Description

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 ;)

Preview
Looting Overhaul v1.0 [1.5.1]
Comments  (0 - 50 of 77)
Δαμοκλῆς
Δαμοκλῆς

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.

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Asshall Author
Asshall

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

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Δαμοκλῆς
Δαμοκλῆς

So I'll maybe try removing the death manager stuff, but I know The other functions of those addons will are unique to themselves.

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Asshall Author
Asshall

It has a WPO patch now ;)

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BigotGaming
BigotGaming

been waiting for something like this

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Asshall Author
Asshall

Very good to hear you appreciate it m8 :)

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SeriousToni
SeriousToni

What the heck is GBO?

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Asshall Author
Asshall

Proof that I'm a dumb ****, it's the old name of GBOOBS, I meant GSO (Grok's stash overhaul)

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SeriousToni
SeriousToni

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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Guest
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Guest
Guest

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.

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Asshall Author
Asshall

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 ;)

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Asshall Author
Asshall

Found the problem and fixed it, i'll pack the fix with the new update (WPO patch, better handling of multiuse items, etc..)

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Theoden-
Theoden-

Hi, is this saved game friendly? I already have GBO installed. Thank you, your mod sounds interesting and I want to try. :)

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Asshall Author
Asshall

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.

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mirror1992
mirror1992

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.

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Asshall Author
Asshall

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)

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mirror1992
mirror1992

Спасибо за обратную связь!
Как только появится обновление, установлю и попробую начать новую игру.

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deviantanon
deviantanon

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

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utsubo
utsubo

"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?

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Asshall Author
Asshall

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 :)

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utsubo
utsubo

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.

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Asshall Author
Asshall

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 ;)

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bartondeep
bartondeep

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.

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Asshall Author
Asshall

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.

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bartondeep
bartondeep

Isn't this done in death_conditions. ltx?

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Asshall Author
Asshall

No, in vanilla it is controlled by death_generic.ltx but in this addon (almost) all configurations are centralized in proba.ltx

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bartondeep
bartondeep

Wait a minute, does this mod work properly without MCM?

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Asshall Author
Asshall

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

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mirror1992
mirror1992

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.
-----------------------------------------------------------------------
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
-----------------------------------------------------------------------

! [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:

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Asshall Author
Asshall

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 ;)

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Asshall Author
Asshall

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.

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mirror1992
mirror1992

Ok, thx)))

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mirror1992
mirror1992

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).

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Asshall Author
Asshall

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 ;)

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Guest
Guest

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)

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Asshall Author
Asshall

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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Guest
Guest

How can I disable debug mod?

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Asshall Author
Asshall

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 !

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Guest
Guest

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

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Asshall Author
Asshall

Are you using the wpo patch ? I can't replicate it

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Guest
Guest

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)

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Asshall Author
Asshall

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

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AndruhaMaybach
AndruhaMaybach

* [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

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Asshall Author
Asshall

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

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AndruhaMaybach
AndruhaMaybach

Looks like works nice

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Asshall Author
Asshall

Thx ! Hope you'll keep enjoying the addon :)

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TheVoidPancake
TheVoidPancake

! [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

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Asshall Author
Asshall

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 ?

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TheVoidPancake
TheVoidPancake

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.

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Asshall Author
Asshall

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 !

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TheVoidPancake
TheVoidPancake

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

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Asshall Author
Asshall

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 !

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TheVoidPancake
TheVoidPancake

! [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?

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Asshall Author
Asshall

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

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TheVoidPancake
TheVoidPancake

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

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Asshall Author
Asshall

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 ?

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TheVoidPancake
TheVoidPancake

It was a Toz Bull.

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Asshall Author
Asshall

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

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