Changes the way the condition of weapon/outfit/helmets dropped by dead enemies is calculated
Changes the way stashes are spawned and no empty stashes (patch for GSO by Grokitach you need GSO for it to work)
And a few fixes along the way ;)
Before installing
This addon is new game friendly however stashes won't be spawned by it. Meaning there will still be empty addon (and the balance is completely different)
The loot module 02 pairs nicely with Rowans Rebalanced NPC Squad Loadouts : Moddb.com
MCM is necessary to configure certain options : Moddb.com
Changelog v1.0 :
- Tweaked the loot tables for stashes a lot. I'm having a lot of trouble because I'm quite inexperienced with the game. If you find time to tweak anything for yourself don't forget to send me your changes (Asshall#2333)
- If you do find time to configure you'll also find that the debug mod has been improved. Also LO has it's own logs now ;)
- Introduced proper support for multiuse items in stashes (decreased tier depending from the number of uses left) It will now be more common to find repair kits but with very low uses !
- WPO and Artefact Renovation Patches
- General refactoring (A lot ^^) Cause the codebase was f*cked up (still is a bit)
- Reworked MCM options menu
- Lots of bug fixes ;) (stashes weight and map tierring not being properly calculated)
What Is does :
A lot of random elements are now calculated using interpolation meaning the probabilities are non-linear.
For weapons/outfits there is a significant decrease of probabilities for dropping a weapon/outfit at 50% compared to 45%, meaning you'll get some heat in good condition (30% ~ 40%) but getting a gun above 50% (for helmet its 20%) is very rare !
There is also and optional feature called artificial difficulty that will decrease the condition you get depending on your rank so you don't cheese a legend and get a great gun for it ;)
I have modified the way probabilities are calculated when disassembling outfit with integrated helmets as well. To get a helmet above 20% condition you'll have to disassemble an outfit above 50% condition. I've also fixed a bug where you got different conditions between looking at part condition in the detail menu and actually disassembling !
There is now an option to disable the drop of recipes you've already read (recipes are now guaranteed to drop every x corpses looted) and disable bolt drop without the limited bolt option on as well.
I have modified Grok's Stashes Overhaul to include this new way to calculate probabilities and I've modified it to have no empty stashes. Now stashes have more loot Overhaul but a lot of it is misc ^^ Since GSO works with a tiering system by map meaning the can only get certain tiers for certain maps I've included Simple Upgrade Downgrade addon from Vintar0 so you don't get stuck because you can find a basic toolkit. (There is a different way to calculate weapon attachment on guns found in stashes as well)
Dependencies :
GSO by Grokitach is NEEDED for the stash part to work (folder 01), go download it here : Moddb.com
Credits :
Thanks to Grokitach, Steelhawk28 (original creator of stash overhaul addon), HarukaSai (creator of the beautiful preview art), Vintar0 (creator of the simple upgrade downgrade addon), ravenascendant (helped me a lot script-wise), Maitre des Gages (came up with the idea to use interpolation) and a lot of folks in #modding-development !
To Come :
- Rework of crates loot
- Stashes will have loot tables in accordance with their visuals and the way there are hidden (toolboxes get repair items, hard to find stashes get better loot, etc)
- Better tierring of parts and ammo
- Introduce the item missing into the stashes loot tables
- Further balancing ^^
Help me Improve by configuring it as you like it:
I am not very good at balancing, so I've made the addon quite configurable through the configs files and I've made a debug system to help you test your improvements, all infos are in the README. Don't hesitate to PM me your version of proba.ltx if you think you've improved the balance ;)
Patches
I'm experimenting with a weird technique for patching. It is (almost) all done from a config fie called "patches.ltx". If you want to use both patches you need to install the WPO patch and then comment the "=false" on the line "[blaklisted_items.ar]"
Incompatibilities :
This addon has a hard conflict with anything that changes death_manager.script or treasure_manager.script
Know Issues :
- A bug with the logger (the debug options have to be on) upon opening a file that makes you crash when loading (quite early in the load). Couldn't pin down what is was since it's most likely OS related and doesn't happen on my machine. If it does happen to you, take a look at your main log, there is and error handler that should display a message. Send it to me so I can get I idea of what's going wrong.
Have Fun Stalker !
So will it still hard conflict with either the WPO or OPO? Or is it now possible to use your addon along side those? IE overwrite Those with yours.
I think that WPO and OPO dont need this addon to work properly. You can modify the proba.ltx file to have drops closer to those in WPO/OPO's death_generic.ltx
So I'll maybe try removing the death manager stuff, but I know The other functions of those addons will are unique to themselves.
It has a WPO patch now ;)
been waiting for something like this
Very good to hear you appreciate it m8 :)
What the heck is GBO?
Proof that I'm a dumb ****, it's the old name of GBOOBS, I meant GSO (Grok's stash overhaul)
No you're not dumb at all. I was being dump for not knowing the abbreviations. So thank you for clearing that up. :)
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Is new game needed? I installed it and I also have GSO and GCRO, I have this issue with found stash icons not disappearing even after looting, I have experienced this in truck cemetary so far, compatibility patch installed after main addon with Mod Organizer 2.
A new game is needed for the stash part to work properly. However it might be the case that it is what cause your problem... I'll take a look at it, and upload a fix if needed ;)
Found the problem and fixed it, i'll pack the fix with the new update (WPO patch, better handling of multiuse items, etc..)
Hi, is this saved game friendly? I already have GBO installed. Thank you, your mod sounds interesting and I want to try. :)
It is new game friendly but the stash module won't manage the spawning of stashes so you'll still get GSO stashes (thus the empty stashes). What will change is the way guns/outfits are spawned.
Столкнулся с рядом проблем после установки аддона:
1) После установки на НПС перестали спавниться ПДА.
2) Многие тайники с отметкой на карте стали пустые.
3) Вновь полученные тайники при обыске не засчитываются в статистику (нет сообщения что тайник найден). Так же когда забираешь всё из такого тайника - метка не снимается.
Thanks for the feedback ! I'm not sure if the first point is a problem with this addon, I'll double check !
The second point is because you didn't use a new game
For the 3rd point I fixed it and will update (today or tomorrow)
Спасибо за обратную связь!
Как только появится обновление, установлю и попробую начать новую игру.
Grand to hear there will be an update have had the issue myself where I'm not notified that I found a stash and that the icon doesn't disappear
"There is now an option to disable the drop of recipes you've already read (recipes are now guaranteed to drop every x corpses looted) and disable bolt drop without the limited bolt option on as well."
It's great, 10/10. I have no reason not to install the mod.
Is it safe to delete test_interp.lua contained in the main folder?
One more thing: Artefact renovation mod conflicts with treasure_manager.ltx. I tried to merge them myself, but gave up because there were so many changes. Could you please check it once?
Thx a lot ! ;)
It is yes, it's meant to be used to test the configuration you come up with if you do.
I'll take a look at it, i've got a pretty big update to release already, so maybe not in this one tho :)
I compared treasure_manager.ltx with the vanilla and Artefact renovation mods, and it only erased a few lines of artifacts. When I compared this mod with the Artefact renovation mod, I was mistaken because there were numerous changes, but the merge was easy. I apologize for that.
I also tried to disable the line under "Legit Artefacts" that was added in your mod. Is there any possibility that this will cause some problems? I just edited the file, but I haven't played it yet.
If the differences are in treasure_manager.ltx under "[possible_items]" you can change it as you please. This is a list of all items that can be spawned by a stash ;)
Dude, thanks for dropping out the recipes. But from the description, I decided that the weapon will fall out in better condition than in the original, it turned out that if in the original I complained about 10-15% of the condition of the weapon, then it is quite common for 3-5% now. Dude, please fix this. And I don't care that these weapons are from the corpses of beginners, it doesn't stop them from killing me in any way.
If you wanna chance de minimum percentage dropped you can using the proba.ltx file do something like this for every rank (under the [weapon_drop_condition]/[outfit_drop_condition] sections):
rank : minimum_condition, mid_condition, max_condition : keep the same values right hand side of the semi-colon
Otherwise you are probably getting **** gear because of the artificial difficulty. You can disable it in the MCM option menu under "Loot" tab
Tell me if that solved your problem.
Isn't this done in death_conditions. ltx?
No, in vanilla it is controlled by death_generic.ltx but in this addon (almost) all configurations are centralized in proba.ltx
Wait a minute, does this mod work properly without MCM?
Yes it does, but you won't be able to turn on/off certain option like artificial difficulty which is turned on by default.
I just realized MCM is not mentionned in the description and there is no logo in the preview image. I'll fix that, sorry for the confusion
Привет! Обновил мод, но при загрузке сохранения или при старте Новой Игры вылетает с вот таким вот логом. WPO не использую, только GSO. Ну и BaS установлен.
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Hello! I updated the mod, but when loading a save or when starting a New Game, it crashes with just such a log. I don't use WPO, only GSO. And BaS is installed
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! [LUA] SCRIPT RUNTIME ERROR
! [LUA] d:/games/anomaly-1.5.1\gamedata\scripts\utils_logger.script:86: attempt to index local 'writer' (a nil value)
! [SCRIPT ERROR]: d:/games/anomaly-1.5.1\gamedata\scripts\utils_logger.script:86: attempt to index local 'writer' (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:/games/anomaly-1.5.1\gamedata\scripts\utils_logger.script:86: attempt to index local 'writer' (a nil value)
stack trace:
I cannot reproduce it... I'm thinking this has to do with the permission of your "appdata/logs" directory... I've uploaded a new file, could you try it and send me your log / look for a line starting "DEUBG LO -> Couldn't open file :" ?
If you wanna play now, you can go to the MCM option and disable all tick boxes in the debug tab ;)
I deleted your comment with the crash log, because it was too verbose. I've uploaded a hotfix that should give a special error message if it happens again. Make sure to share the last line of the log if it does happen to you.
Ok, thx)))
Oh Gods, it happened! :DD as you understood, I am very actively testing your mod)) well, let's start;)
1) put the 4th revision of the mod, and the first thing that caught my eye was the duplicated mod menu in MCM.
2) Regardless of whether the tickboxes are turned on or off, the crash occurs when loading a save and starting a new game ... at the very beginning.
The message from the log is as follows:
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] d:/games/anomaly-1.5.1\gamedata\scripts\utils_logger.script:40: DEBUG LO -> ONLY SEND ME THIS LINE and Disable debug mod in the MCM configuration menu. The error was : d:/games/anomaly-1.5.1\appdata\logs\looting_overhaul_logs\ALL FILES IN looting_overhaul_logs\ WILL BE OVERWRITEN: No such file or directory
! [SCRIPT ERROR]: d:/games/anomaly-1.5.1\gamedata\scripts\utils_logger.script:40: DEBUG LO -> ONLY SEND ME THIS LINE and Disable debug mod in the MCM configuration menu. The error was : d:/games/anomaly-1.5.1\appdata\logs\looting_overhaul_logs\ALL FILES IN looting_overhaul_logs\ WILL BE OVERWRITEN: No such file or directory
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:/games/anomaly-1.5.1\gamedata\scripts\utils_logger.script:40: DEBUG LO -> ONLY SEND ME THIS LINE and Disable debug mod in the MCM configuration menu. The error was : d:/games/anomaly-1.5.1\appdata\logs\looting_overhaul_logs\ALL FILES IN looting_overhaul_logs\ WILL BE OVERWRITEN: No such file or directory
stack trace:
There was another crash with an error instead of "No such file or directory" there was a message "Access denied" or something like that, I don’t remember) appeared once, then I "ran" through the folder access again - and the error with this message disappeared.
3 revision then worked for me without problems) but I always try to install everything new))
Что-то у меня мешает моду функционировать нормально (мысли вслух).
Yes it seems your problem is that you have a file from an earlier update still injecting MCM options thus the duplicated menu and non-working options. You need reinstall the addon fresh and it should work as expected then.
There was a problem where the warning message was created wrongly so thanks for that.
However I do think the crux of the problem is the "Access denied" error. It seems your anomaly directory was created with higher privileges than what you run MO2 with. Either change the privileges of the "anomaly_dir/appdata/logs" directory or run MO as admin and that should fix this problem as well ;)
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\gamedata\scripts\utils_logger.script:86: attempt to index local 'writer' (a nil value)
Do you have the last version of the addon ? Also this crash should only happens if the debug mod is enabled. With the last version of the addon you'll get the os level error that cause this crash, most likely "Access denied" denoting that you've installed anomaly with higher privileges than the one you're using to run MO2.
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How can I disable debug mod?
There was a huge oversight on my part, the bug was happening even if debug was off anyways (you need mcm to configure the mod options). I've updated and now it should work, finger crossed !
Version 5 works but the state of the equipment of opponents is exactly 0 or close to 0. It's strange that all opponents carry killed equipment to the trash
Are you using the wpo patch ? I can't replicate it
Empty cache detected.
I use:
00 Main (Required)
01 GSO no empty stashes patch GSO dependant (Recommended)
02 Overhauled gear condition + fixes (Recommended)
03 SimpleUpgrateDowngrade only toolkits from Vintar0 (Recommended for 01)
06 Artefact Renovation patch (Optional)
Did you start a new game ? Are you still having the zero condition bug ? Is so disable artificial difficulties using mcm and going into the addon options. That's might be what's happening if you are low rank
* [x-ray]: Handled Necessary Textures Destruction
* MEMORY USAGE: 1608781 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
FATAL ERROR
[error]Expression : <no expression>
[error]Function : handler_base
[error]File : xrDebugNew.cpp
[error]Line : 988
[error]Description : pure virtual function call
stack trace:
The crash when I open the purple cache in the camp of scientists
You should download the last version, if I'm correct this would happen when spawning a gun in a cache and it should be fixed
Looks like works nice
Thx ! Hope you'll keep enjoying the addon :)
! [SCRIPT ERROR]: d:/games/anomaly/bin/..\gamedata\scripts\item_radio.script:394: bad argument #1 to 'pairs' (table expected, got nil)
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:/games/anomaly/bin/..\gamedata\scripts\item_radio.script:394: bad argument #1 to 'pairs' (table expected, got nil)
stack trace:
Debug on or off doesn't matter, I get this crash constantly with the latest version. I doesn't even have a item_radio.script at all
Could you look into the log for "treasure_manager.script". If this is caused by that addon there should be a line indicating a synthax error when the file is loaded. If you find it post that line (or send the whole log). Also is the addon conflicting with something else ?
Idk how but it solved itself. I reinstalled the addon and now it works. Maybe I messed something up. Let's see if it happens again.
Maybe there was still old files from the addon ^^ Afaik the error can happens when the "treasure_manager.script" file can't be found/loaded. So most likely synthax error but that can also happen if the file is missing... Keep me updated about that cause that's a weird error !
Now, another error
! [SCRIPT ERROR]: .../anomaly/bin/..\gamedata\scripts\treasure_manager.script:698: attempt to perform arithmetic on 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: .../anomaly/bin/..\gamedata\scripts\treasure_manager.script:698: attempt to perform arithmetic on a nil value
stack trace:
Idk what's up
I've updated the addon with a fix that should work. If I'm not mistaken this is a bug that happens when opening a stash with a gun inside. It has something to do with feature that only spawn old ammo in stash gun. Is should not crash anymore but it might spawn new fmj ammo even with the old_ammo option ticked.
I've been trying to squash that bug for a long time now, if you can tell me what gun was into the stash that would be great help !
! [SCRIPT ERROR]: .../anomaly/bin/..\gamedata\scripts\treasure_manager.script:699: attempt to perform arithmetic on 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: .../anomaly/bin/..\gamedata\scripts\treasure_manager.script:699: attempt to perform arithmetic on a nil value
stack trace:
Keeps happening after the recent patch.
Tbh, I would be okay even with just the No Empty Stashes module alone, is there any way I can use that "standalone" without this crash?
You sure that happens with the Looting_Overhaul.7 version ? I've been quick-firing hotfixes to solve the many problem this addon has been having and I though I'd fixed that...
If you only want to have no empty stashes you could use GSO (or vanilla) "treasure_manager.script" and changes this line (657 for vanilla)
for i=1,caches_count/2 do
create_random_stash(true,"stash")
end
to
for i=1,caches_count do
create_random_stash(true,"stash")
end
And not install the stash module of this addon at all.
But this will probably not be balanced (not saying this addon is) cause vanilla/GSO were balanced with half the stashes empty.
I'm really sorry this **** keeps crashing, I'm trying to fix those issue as they come up.
EDIT: Also you can disable old ammo options in the stash tab of the mcm menu this is probably what's causing this particular crash
Yes, it does happen with the Looting_Overhaul.7 version, latest. I try to disable the old ammo option in MCM, maybe it will stop the crash, if not, thanks for describing how to edit to have guaranteed stashes.
Okay, so I disabled the "New drops ammo in magazine" and "gun in stash drops with old ammo" options and it doesn't crash now
Only the "Guns in stash only spawn with old ammo in their mag" option should cause the crash. The other describe the way ammo in spawn in gun found on dead stalker/in the world.
I'll try to come up with a hotfix for the problem you described !
Edit: Could you tell me what gun was in the stash that was causing the crash ?
It was a Toz Bull.
Well found the bug and seems I've squashed it for good. I think it was happening with every gun that has unique ammo ! Shouldn't crash because of that anymore