Adds a logical NPC body claiming system to discourage unfair looting.
Consider using this newer version from Nullblank instead:
NPC Loot Claim v1.0.6.2 (Bugfix) addon - S.T.A.L.K.E.R. Anomaly mod for S.T.A.L.K.E.R.: Call of Pripyat - Mod DB
Version: 1.0.5
by Vintar
for Anomaly 1.5.1
To install :
- Install the 'gamedata' folder from 'NPC Loot Claim - Main'.
- (optional) Install the 'gamedata' folder from 'Optional - Better loot'.
Description:
In vanilla Anomaly, NPCs don't claim bodies before they actually loot them, and are apparently okay with you stealing all of their loot right in front of them. Besides being unimmersive, this can break game balance by giving the player a ton of loot for free. This addon changes that by adding claims and preventing looting of other's kills under certain circumstances. You can freely loot your own kills, but trying to loot others' kills will be discouraged.
I also suggest setting the gameplay - general setting "corpse loot distance" to the max possible (25m), so that other NPCs are less likely to physically steal your loot.
An optional 'better loot' module is included, since this addon will allow you to give STALKERs more realistic levels of loot without completely breaking progression.
How it works:
- When a STALKER dies, their body's loot is claimed by both the killer's squad and the victim's remaining squadmates. Only factions neutral to the player can make claims. If the actor killed the victim, no claims are made by any NPCs, and the body can be freely looted by the player
- If both the killer's squad dies, and the victim's squadmates die, then any allies of theirs within 50 meters will claim the body
- If no allies of the victim/killer exist within 50m, the body is unclaimed and the actor can loot it freely
- Attempting to loot a claimed body will prevent you from doing so, and you will be warned by one of the NPCs claiming it.
- Attempting to loot the same claimed body 3 times (not necessarily in a row!) will cause the NPC to issue a final warning
- Attempting to loot the same claimed body 4 times will cause the claiming squad to turn hostile to you. However, you will then be allowed to loot the body. You will lose some reputation and goodwill (-10) with the claiming faction for being a known thief/looter.
Compatibility:
Can be safely installed/uninstalled mid-game without issue. Leaves no traces in savegame files.
Version Log:
1.0.5 - (2021/03/28)
- Fixed some users' inconsistent force-closing by using a new method
1.0.4 - (2021/03/25)
- Hostile squads (from looting their claims) no longer bother the actor about trying to loot their other claims
- Monolith players will no longer have zombies making claims
- Implemented reputation/goodwill loss for stealing (-10 goodwill loss with that faction)
- Code improvements for optimization and consistency
- Optional 'better loot' module: Reduced min condition drop of weapons/outfits by ~5%
1.0.3 - (2021/03/24)
- Fixed invalid claims not being cleared (ex: mutant claims)
- Fixed issue where extremely high relations with a faction could lock the actor out of stealing from that faction
- The 4th attempt to loot a claimed body now opens the looting UI (while the claiming squad simultaneously turns hostile)
1.0.2 - (2021/03/24)
- Better handling of claims on victims of mutant attacks
- Fixed potential crash when a squad dies mid-function execute
1.0.1 - (2021/03/23)
- Improved consistency of inventory closing on attempt to loot claimed bodies
- Companions don't make claims
- Code optimizations
- Optional 'better loot' module: gun/armor condition minimums decreased
My Addons:
Warfare Alife Overhaul
Separated Helmets Outfits Backpacks
Bounty Squads Expanded
NPC Loot Claim
Modular Miscellaneous Tweaks
Y+F Fluid Dynamic Relations (maintained by me)
Sounds cool!
New game needed?
No. It can be safely installed/uninstalled mid-game without issue
wtf, why do other stalkers can loot my victims?
I'm i worse than others?
It's up to them to shoot you for taking their loot, it's up to you to shoot them for taking yours.
Sweet addon to increase that IMMERSION. Does this work with mutant bodies too?
I would like to know as well.
No, if you loot mutant bodies first nothing will happen
AWESOME!!! This is what i was waiting, be able to loot dead corpses is too much easy and unbalancing, now with this addon you have put some good restrictions on this weak ring of the chain, thx!
Another classic. Thanks Vintar
One thing I'm curious about is your 'better loot' addon and I'm not sure I understood your description.
Just tested and it really made a difference to the quality of gear found immediately.
Makes me worried a bit about balancing - how is it not going to affect it long term if I'm finding decent weapons and helmets at over 60% condition on the first military grunt in Agroprom?
Genuine question; I haven't played anomaly in a longer while and this seems very OP; just coming off Grok's Stash overhaul which so far yielded me some 15k in 3 or 4 stashes between cordon and agroprom. Feels it's all a little too strong. Anyhow, removed grok's stashes but now wander about your better loot option and how will it keep things on an even keel.
thanks for another well placed mod.
The condition values may need better balancing, especially if you don't use Weapon Parts Overhaul, where the parts can be worse than the gun's condition
Indeed I'm not using it. I thought it may get a little too complicated with it - would you say WPO is manageable, balanced and worth it without turning into constant micromanagement game?
Anyhow, yes, without the WPO I think the 'loot balancing' addon feels way OP: I've started the run an hour ago, using your great warfare/story hybrid, merely on a first errant for Sid to Agroprom when I stumbled across 3 military grunts. Had only the stock pistol going into it, came out with a modded shotgun, military helmet, ak47 and 2 pistols, all in 60-70% condition.
Feels undeserved.
Reduced the loot condition mins in the recent version by ~10%. Still probably best used with WPO.
WPO is really great. It lets you collect parts so that when you find a gun you want, you might have the parts to get it working. Instead of having every gun be trash and have to pay a ton of RU to use a gun you like. Plus the jamming mechanics, part condition mechanics, and integration with jamming animations makes it really fun
Good stuff, TY, will test when I get the chance.
I know that this game's not known for realism, but in my humble opinion, the "better loot" addon makes a li'l bit more sense to me.
How come that your enemy's weapon is almost pristine but the moment you killed him, his weapon's condition suddenly plummets down. The highest weapon condition I've ever looted in the vanilla is 40%. It's not like you yeet a 'nade at the enemy that causes its death.
It makes sense that you can loot weapons and armours with condition around 60% - 70% from them.
It would be cool tho to add that explosions on the weapons lying on the floor can affect it's condition, like how the weapon gets rekt when dropped in an fruit punch anomaly.
Yeah it would be cool if someone made a add-on that made the weapons condition depend how you engaged the enemy and/or other previous engagement the NPC may have been involved in
I know I'm late for this reply. But I've i play on Hard (poor protection) and survivalist, I just jacked up the repair/upgrade/buy factor and lowered the sell factor. For me it's kinda balanced because ammo and supplies are now costly to buy.
what a cool idea.. probably wont use it, because i'm a horder and everything is mine .-.
but it sounds like a neat system
I got a crash when trying to loot a body
! [SCRIPT ERROR]: e:/anomaly-1.5.1.2\gamedata\scripts\npc_loot_claim.script:35: attempt to index local 'person' (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: e:/anomaly-1.5.1.2\gamedata\scripts\npc_loot_claim.script:35: attempt to index local 'person' (a nil value)
Try the new version (1.0.2) if you can - it should fix it
Большое спасибо за такой классный аддон, который привносит больше атмосферного погружения!
Было бы здорово, если есть возможность в будущем сделать аддон – чтобы NPC грабили тайники которые создает игрок. А у игрока была бы возможность минировать свой тайник с помощью гранаты с последующем взрывом при попытке разграбить тайник. И с сообщением в ПДА.... например, "сталкеры сообщают, что на ферме, на кордоне прогремел взрыв" – в зависимости от того, где находиться тайник. По типу, как это реализовано в моде NLC 7
This look very interesting thank you for this , more immersion always welcome in the zone !
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But NPCs still loots my stuffs without any respect ?
you can always put a bullet in their head
Really nice mod for I M M E R S I O N. Wish there was also a mod that would remove stashes that aren't marked on PDA because if you know the locations it can make the early game too easy specially the blue boxes
Agreed, that would be neat.
This is actually pretty simple to implement. In configs/plugins/difficulty.ltx, you can set the parameters "stash_chance" to 0, which will prevent non-marked stashes from spawning items
Vintar0
As promised, some ideas for meaningful gameplay enhancements below, that to me go to some extend along the same lines of thinking as the mods you're creating, hence the offering.
Again, pardon I post here but I don't have and will not have discord. If anything here strikes your fancy and you feel is doable, go creative, share with others etc; I'd simply be content to see those features in the game.
IN ORDER OF RELEVANCE:
1. IMMERSIVE CAMPFIRES / CAMPFIRE AMBUSH
Playing with the campfire saving option + an addon that makes saving possible only when the fire is lit is fun, well-balanced and very immersive. Unoccupied campfires being lit everywhere by default is not so much. Through a simple set of rules a cool gameplay loop can be achieved:
- Unoccupied campfires should NEVER be lit on their own as a global rule.
- However... on rare occasions an unlit campfire CAN be occupied by veteran NPCs, since some of these fellows are more experienced, cunning and ambush-aware. Once experienced, this will always keep the player slightly on his toes when approaching darkened camps and cause some emergent surprises every now and then. Small chance only.
- An option to only allow saving when a campfire is lit, like in the mentioned addon, should be included here too.
2. NPC OCCASIONAL ANOMALY TRIGGER
Allow a rare, very small percentage chance for NPC stalkers to sometimes activate and get killed by anomalies they cross - to simulate them making mistakes rather than always gliding through them unaffected.
The xray engine is dumb this way and can only handle npcs either paying attention to anomalies or to the rest of the world but not both, however implementing a script to only sporadically let an NPC trigger an anomaly effect, only within a certain radius around the player, and always excluding story npcs, etc will increase the immersion and emergence into the world and spice things up greatly.
3. DESTRUCTIBLE GEIGER COUNTER / NVG / FLASHLIGHTS / BATTERIES
In certain circumstances such as when walking into an anomaly, when within a certain explosion radius of grenades, or when hit by electrical currents, one of those devices could get damaged. It would create some interesting dynamic situations where the player is suddenly stripped off his usual tools out in the open, deep in the woods. This should be a relatively rare-chance, timed occurrence and under certain rules only to make it interesting instead of tedious.
Damaged equipment could either need repair, or simply be destroyed completely and requiring a new purchase.
It's annoying that once you get a piece of gear it lasts for the rest of eternity and never fails beyond running out of batteries.
4. NPC LOOTING STASHES 2.0 / STOLEN STASH GPS TRACKING
This was already implemented in other mods but not very fairly - npc could find your stashes way too easily.
It could be a great mechanic though and I’d suggest implementing it with more restrictions: reducing npc perceptions and range (especially at night) as well as adding an extra layer of % RNG to further decrease chances of your stash being found when properly hidden.
The second part of the mechanic is an automatic ‘GPS tracker’, creating a whole other layer of depth: all items looted from your stash remain a single ‘stash’ item when stolen by an npc and are tracked on the map in real time for a limited time, say couple of days, so that the player can hunt down the said npc and get his stuff back - either through dialogue or brute force: asking politely or offering a finders fee, or by direct violence or sneaky stealth kill at night. Sometimes an NPC will simply stash the spoils himself after, and the GPS will point to the location for a limited time just the same.
CONTINUED...
4. ADVANCED NPC IDENTIFICATION GAMEPLAY
There’s a great and unrealised potential for tense mechanics here, making the friend/foe identification game more interesting, tense but also fair.
- Remove the instant crosshair red highlighting - only changing the colour upon actual identification.
- It should take longer for the crosshair to make friend/foe identification from a far distance, and that the closer the player is the quicker the identification becomes.
- identification shouldn't work at all beyond certain distance (I.e. 50m), requiring use of binoculars, being observant of outfits or simply getting closer.
- Identification only displays friend/foe status - the actual names of npcs only come up when close (i.e. under 15m) or when using binoculars (see below).
- The above rules are extended to Binoculars with appropriate range modifications to reflect the magnification: meaning the same UI works here as with standard crosshair identification rules outlined above, and not the cheaty detector boxes from vanilla Stalker that revealed AI through bushes)
5. WILD CAMPING / AMBUSH / ROBBERY SCRIPT
a. When camping with a sleeping bag, allow more spots to do so - i.e. all the usual influence zones circled on the map which currently Anomaly does not allow.
b. When camping wild with a tent, allow to do everywhere as is now.
c. When either of the above, allow an increased risk of such wild camping: occasional script chance where the player can wake up in close proximity to a random approaching group or a mutant, or wake up actually injured and robbed, with a group of npcs walking away with his stuff and only basic weapon and few things on his person to try and either fight it back or resort to tracking them later - since the stolen backpack would display the GPS tracker on the map just as above). The deeper in the proverbial woods or further up north, the higher the risk.
d. Similar rule could also apply as an occasional script to plain combat with Bandits or Sin, where instead of death, you end up robbed and left for dead. That's some immersive dynamic gameplay opportunity if engine allows it.
> 4. ADVANCED NPC IDENTIFICATION GAMEPLAY
Are you blind? Who plays with crosshair anyway?
I play with crosshair.
And it's not a question of being blind, rather about formalising slightly inconsistent identification system as a gameplay mechanic, especially considering how many different types of outfits are there and changes the mod is undergoing.
Some of these are deceptively complicated, or require engine-level changes that are beyond me.
#1 and #5 involve specific online AI behavior, which is always very difficult to implement and often taxing on performance. Have you noticed how large firefights drop FPS massively? It's not because of the extra graphics - it's because of the dozens of functions running on every single npc simultaneously, trying to figure out optimal cover, pinpoint their opponent, look for openings and attack routes, etc.
You also have to factor in the effort vs reward: a LOT of effort would go into making these AI behaviors, but how many people would actually use them? Most people would just go to the known safe areas and avoid danger entirely, making the effort wasted.
#2 and #4(2) would likely need engine-level changes, which would have to be done by the Anomaly devs. Of course, there are ways to approach these with script workarounds - just look at Wuut's "Anomaly AI Extension" which does a lot of what you ask for #4. But also read the description/comments and you'll see what kind of limitations are imposed through a script-only approach.
#3 is a cool idea since it would promote usage of the quick-release to prevent your valuables from getting damaged in combat / in anomaly fields. Plus it would be fairly straightforward to achieve by script. Out of all the ideas, this one seems the most likely to come to fruition.
All fair points, thanks for addressing.
Indeed, I'm aware its cpu related rather than gpu, similar to rdr2 for instance where ai is simulated with advanced behaviours and memory. There's a mod script for fallout 4 called PANNPC which does ridiculous things to npc behaviour models that can nevertheless tanks performance beyond belief.
#1, that's a shame, those sentient campfires do bug me quite a bit.
Perhaps just the point that they're not lit by default could be a simpler thing to do? Already a good developement, making it clear that someone is at the camp when the fire is there.
#2, #4a (the double #4 is obviously unintended) have both been implemented in Dead Air already (just to a less than fully satisfying result) so they are possible in principle. #2 specifically required simply activating anomaly collision for stalkers, however because they can't really see them and walk right in like muppets, a script of some sort would have to be implemented to only activate the collision every once in a while and at a small RNG chance, since it means near guaranteed death to npc AI. But yes, that's probably something to happen on the devs' end, perhaps someone could pitch the idea and give them a nudge if it sounds like people may like it.
Anyhow, glad to hear #3 is realistic and not too complicated, would love to see it happen, so if it strikes your fancy and you do have some time at some point, by all means do something cool with it.
I ran into a zombie stalker in the Red Forest that had a claim on an ecologist he killed, might want to look into that.
If the Zombified was hostile to you, that should have been fixed in v1.0.3.
If you're Monolith/Sin and zombified are neutral, I'll be fixing that in the next update
Yeah, I was Monolith. Thanks for the quick fix and the good work.
Maybe i find a "bug" when trying to loot a body and start spamming the use key then the script not acvtivating for me
PS.: I have a question but not for this addon, somebody know about a addon wich have pick up animation ?
Hey a bit late but the addon for pick up animation is Moddb.com
Yeah a bit late but thanks for the help :)
you sir have the best avatar by the way
Thanks :D
I absolutely love this, i was always annoyed how blasé the npcs were acting around the unrelated maniac rummaging through the corpses of their buddies and kills after a fight.
restarting my ironman run to run this!
Great idea! I will definitely download it!
I understand that I myself can check... But I would like to know right away if the mod has Russian localization?
RU translations were graciously provided by a Discord member (who wishes to stay anonymous). I can't verify how good they are, since I know zero Russian, but you can see for yourself.
Oh, this is very good!
My country's education system has English, but my level will not be enough to translate NPCs' remarks during a battle)))
I don't think it's worth worrying about the quality of the translation. We live in a time when even machine translation really well conveys the meaning of the translated text.
Good luck with mods development!
Reminds me of faction wars for Clear Sky(i hope it was that mod which had it...)
Really cool addon. Makes it fair to use the vanilla function of claiming the bodies for yourself. Could you maybe make it so the body gets "unclaimed" once the NPCs are done looting? It's kinda stupid when they are still protective of a long-dead body that has nothing on it but pocket change and some bolts.
Probably not, since Anomaly 1.5.1 doesn't make NPCs loot outfits anymore, which can be a huge source of income for the player. Plus, isn't it kind of weird that NPCs would leave rubles and valuable PDAs? Maintaining the claim seems easier compatibility-wise than trying to force NPCs to loot the bodies clean.
If it really bothers you, saving/reloading will clear claims
Can this be addressed - that anomaly 1.5.1 leaves outfits unlooted ?
Because this is huge change ...