Fun is over, NPCs now loot stashes and to preserve your goods you need to pay for stashes at the bases.
Description
NPC stash looting depends on squad's average rank, amount of members, faction and mostly distance to stash. So if you leave your stash somewhere where NPCs don't usually walk, it will be more safe (not 100% safe). Once stash is looted they take all items with a small chance of leaving some T1 items (and even smaller for T2).
There's formula at the top of the script if you want to tweak something further than MCM. (loot_tendency and rank_to_mult tables mainly.)
But fear not, kind traders allowed you to store your goods in their paid stashes for a daily fee (when time runs out it will become a regular stash and anyone will be able to loot it), these stashes can be found at the main faction bases, usually around important NPCs (traders/mechanics), activated by pressing "USE" on them and look like this:
There are also a few MCM options to ease or harden your life, so be sure to > > CLICK TO GET MCM < < and check them out ;]
Compatibility / uninstallation
Should be compatible with everything. Uninstallation is through MCM, since addon is adding new objects to your save, you will need to delete them first and MCM has an option for that (small readme in option description).
Changelog
- 0.21:
- Small update to restrict companions from looting stashes.
- 0.2:
- Made looting a bit more random (with new MCM option for that, set to minimum if you don't like it and to maximum for more randomish). NPCs will now have a better chance to loot stashes that aren't nearest. In previous version they almost never looted stashes that were far away from them.
- Added PDA marker removal if marked stash was looted fully.
- 0.11:
- Fixed small error that I accidentally left on my debugging stuff (which apparently can crash game even when not debugging xd).
Credits
Thanks to Arszi for UI from his old meat roasting addon;
Longreed for math/code help;
IENCE for stash texture;
Tweaki_Breeki for object spawning method, their configs and I also took one of the models, tried to ask but haven't seen you for a while (hope u fine) ;[
ravenascendant for MCM.
reserved
Finally :D
do Npcs loot even the stashes I created using backpacks or only those already in game stashes?
Created by player too, yes.
Love those sort of simulation elements.
A humble suggestion to consider - make it so that the more expensive / high end the backpack used for stash the less chance it'll get nicked. Just to create a nice cost/reward system that encourages spending on better gear. I recall your stuff would get nicked pretty much non stop in something like Dead Air.
Oof, I'm not really sure how to check the backpack kind since all you get from creating a stash is an ID of stash itself (don't think it's related to what item it is).
I'll take a look anyway, sounds good ;]
haha, of course. It's always easy to suggest a feature but a different beast to implement it. No pressure in any case, just a thought on possibly making it tie neatly into larger economy.
Nice :D
интересно, спасибо!
кстати, можешь чекнуть мой коммент под аддоном токсик эйр?
моддб не уведомляет о новых комментах, легко пропустить ;[
Yeah, no. 10/10. Nope.
Thanks. I hate this. 10/10
That's why I don't using them, even without addon.
You need to hide your hiding places better ;)
Nah, better to bring something by yourself and drop something excess. But thieves are will be killed.
Классный мод, иммерсивный. Ставить его, конечно, не буду. х)
нормальный
I'm a simple man. I see something hardcore, I download it and enjoy. Thanks, 10/10
Do NPCs rob the caches that the player made with a backpack?
And by the way, if this is the case, does it mean that NPCs can rob caches even in the zone of inaccessibility of caches? For example, through walls or on high ground, such as roofs or trees?
Yes and yes, if they are close enough and the chance proc'ed. Some factions don't tend to loot much tho, like monolith or army. So, leaving a stash somewhere on a roof of pripyat building or agroprom base will have a very small chance to get looted.
I can smell npcs stealing my stashes on the top of a tree by just crouching and looking at them.
Or how monoliths plunder your wealth on the CNPP pipe...
How about adding the ability to trap your stashes with all those IEDs that stack up? Add an alternate loot key you have to remember to press like holding shift+F, so you might forget and blow yourself up! Now thats immersive LMAO
I was thinking about something simple like in NLC: you just place couple of grenades in stash and next time it gets looted you save more content, but default game doesn't have other stashes mined, so I had to scratch that idea ;[
What if we add a GPS beacon to the game, which will create a mark on the map if you drop it on the ground or put it in a cache, and when an NPC robs a cache, he (accidentally) takes this beacon, and then you can track its movement and return the loot) Would you be able to implement it?)
Extremely hard because items in stashes not created by player don't exist until player open this stash and we also can't control inventory of objects on other levels. It's probably possible to do only for player's stashes, but not sure if it's worth to spend time on it (then save squad id and create these items with same condition in their inventory).
Yes, I meant to do this specifically for the caches created by the player. I think it's worth it, the idea is cool
I wanted to implement NPCs making stashes too (and steal from each other xd), to kinda compensate looting... with saving IDs of all stashes, NPCs and content it will be not only extremely hard, but close to impossible for me. Gotta pick one and I think I'll go with what was initially planned ;[
bvcx I like that idea!, maybe have it so grenade booby trap stash upgrade reduces losses a bit, and if you use an IED trap upgrade it reduces the loss even further?. Would be cool for those who want to put their stashes in more common locations but want a little insurance.
Touching on the topic of caches with a trap, isn't it easier to just put a tripwire/IED that are already present in the game next to it? Besides, so as not to be blown up yourself - there is an addon that allows you to pick up your IED, like a minesweeper)
Anomaly cada día más parecido a mi bello Dead Air😂
Thanks for the good job!
Will NPC's loot them still if you are far away?. As an example if I get intel on a stash location in the swamp and it's a marked green " common stash " icon on my PDA, is it possible if I'm still in Cordon or more South for a simulated squad far away from me to take that stash?.
Yes if they are on this level and chance for this stash and squad proc'd they will loot it ;p It happens across all the zone, though there is an MCM option to disable NPCs looting stashes like these (until the first time you open it after every given reward).
I remember, when in an older version of Lost Alpha NPCs looted my stash in the Bar, then started announcing that they sell my stuff. It was fun backstabbing them one by one when nobody else saw it to get my stuff back.
I had to cut off the actual items transfer to NPC for now coz of some issues ;[ It's coming back soon once I gain some energy (didn't want to keep that for online squads only, wanted them all to do it properly, but it's a very long workaround).
Даже если тайник на дерево забросить?
da, иначе какой смысл аддона, если можно просто найти ближайшую крышу.
А вариант с минированием, оставляя гранаты/"лепестки"?
Может в будущем, для начала нужно кое-что другое сделать.
Кайф! Чем больше подобных модов на A-Life, тем лучше! Ждём ещё!
11/10. А как можно добавить сундук к Фургону (механику) на Кардоне? Вообще такие сундуки точно нужны возле механиков.
Такие себе может позволить только Сидорович. Не хочу чтоб вся локация была ими утыкана.
Хозяин - Барин) Были вылеты при следующей комбинации действий: заложил свой тайник, скинул туда свои вещи, убежал на 100 метров, вырубил npc, забрал хабар, вернулся к тайнику, отдал хлам напарнику, хочу открыть свой тайник - вылет:
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ...call of pripyat\gamedata\scripts\npc_loot_stashes.script:211: table index is nil
stack trace:
Оставил кучу тестовой хрени на будущее для дебага и как-то в этой тестовой хрени сделал ошибку... (как тестил до этого не понятно), спасибо поправлю.
Ошибка не повторяется. Конфликтов с другими модами не наблюдаю. Мод очень классный!
nope i know some place in zone they never gonna reach there
like example Streloks Hideout is good one for hide expensive loot and also i know many other secret place i know they never go there
They don't need to go exactly to the stash, if NPCs can visit underground labs then those will be looted too, it mostly matters how far they will be during it.
Hello. Do NPCs also loot caches not discovered by the player?
Already answered this, but yes they do, unless you disable it in MCM.
So how close to NPC’s have to be to the stash to loot it if they can’t actually pathfind to the stash location?
Just curious if there is any way to ensure your stashes in the world are mostly safe, for creative players. Also does offline ALife combat affect this?
Top of the script has how it's calculated (1 and more is 100%). Alife combat doesn't affect it.
Let's say we have average squad of 3, average faction and average rank on all of them:
10 meters = 45%
25 meters = 22%
50 meters = 7%
100 meters = 0.7%
Should be relatively safe to leave it somewhere far away from NPC routes.