmithy - - 4 comments

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.

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Zzzmithy
Zzzmithy - - 4 comments

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?

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Great_Day Author
Great_Day - - 133 comments

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.

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massimogrecoab
massimogrecoab - - 515 comments

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?

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Great_Day Author
Great_Day - - 133 comments

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).

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massimogrecoab
massimogrecoab - - 515 comments

Thanks for the answer.

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Guest
Guest - - 691,674 comments

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?

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Great_Day Author
Great_Day - - 133 comments

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.

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OliverMendes
OliverMendes - - 16 comments

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?

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Guest
Guest - - 691,674 comments

Delete every file in configs\misc\upgrade_infos\.

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