Annoyed when looting a dead ordinary NPC to find their inventory is longer than a shopping's list and have no business walking the Zone like a mobile trader?! Well, this mod will stop dead NPCs from dropping their weapons on the ground, also stop living NPCs from vacuuming the Zone and looting dead NPC's inventory!
NPC Stops Dropping Weapons and Looting Dead Bodies
Annoyed when looting a dead ordinary NPC to find their inventory is longer than a shopping's list and have no business walking the Zone like a mobile trader?! Well, this mod will stop dead NPCs from dropping their weapons on the ground, also stop living NPCs from vacuuming the Zone and looting dead NPC's inventory!
Why do this mod?
- Because it needs to be done, the last to have done this was the Reclamation Project mods!
- Stop NPCs from picking up everything they see (they still can, if you allow them!)
- Dead NPCs inventory is "What You See Is What You Get"!
What's the difference?
- Living NPCs will now ignore looting dead bodies, they will walk past them.
- Dead NPCs weapons will immediately go to their inventory instead of laying next to them.
But I still see NPCs picking up items!?
- That because you intentionally drop the items on the ground, you @#%:P!
- NPCs will still pickup items when you allow them to (here kitty kitty, buster go fetch!)
Inspired by the S.T.A.L.K.E.R. Trilogy mods from the Zone, Sky and Pripyat Reclamation Projects.
*** CAVEAT: Tested only on FREEPLAY mode ***
My God, thx u! thx u! thx u!!!!!
You’re welcome, bratan!
What???
Hip is going to be ******!
Thank you!
No prob, bro!
Yup, her Hip(s) don’t lie...
You know she can still do it if you let her... ;)
No more bipedal arsenals roaming trough the entire zone? Noice!
Here’s telling the NPCs... “Get out of here Stalker! There’s nothing to loot here!”
gj mate, i was waiting for someone who made this script weapon in inventory thing
Have a good one mate!
Apparently this modifies the same files that configurable loot condition does.
hmmm, possible problems?
Maybe if this mod overwrites the loot conditions that I've set up otherwise no
i see
This mod doesn't overwrite any loot conditions for weapons or outfits mates, it just stores the dropped weapon when NPC dies into their inventory (backpack).
This inturn will stop other NPCs from picking up the weapons and also stop looting items from the dead NPC's backpack...
See the workaround proposed in this comments thread below on how to update the death_manager.script file.
My suggestion is to contact the MCM script creator of the mod and include as an enable/disable option, otherwise you gonna modify the script often!
Hope this is clear to all of yas... :D
config loot breaks my game idk why
Any conflicts found with other mods when loading using MO?
(Google translate)
Should we expect a compatibility path for addon "[MCM] CONFIGURABLE LOOT CONDITION 1.2"(https://www.moddb.com/mods/stalker-anomaly/addons/mcm-configurable-loot-condition)?
A quick temporary workaround is to merge the lines from this mod's death_manager.script into his MCM CONFIGURABLE LOOT CONDITION 1.2 death_manager.script file.
However, to create an option in MCM menu to enable or disable this mod, the author has to add it in himself in his MCM script...
(Google Translate)
Copied a few lines from your mod to "[MCM]CLC", now the NPC stops dropping weapons, but continues to looting dead bodies.Perhaps I have not copied all the necessary lines.
P.S. Did it differently. Created the "Patch" as a separate folder with this script. Everything worked.
Good on ya mate! Have fun!
The author is most welcome to include this feature in his mod.
Main idea of this mod was to reduce NPCs looting/vacuuming everything on the ground in the Zone...
i love you
Written on the dead Stalker tombstone:
In his dying breath... the Stalker bequeathed his weapon to.... his Backpack!!!
Even in death... he tells the living... “Get out of here Stalker!!!... Nothing to loot here!!!”
Hello, i'm interested in the part of the mod that stops npcs from dropping their weapons on the ground, and instead puts them in their inventory. Would it be possible to install just that component of the mod, and not the other one that affects npc looting?
Remove the xr_corpse_detection.ltx to restore default settings :)
Hi, is this possible to make NPCs stop picking artifacts, if it is possible, could you please make one?
Thank you in advance. Love your addon.
May include this in future update, cheers mate!
Check out the NPC Ignores Artefacts/Artifacts v1.0.1 on Moddb ;)
Could you make a version in which the NPCs will rob the bodies, but ignore the weapons lying nearby?
Just the functionality of NPCs not dropping their weapons on death fixes this. I wonder if you can just remove the xr_corpse_detection.ltx file from this mod to make it work this way.
Just add every single weapon section to the loot ignore section of xr_corpse_detection.ltx and you are there :)
Yup, remove the xr_corpse_detection.ltx file restores default settings :)
Thank you. Personally my biggest gripe is my follower picking up and switching between random weapons.
That’s was my reason for this mod mate! That was my peeve from the very start!
Speaking of peeves if someone can stop NPCs from pushing the player around I'll love them forever.
True enough mate!
Atm, as a workaround you can only tell NPC buddies to stay far in companions menu...
But the companion wheel is buggy as hell! :D
Привет. А можешь сделать мод чтоб НПС не лутались, когда бой идет?
Привет. С помощью этого мода NPC должны прекратить грабить во время битвы, если вы не уронили предметы, и NPC будут подбирать, если они находятся рядом с этими предметами ... поэтому не бросайте никакие предметы на землю, когда вы грабите их мертвые тела ... в этом точка, вот как это написано ... [переведено]
This mod is good, mostly for the NPC companion, i would ask if you could DLTX this mod, for future people to use / integrate, and maybe even seperate the two lie other mods with default folder (Companion/ NPC dont loot loose guns) and (NPC do not drop weapons on ground) Especially since i have Loot Overhaul which has death manager so this mod incompat
Let me think about it, I love DLTX since it simplifies ltx files (the LTX in DLTX ;) scripting tremendously...
However, for .script files, you still need to merge it with the death-manger.script addons you’ve mentioned mate...
I just came from the mod that makes the npc ignore artifacts, and saw the author's the same. Lad's gonna think I'm onto him, but in my humble opinion, the same critique there also applies here.
While I believe all mods have their places, including this one, I can't rate this one high. Of all mods of the Stalker franchise, Anomaly, I believe, is the most successful in terms of number of players, alongside CoC, and that is because it tries, with all its flaws, to be as real-life like as possible, and that appeals to people that likes this FPS-RPGesque type of genre.
Mods like this one go against the experience of what Anomaly wants to brings to the table. That being said, everyone should play the game as they should see fit, very easy or as real as it gets.
GabeCPB0,Mate, your point is well taken, there are 2 sides to a coin, everyone have their mode of playing Anomaly, some are pacifist, some are stealth players and some are run and gun shoot on sight, while some play in ghillie suit sniping from cover undetected... so again, the choice is yours. My suggestion is, it is an option to vary your game play, try it on hardcore, iron man or survival mode, then you will see why players chances of survival are lower... so don’t play this mod on easy tourist mode.., this is the other side of the coin speaking... :)... why the world always has alternate storylines that makes you go... why didn’t I think of that...
Great mod, works like a charm with just the inventory mod. However quite rarely, around 1/10 times, AI will stop drop their weapons on the ground when they die. Not a big issue but this mod is a fantastic way to get around companions filling up on guns or NPCs stealing your loot with busted pathing.
My main thing I would like to point out is that there is a small downside to this mod, for some reason game loads will reset the condition of the weapons in their inventory. I play with drop conditions ranging from 10% to 100%. I will often loot a group of enemies, move on, load once or twice or even come back to the area and reloot the same guys to find that their weapons are now totally different. Not sure if there is any way to fix this, likely just an engine bug, but worth noting for those who are considering downloading it.l
Otherwise, fantastic mod. Again, I use it to avoid guns being stolen by companions and other NPCs. I highly suggest it at least for that much.
So should i let your other artefact mod overwrite this one?
WARNING: Not an active item, item wpn_sig550_ac1063258528, owner sim_default_freedom_358526, active item no_active_item
I've had this error 4 times in the last half an hour. I'm guessing it's something to do with the SIG550 because everytime I kill an NPC that has that gun they'll either drop the weapon or the game will crash. So, any ideas on how to fix this?
I haven't fully investigated this but I have a solid theory on what's happening here:
First, this isn't unique to the SIG550. What I believe has happened here is that this Freedom NPC had a lot of items in his inventory that took awhile for the game to process (after an NPC dies, the game runs through their inventory and decides what to keep or discard). During this prolonged time of processing, a series of little notable events probably happened:
1. The vanilla script identified his active weapon as his SIG550 and indexed it, but doesn't do anything to it yet.
2. The mod's script change also indexed the active weapon and transferred it to his inventory.
3. The vanilla script finally instructs the script engine to interact with the previously indexed active weapon, a SIG550, to throw it on the ground.
4. The script engine is confused, the SIG550 is no longer the active weapon after step 2, it logs an error explaining that the SIG550 isn't an active weapon for this particular NPC, and that the active weapon is no_active_item (which obviously is the value when there isn't an active weapon)
Script engines in games can be annoyingly finnicky, they can run through the instructions you've given to them in a different order than anticipated particularly when they have to process a lot at once.
This mod did not remove that weapons drop to the ground on death, instead it tries to stuff the weapon into the NPC's inventory before that can happen.
The reason weapons can still end up on the ground sometimes, or that the script engine throws errors about trying to interact with an active item when there is no active item, is because sometimes this mod's script change fails to catch an NPC's weapon before another part of the script engine starts the "throw it on the ground" process.
Jesus chill tf your description stalker
The little script hack to put active weapons into an enemy's inventory on death looks buggy from a cursory examination. It looks like it will fail if the enemy has a lot of things in their inventory, or if the X-Ray engine has a lot of scripts processing at the time, and it doesn't account for when the NPC's active weapon is 'no_active_weapon'.
The first problem can be fixed by running the little hack at the moment of the NPC's death instead of during post-death inventory processing. As it is now, it's possible for post-death inventory processing to run after the game has dropped their gun to the ground, tightening up the timing significantly will significantly lower the odds of this happening.
Secondly you have the script check if the active_item is nil, but apparently the script engine is set up so that no active weapons registers as a 'no_active_weapon' instead. Keep the nil check because random CTDs suck, but add another for the proper 'no_active_weapon' so that the script engine stops throwing exceptions and/or crashing.
weapons sometimes up and disappear from the inventories into the void
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