This addon creates 475 new stash locations all over the Zone, including Darkscape! [v1.4 - Moved three stash locations, see changelog for details!]
As my last addon removes some bugged stashes, I thought to replace them with quite a few more.
I've spent a few days manually deciding where each new stash will be created, and have used the following appropriate models for the stash objects (some retextured for a dirtier appearance):
The script in this addon patches into the treasure_manager.init_settings function, so all of these new locations will be added to the total of stashes in the whole game, meaning that they will be used to store items for quest rewards and be targeted by quest givers! (Thanks bvcx for checking about this.)
New stashes will be created in:
Agroprom 22 stashes
Army Warehouses 24 stashes
Chernobyl NPP (North) 15 stashes (not targeted by quest givers)
Chernobyl NPP (South) 10 stashes (not targeted by quest givers)
Cordon 14 stashes
Dark Valley 21 stashes
Darkscape 33 stashes
Dead City 11 stashes
Deserted Hospital 7 stashes
Garbage 38 stashes (including fixing the box as you enter from Cordon)
Jupiter 37 stashes
Limansk 23 stashes
Meadows 15 stashes
Outskirts 20 stashes
Pripyat 16 stashes
Radar 22 stashes
Red Forest 23 stashes
Rostok 19 stashes
Swamp 23 stashes
Trucks Cemetery 28 stashes
Wild Territory 19 stashes
Yantar 21 stashes
Zaton 14 stashes
(No new game required if updating to v1.4 from v1.3, images of weird stashes are in the changelog)
I've really tried to get this to work when loading an existing save, but it is too intermittent at this time, so a new game ensures it'll work properly. I'll keep trying though!
Edit: I'm fairly certain that I would have to meddle with the treasure_manager.script in order to allow this addon to work on a current saved game. This is something I wanted to avoid as some addons already change this script.
Huge thanks to RavenAscendant for teaching me how to monkey patch and explain script load order and how to use callbacks!
Changelog
V1.1
V1.2
Spent the day learning how to install CoP SDK, create normals, _bump and _bump# maps, .thm files and had a go at smartening up the textures. My goodness, what a process! However, I think it was worth the time, and I've learnt a lot.
(Right-click the image and open in new tab for larger image)
V1.3
Added 25 new stashes to both North and South CNPP, these are not targeted by quest givers as both of these levels are blacklisted. It would be possible to un-blacklist these levels, however you would need to deactivate the Brain Scorcher to be able to visit.
V1.4
Just spent the evening double-checking positions, I found 3 stashes in the Great Swamps which might get misplaced (my apologies)... however, they are still accessible!
North of the Clear Sky base
(the container is under the building, but the inventory_box is located directly vertical on the roof)
North of the pump station
(the container is inside the small bunker room, but the inventory_box is on the roof)
North of the old church
(the container is behind the slightly open door, but the inventory_box is on the roof)
I couldn't find any other new stashes that have risen up the Y-axis, and these have now been moved to an open spot nearby their previous locations for v1.4.
Troublesome Stashes
GabeCPB0 found a tricky one on a house in the far south-eastern corner of the Great Swamps. It is a tricky jump, starting in this exact spot... (some new stashes became harder the more I added them, I tried to parcour many things, with successes!)
Compatibility
Addons that meddle with stashes are using the existing stash list, I'm pretty sure there isn't any reason why this addon will mess anything up as it is merely adding to the game's stash list.
As always, please do report any bugs or crashes and I will do my best to help if I can!
Bugs
If you dirtily and cheatily teleport directly to one of the stashes, the stash object might get pushed out of the way, but the "inventory_box" will stay where it is.
(The model object and stash object are two separate items, I have done my best to lock the models in place, so they cannot move, but there might be something in the game that can move the object model, I just haven't see this happen yet.)
Diphenhydramine-HCl says "After a short test together with "Groks Stash Overhaul" this addon combination works on new saves, but doesn't add the stash boxes on existing ones."
Spitsphire51151 brought to my attention this addon may be adding 65% more loot to the now 1197 potential locations (previously 722 including the bugged stashes)... I'll try to address this.
V1.3 had 3 broken, but still accessible stashes in the Great Swamps, fixed in V1.4.
I am unaware of any anything else, but some may surface, hopefully not!
Instructions on how to blacklist the default stashes (if you want to play with just the new ones)
As DaveIsDead said: "I've played enough to have most stash locations memorized, so I would like to thank you for revitalizing my exploration drive.
While I know that your stashes are a bit harder to find, would you consider making a version that would delete all the default stashes and only leave us with your custom ones?"
The easiest way to help with this would be as follows:
1. Download and install my TB's Bugged Stashes Fix addon and open up the "treasure_manager.ltx" with Notepad or any text editor.
2. Delete everything >between<
;-- Names of stashes to exclude from the system (bugged)
[blacklist_stashes_names]
and
;--================================================================================================================
;-- Settings of common stashes
;--================================================================================================================
[settings_common]
3. Copy all stash names from this list and paste it in place of the ones you just deleted from under the "[blacklist_stashes_names]" line.
4. Save treasure_manager.ltx and run the game!
Please let me know if any of this doesn't make sense!
Also, I have not added this as a patch for this addon because although this method blacklists all the default stashes, I don't know if it will cause any issues. I spent a while testing by completing missions, receiving new stash coordinates and also quest givers target my new stashes, so it all looks okay so far, however with regard to those defined for "rare_stashes_names" I don't know what happens. I still found toolkits and drug kits.
If you choose to follow these instructions then all the default stashes will still exist, they just won't be populated with loot or be targeted by quest givers, only my new stashes will. It is up to you if you want to play with 1172 total stashes or the 475 created by this addon.
Average
1085 votes submitted.
Hey, won't it feel like they will be on every step?;p
Also can it be targeted by task givers?
I've hidden most of them quite well, but I know what you mean, heh!
Hopefully yes to task givers, however they might be hardcoded stashes... I've made a cup of tea and will start looking through the code now...
I see, do you think it's possible to customize the amount? Like randomly spawn only half of them or 1/3? I'm sure some people will gladly use as it is, but something tells me that 450 is too many to my taste.
Okay, I forcefully removed all standard stashes and kept only mine, asked Sakharov for the documents task and he sent it to one of my new stashes, so it looks like a yes.
With regard to the quantity (450 I agree is lots), the game will still only populate half the total anyway.
It'll also be a case of if you can find them too! :)
Alright, thanks ;]
Oh man, what a nice mod! Some maps had almost no stashes, and this comes to correct that!
I'm not sure if the devs of Anomaly have put some stashes in the game, but if memory serves me well, the maps to Call of Pripyat didn't have any stashes at all. Like almost none, since in that game, stashes were exposed to broad daylight.
I believe Jupiter had one or two, because of specifics missions, and Zaton had the personal one for the player, inside Skadovsk. Also, in Shadow of Chernobyl, the last maps had very few stashes.
This mod comes to equilibrate this situation. That's very nice!
However, I'm going to wait until you are sure the new stashes will be given by task givers. Can't wait for the update!
Cheers, mate!
Hi, thanks for the thanks! I will most likely add some around CNPP as well seeing as there is the sum total of '1' over there.
I ran a couple of tests, and it looks like quest givers are able to target these new stashes. The chances of this happening is random though, but it appears to happen :)
о, это деду нада
Sorry I can't read Russian, but Google tells me you either said "oh it's grandpa nada" or perhaps "oh, grandfather needs this", I am confused either way :D
I pretty sure this is just a way saying that means he needed this in his game. I think can be translated as "oh, grandpa needed this," somewhat like someone would say "daddy needed this"
Ha ha, thanks! In that case, you're welcome DELORIANx2! :D
I suspect that by "ded" he meant "dead", as in "Dead Air". DA gameplay is very stash-focused, so having more stashes is a great boon for Dead Air players.
***
Hi mate, really nice job, i was just wondering if you did it with SDK?
Hi, thanks! I used the OGF Model Viewer from the AXR Toolset to for the image above, but other than that I just delved into all the existing scripts and eventually bundled something together that seems to work.
I have learnt a lot about scripting for Stalker now, heh!
edit: Also, using the OGF Model Viewer, you can find out what the bones are called in OGF models, so when defining a new object I used "fixed_b link" in effort to lock the models in place. Ideally I wanted them with no collision but can't work that out :(
As far as I understand, vanilla stashes are really baked into levels, and the spawn file just contains logical stash box coordinates. The fact that stashes look like stashes is only because logical stash boxes are placed over parts of the level that look like stashes. Or, at least, that's what I think.
This is dope. One of those small improvements I'll probably keep enabled as standard no matter what addons I use atm. After a short test together with "Groks Stash Overhaul" this addon combination works on new saves, but doesn't add the stash boxes on existing ones. Of course nothing you can do about it, just FYI.
Thank you for the feedback, much appreciated! Hopefully this will add some new fun for re-exploring already known levels.
Does it work without Groks Stash Overhaul on existing saves? I really like the idea of this addon for more stashes, but I don't want to restart a new game for this. :(
Very nice
moar loot!
Good point... about 62% more... if I could trick the treasure_manager.script's on_game_load() function to somehow lessen this... I'll have a go :D
on the contrary, if this ends up playing nicely with the "minor stashes" addon it will make exploring the map much more exciting.
one thing ive noticed is how boring many locations become once you've been there once or twice, now there is a reason to search every nook and cranny.
It's 110% compatible with minor stashes and survival mode remade, so no worries there. I don't think there's any addon that's incompatible with minor stashes. The only thing it does is (maybe) adding an item whenever you open a box for the first time. It doesn't touch or rely on any existing code related to stashes.
If Anomaly doesn't change the way random loot is rolled in CoC, then the best you can do is to make the random numeric "value" of the stash be rolled with a bias towards smaller values.
The reason why is that simply reducing max value won't reduce the number of stashes with items, it will just make stashes have cheaper loot - which might not be what you want (you still want to be able to find expensive treasures in those stashes once in a while, right?). You might want to adjust the probabilities for expensive item drops instead.
GOLD ADDON
I've played enough to have most stash locations memorized, so I would like to thank you for revitalizing my exploration drive.
While I know that your stashes are a bit harder to find, would you consider making a version that would delete all the default stashes and only leave us with your custom ones?
This is something I will look into.
However, some existing stashes in the game might be used in the game's scripts, so removing them might cause problems such as non-completable missions e.g. "get the documents from this stash that doesn't exist".
I am able to blacklist all the existing stashes in the game from being picked by quest givers, so it is worth trying to see if it works.
Hi, I've added some instructions on how you can do this to the bottom of the description, I spent a couple of hours testing and it seems to be working!
This is a great mod.
I agree with DavelsDead, a version with only your stashes would be welcome.
Hi, I've added instructions at the bottom of the description, it seems to work without issues!
Very good news ! :) gj
******* good gameplay extention. Thank you mate.
You're very welcome, glad you like!
Sucks that it requires a new game, but it definitely looks very interesting for my next playthrough once my Ironman save gets dabbed on. I've gotten to the point where starting as Clear Sky/Loner I can pretty much pick up every stash before getting to Rostok, so I'd definitely like to try the version that removes older stash locations and adds yours. If you could release an already patched version with your "Bugged Stash" .ltx merged, that would be cool too just for continuity (mod updates, etc).
If you could do something like where relevant crates add specific items (gun crates add guns and ammo, toolboxes have tools and parts, etc), that would be a perfect mod in my opinion. It's always a little immersion breaking if you open a small toolbox and find an entire SEVA suit and a shotgun inside it.
Quick question about your patch at the end of the description: Will it "delete" the stashes (models aren't present) or will it have the default stashes on the game map, but they're not filled with loot? I play with GSO and Lootboxes, so I'm not sure how it would interface with deleted stashes.
Unfortunately, I would need to edit certain files that other addons change to make this work on a current saved game, which I don't really want to do for compatibility reasons :(
Also coding your less-immersion-breaking idea (great idea) is beyond me at the moment, I know what you mean though, like, how DID all this loot fit inside this teapot?!
That patch makes it so the default loot boxes still exist, they just don't get targeted by quest givers or for reward stashes, so you can still use them to store stuff etc, hope that helps :)
Won't work with Looting Overhaul out of the box. I think you need to change proba.ltx in LO to enable stashes on some of the maps (such as CNPP). If you don't do that, the treasure script will crash, because one of the values will come out to be nil.
Thanks for letting me know, I will try this out myself and see what I can do!
Silly question as it seems like, yes?
So does this mod remove the visual stashes of the original?
What about stash specific quests that require the NPC to give a quest for a specific stash? Rookie village guy, tells you to shimmy up a building and get his stash.
The stashes and their visuals stay where they are, and are still used as normal (by quest givers etc.), this addon adds 475 to the existing count (1197 in total, 1188 if you use my Bugged Stashes Fix addon).
The rookie guy's stash will still work too :)
Hey, do you have plans to eventually add some stashes to the underground locations? Would for example be a nice reason to visit the Clear Sky section of Agroprom underground.
This is a good idea. Even though the game doesn't pick the underground stashes for quests/rewards... I've been thinking to do this to bump the number up to a nice round 500!
Awesome, thanks for your hard work.
After using the mod for awhile on a new game, I can definitely say you hid these stashes very well lol. I was worried it wasn't working properly as most quests picked the default stashes, but once I stumbled upon a few of your stashes I was pretty surprised how well hidden they were. A few models threw me off as they utilize regular trash models (the small blue can like the one hidden in Meadow, etc) that are typically unlootable, but it definitely makes it more interesting and makes me revisit a lot of old sites that I've memorized.
Ha ha! Thanks a lot, I'm glad my placement is sneaky enough!
Unfortunately the selection is still random, so some people might get default stashes, others might get the new ones for quests/rewards. I've so far had a couple of mine picked (which was good as forgot where I put them after a while!)
I spent a couple of days manually teleporting myself around in debug mode, decided where the best places could be and making sure they are evenly spaced enough away from other stashes. (You can export your position in the debug mode to 'positional_info.txt')
Some are relatively obvious in plain sight, but you need to work out how to jump onto certain objects to get onto a roof, or into a tree ;) (Don't forget to check some car trunks/boots as well!)
при обновлении мода, нужно ли начинать новую игру?)
и да, мод превосходный, спасибо автор)
Thank you! When upgrading to version 1.4, no new game is required. You can still access the three caches that went a little wrong in 1.3, the images are in the changelog :)
[Google translate mode!]
Спасибо! При обновлении до версии 1.4 новая игра не требуется. Вы все еще можете получить доступ к трем кешам, которые немного пошли не так в 1.3, изображения находятся в журнале изменений :)
How do I get the stash in the Swamp, south-east village by the exit to Cordon. It's in the house in the middle. Probably on the roof, since you can't enter the house. I just have no idea how to get on that roof.
Hi there! I managed to test this particular stash...
...it IS possible, you have to jump onto the boxes south-west of the building, and then jump onto the corner of the building. It is a tricky jump.
I may move this one because it took me like 20 jumps, but similar to jumping into the tree in Agroprom, it is possible to do so... maybe 1/20 chance.
Thanks for finding this one, the last thing I want to do is have bugged ones! :D
Hey, Tweaki_Breeki, I've found a stash that doesn't allow for it to be accessed.
It's the one under Kalancha's hut, accessible by crouching, in Clear Sky's base, near a wood column. It appears on the map, but it doesn't allow access. Maybe because it is underwater?
Thanks for finding this one, I've posted three "they've gone weird" stashes in the changelog for V1.4, this was unfortunate and moved them, however the 'inventory_box' object has moved itself directly above on the roof.
Something weird and unexpected with some geometry in the levels on reload, where certain items go directly up the Y-axis until reaching the highest floor? Bit weird :/
Edit: Would you mind checking I have mentioned the correct place in the changelog under "Troublesome Stashes", much thanks! :)