Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
THE DEFAULT SETTINGS ARE JUST WHAT I USE. IN CONJUNCTION WITH MY RELOOTED MOD.
This mod allows you to do 3 things.
1. It allows you to adjust the loose loot on maps down to each loot category through an extensive settings file. DOES NOT TOUCH CONTAINERS
2. It allows you to generate a detailed dump of the loot of a map, down to each individual item and count.
3. It allows you to generate a statistical analysis of targeted items over many runs.
Without adjusting the config\loot.json file, this mod will not affect game-play in any way, shape, or form. I will be releasing my own settings file later, once I've tweaked it to my liking. But other people can upload theirs freely, either in the comments, or as a complete entry on the mod portal.
{
"editProbabilities": true, //Main enabling of the mod.
"dataDumpRealRuns": false, //Dumps data before each run
"dataDump": false, //Dumps data on server start
"categorize": true, //Categorizes the data dump
"convertToCompact": true, //Makes the output more compact
"runAllMaps": false, //Data dumps every map
"mapToGenerate": "shoreline", //If runAllMaps is diabled, will only run this map.
"timesToGenerate": 250, //How many times to generate to get better averages.
"convertToName": true, //Convert from item ID to name
"localizeNames": true, //Localize rather than using the default names
"localization": "en" //The localization to pull names from
}
All loot dump files will be written to the output folder in the mod directory.
------------------
The loot config file works the following
"5448f3a64bdc2d60728b456a": { "multi": 0.9 }, //Stimulator
"5448f3ac4bdc2dce718b4569": { "multi": 0.9 }, //Injury Treatments
"5448f39d4bdc2d0a728b4568": { "multi": 0.75 }, //Medkit
"5448f3a14bdc2d27728b4569": { "multi": 1.1 }, //Drugs
the ID to the left is the category, the multi is a multiplier for how common an item should be. 1 means its unchanged. 2 means it's twice as common. 0.5 means it's half as common. The "//Tools": false is merely a comment to easily see what the category is.
The IDs should never be needed to be touched, the only thing you want to edit is the multi for the category of items you want to change the rarity of.
------------------
This mod does not interfere with loose loot multipliers from SVM, or any other mod that edits those values. Should works with mods that add new stuff to spawn points. I have tested it with BOOBs and it seem to work just fine.
Load order shouldn't matter, but for good measure, load it last.
THE DEFAULT SETTINGS ARE JUST WHAT I USE. IN CONJUNCTION WITH MY RELOOTED MOD.
-
Version 1.4.0
- DeadLeaves
- 1.9k Downloads
- Updated to 3.9.0
- Set all loot values to 1.0 (no changes being made). This has been done because I don't plan to update relooted. The old config is still included.
Old Config files ARE compatible.
-
Version 1.3.4
- DeadLeaves
- 306 Downloads
- Fixed more Errors when bad data is present.
- Confirmed to at least not cause errors anymore with loot update.
Config file has had
"HarmlessErrorLogging": true
added, but it defaults to being false if not present.Config files from previous versions ARE compatible.
-
Version 1.3,3
- DeadLeaves
- 337 Downloads
Fixed error when bad data is present in loot data.
Config files of last version IS compatible.
-
Version 1.3.2H
- DeadLeaves
- 976 Downloads
## 1.3.2HOTFIX
- Fixed output folder being the old path.
-
Version 1.3.2
- DeadLeaves
- 96 Downloads
- Fixes global items. Thanks dj346
- Made the mod adhere to package.json specifications
Config files made for 1.3.1 ARE Compatible.
MOD FOLDER HAS BEEN RENAMED. REMOVE THE OLD ONE AFTER COPYING OVER CONFIG FILES!
Remember to REMOVE the old folder or you will get issues.
-
Version 1.3.1
- DeadLeaves
- 1k Downloads
Minuscule update, no need to update if you don't have any issues. Only adds missing
"55818b0e4bdc2dde698b456e": { "multi": 1.0 }, //LightLaser
to loot.jsonc
Any errors that look like this, while scary looking, are completely harmless. It just means that it didnt find any settings to pull from, and no changes will be made to their rarity.
[LootFuckery] Found item without matching parent: 5cc9c20cd7f00c001336c65d - Parent: LightLaser -ID: 55818b0e4bdc2dde698b456e
[LootFuckery] Found item without matching parent: 5cc9c20cd7f00c001336c65d - Parent: LightLaser -ID: 55818b0e4bdc2dde698b456e -
Version 1.3.0
- DeadLeaves
- 202 Downloads
3.8.0 release.
Config files have been updated with a lot more info on what everything does. Old config files ARE NOT supported.
-
Version 1.2.1
- DeadLeaves
- 1.5k Downloads
THIS RELEASE ONLY HAS STUFF RELATED TO DATA DUMPING. THERE IS NO CHANGE TO ANY LOOT EDITING FEATURE.
Added the ability to dump the loot from a real run when you load into a map. Enabled by default.
Fixed a wrongful calculation in the "max" statistical stat (100% Senko's fault!)
Included my own loot.json that I use personally, as an extra file you can rename and use.
-
Version 1.2.0
- DeadLeaves
- 517 Downloads
New features for spawn chance editing.
-Global individual item multiplier-Map Specific Category Multipliers
-Map Specific, Specific Item Multiplier
-Map Specific, total loot multiplier (Multiplicative with other mods adjusting loot multipliers, like SVM)
Old loot.json files are not compatible, but can be easily copied over if you just have a look.New feature for loot generation dumping
-It will now list maximum (most found during a single run, over all runs) along with the average
-
Version 1.1.0
- DeadLeaves
- 400 Downloads
Added ID for revolver magazines. (This is the only functional change to the probability editing function)
Big updates for data generation
-Simplified data dumping. You now just specify how many runs. No detailed/multi-run anymore.
-Added features: total tallies, compact output, convert to name, localized names, multi-map generation.
My own config is no longer included because there are simply too many variables involved for it to make any sense to make one. I might release one together with a mod that ill be releasing later. Look forward to that.
swafromsteam
Absolutely fantastic mod! I can finally make reserve feel like a military base with ammunition spawning more frequently and make labs feel like a lab with stimulants. I do have one question however, would it be possible to "buff" locked rooms? I doubt it's possible since your just adjusting the entire map's loot not a specific area. But damn it'd be sick to have the armory keys on reserve actually be useful. Spawn high tier mods, ammo, etc. Thanks.
DeadLeaves Author
Unfortunatley not. I have been considering doing a project where I map out different maps's locations for fine tuning. But it would be an incredibly tedious pocess. If anyone has any ideas or would like to do it for me, lmk.
swafromsteam
Ah okay, thanks for your reply!
TKsTurtle
Sorry but am I correct in thinking the "loot - relooted.jsonc" file is not used, but there as it's the config you use? If we want to use it we rename it to just "loot.jsonc" correct?
DeadLeaves Author
You are correct. Though I used it together with my relooted mod, that isn't updated to 3.9 due to too many changes to maps to the point that it didnt do anything anymore. So in the next version of loot fuckery, that config will be gone. Perhaps replaced with settings I feel are good, but no plans for that right now.
TKsTurtle
Okay sounds good, so I shouldn't use that config? haha
DeadLeaves Author
I would avoid that yes.
TKsTurtle
I've been running it, maybe that's why I haven't been finding much haha... Ill download the default cfg... You don't have any recommended settings eh?
DeadLeaves Author
Was this 3.8 I'd have a lot of recommendations. but I haven't played 3.9 at all. I'd recommend using the dumping tool (built into loot fuckery) and adjusting thereafter. If you find there are to many of x thing or category on a specific map
Just make sure the sample size is large enough.
Jenny
[LootFuckery] Found point item that doesn't exist, or doesn't have a relativeProbability entry, 910 this is usually due to a mod doing something wrong. But it shouldn't be breaking anything.
[LootFuckery] Found point item that doesn't exist, or doesn't have a relativeProbability entry, 883 this is usually due to a mod doing
something wrong. But it shouldn't be breaking anything.
and more.......can i fix it this?
RANK
have you found out anything about this "issue" ?
DeadLeaves Author
Just like it says. Some other mod is breakign something most likely. I haven't personally tested this on other than 3.9.0, but it should work fine on later versions. Unless no loot spawns, this shouldn't really affect anything.
1inchapincha
Hey does this mod affect the hive key? I cant seem to find it at all. If so how do i make it 100% spawn rate?
Shturman
hey can soemone help me ? how can you make keycard spawns very low, because I find them in every raid in their places and that's pretty OP because they are also very valuable and actually they should be extremely rare.I also want to be happy if I find one vll at the 100th raid xD would be really cool if someone could help me and tell me which lines I have to change and which file, I have all things on 3.75 except keycards on 0.01 and still they all spawn on their places every time, no matter on which map
Shturman
Or are the keycards already set to very rarely with the normal standard settings ?
swafromsteam
Super late reply but I believe 1.0 is the default chance, not sure though, I could be very wrong. I just set my keycards to be 0.1 or 0.2 depending on what keycard it is.
Bhaal
Is there any way to make other guns spawn inside weapon testing on labs? only M4's spawn inside it for some reason
DeadLeaves Author
This mod does not inject spawn points, only adjust existing ones. sorry.
BiosTheo
Something I'm noticing regardless of playing with the settings for the red keycard spawns on Shoreline: It ALWAYS spawns in 222.
It seems that since only the Red keycard can spawn there it always spawns.
BiosTheo
Okay I figured it out for everyone having this issue: Do NOT modify the base loot value of the map.
If you modify the total amount of loot then the map will attempt to spawn that amount, which means if it runs out of slots by the time it gets to keycard spawns it will ALWAYS fill those slots because its trying to reach that capacity.
hi_skittles
how do you even modify said spawn for red? is this because the only card that can spawn on shoreline the red one? so if I only modify the keycard section to say, 50x, this problem shouldn't happen, right? or am i wrong in saying this.
DeadLeaves Author
blue also spawn on shoreline, but you can adjust individual items in the config. Just add their ID to the individual item section in the config.
Shturman
how can i change it because on woods spawns the purple keycard always on all 3 spots i want them to spawn very rare and not every raid
Radicon111
I'm gonna be blunt here - what we NEED please from someone is simply an increase in loot in containers, occurrence of fixed loose stuff and increase in random loose stuff - even just a basic WORKING Global Loot Multiplier!!!. Bakashi Pityloot sorts out shortages of specific / special stuff FANTASTICALLY and Keysinloot fixes lack of keys.
Shturman
you can change it with svm
TASbot
So would you not recommend using this mod anymore?
DeadLeaves Author
I absolutely do recommend using it. You just need to calibrate it yourself. It's not an "install and forget mod", you need to set it up, adjust, compare, and fine tune.
ETERN3L
so i got a question. i downloaded this mod a few days ago and started using it. i went on shoreline today and red keycard always spawned in W222 and blue was always in the ambulance and W104. after i deleted the mod it still persisted. does this mod overwrite something or is this being caused by something else. if its the mod how would i go about stopping it?
DeadLeaves Author
This mod SHOULDN'T touch anything if you leave it at default settings. But I also havent done much testing in 3.9.0 as I'm not playing myself this patch.
DizzilyHQ
Hi leaves love the mod. sad to hear you dont update relooted.
I just installed it on my new 3.9 installation and it gives me that red text here:
does not change anything ingame but just wanted to know what this is cause or if its something you fix or whatever it is
Menac3
hej,
I have the same error, have you been able to solve the problem in the meantime?
DeadLeaves Author
Pretty sure that is part of the regular game. You just dont usually notice since it appears for a split second when you actually load into a game. loot fuckery just does a simulated loot dump by default to ensure things work. I'm also 99% sure it's harmless
Menac3
Hej guys
Got an issue, SPT 3.9.0 - Loot.... 1.4.0
[LootFuckery] Current Generation Count: 4
Unable to pick a cartridge for caliber: Caliber68x51 as staticAmmoDist has no data. No fallback value provided
A total of 1046 static items spawned
is there a way to fix it??
DeadLeaves Author
Pretty sure that is part of the regular game. You just dont usually notice since it appears for a split second when you actually load into a game. loot fuckery just does a simulated loot dump by default to ensure things work. I'm also 99% sure it's harmless
Blacksheep25
May I ask the reason for no longer updating relooted? I did take a quick look over the mod.ts and see that you left a comment about map specific loot multiplication no longer existing anymore
DeadLeaves Author
There is starting to be simply too many items and things that doesnt exist in the loot pool from those old 3.6.1 dumps. Along with many maps being reworked to the point that it would only apply to like customs and interchange.
ReLOAD07
hi, with your mod on i got 3 red keycards and 1 blue keycard in a single shoreline raid, seems unintended lol.
i'm also using the loot update mod, if that helps with identifying the problem.
DeadLeaves Author
The default config is intended to be used with re-looted. You want to adjust settings to a point where it feels good for the settings you have. This mod has tools to dump loot data to help configure settings.
ReLOAD07
ok i'll try that, one more question, does relooted add keycard spawns to marked rooms?
ReLOAD07
i set the multi for red and blue to 0.001 in loot fuckery and it still has and avg spawn of 3 for red and 2 for blue.
i'm stumped lol
update : i forgot to say this only occurs when using ReLooted and LootUpdate simultaneously.
it works normally with relooted only (no loot update)
update 2 : something very wrong's going on, i have keycard multipliers set to 0.00000001 on shoreline and its still spawn avg of 3 red 2 blue on shoreline
DeadLeaves Author
I would not use relooted and lootupdate at the same time.
Shturman
So which of the two should I use so that the keycards no longer appear so fot ? because with me they are there every raid and that's really OP .I would like to know how to make them less frequent since they are also extremely valuable
Menac3
hi guys, is there now a way to use loot update and loot fuckery together?
DeadLeaves Author
Yes, use the update I just released. I can only confirm that this stops the errors, but I dont see why it wouldn't be compatible.
Menac3
ouu yess nicce, TY you brother....it works
Fnoslayer
are there any made configs for this
DeadLeaves Author
The default one is balanced with my relooted mod in mind, and provides (in my opinion) a quite good experience.
sovveira
On the latest update still get the issue with id 66507eabf5ddb0818b085b68.
sovveira
for some reason i was not able to sell any item on the flea market as they would just expire until i deleted this mod and everything magically started working flawlessly
DeadLeaves Author
The first issue is now fixed. As for the second issue, I can't fathom how this mod could be causing it. I doubt this mod causes it.
Fegeer
Thank you so much for the mod! Quick questions:
Thanks!
DeadLeaves Author
1. It only adjusts the spawns that are there, it does not inject anything new nor change what can actually appear. Just the likelyhood of stuff.
2. After relooted and svm
vihu05
Isnt there any way to make this mod work with IsaacSin's "Loot Update" mod?. Yours gives a much better control over containers and IsaacSin's makes loose loot feel great. Would be great to make both mods work together ; )
DeadLeaves Author
Mine doesnt touch containers lmao. But from a glance they should work together.
vihu05
Game is braking again, but now I've seen that error is due to a non existing item with this id: "66507eabf5ddb0818b085b68". It corresponds to "2A2-(b-TG) stimulant injector" and its named in Loot Update's mod files so I will assume its the other guy's mod fault.
CrowDz
i have the same thing but i think is all good.
vihu05
Looks like it has to do stuff with the 3.9.0 items that don't exist in 3.8.3.He prevents them from trying to spawn, but if you iterate through every item on the loot table you'll still find them and then stuff will break when you try to do things with them because they don't exist in the item database, as you can see in the console log. (Keeps breaking)
CrowDz
loot update blacklist 66507eabf5ddb0818b085b68 in mod.ts.
This one maybe load the data from what loot update injected but mod.ts dont have blacklist.
im just guess
jnich89
I'm getting this message when loading the game. I'm assuming that something is wrong. The launcher says it has loaded the mod though. Any thoughts?
vihu05
Having the same problem, did u installed IsaacSin's "Loot Update" mod?. Error disappears if you delete it (in my case), however having to delete one of the two mods sucks
DeadLeaves Author
Uploading a fix to this today. Technically not my mod doing something wrong, but just puts in a safeguard against bad data.
mikey
Awesome mod, thank you so much for your hard work!
Just to clarify, if I am using the "lots of loot" mod to modify overall loot spawns, this mod shouldn't supersede those multipliers, right? Does it matter what the load order is, currently I have your "relooted mod" load first, this mod load second and then "lots of loot" third?
DeadLeaves Author
Im not sure what lots of loot does behind the scenes, but you setup should work
mikey
thank you!
B00MER
Great mod, thanks for this. Was wondering if there's a way to use this mod to insert keycards into marked room loot pools like in live right now?
DeadLeaves Author
Unfortunately outside the scope of this mod. This mode adjusts what is already there.
SPTarky
Hi @DeadLeaves
using this on the current version 3.83, and i've spent about an hour getting my head around the configs & etc and just need your input to use this mod spawning things as they should at long last
In your loot.jsonc, in the map specific section I've noticed you've put Ledx in Labs, but not in any other maps.
I believe LEDx's are supposed to spawn in interchange, Streets and Shoreline
Another example is on reserve there is no multiplier for phased array AESA.
I don't see other items such as BTC in the multipliers either.
Is there a deliberate reason why it is set up like this? Are these other items controlled elsewhere or would this spawn too many of them? Or is this just a time constraints problem that it just takes too long to do an individual tweak of the super rare items down to a map level?
Some lines are not in the config are defribulators, T7's thermals, intelligence folders, and GPU's, Bitcoin & more. is this just due to the time constaints or are there other factors at play here?
So With this in mind.. can i copy and paste for example "5c0530ee86f774697952d952": { "multi": 1.9 } //Ledx into the other maps that are meant to have LEDx's for example, and this will increase their spawn chances too?
Thanks for your mod and your time.
DeadLeaves Author
If they're not specific, they'll be adjusted by the category.
So an item will first check map specfic item, then global specfic item, then map specfic category, then global category
So ledx interchange first
and if that doesnt exist global ledx adjustments
and if that doesnt exist interchange eletronics
and if that doesnt exist global eletronics.
All the adjustments that are there by default are just what I like to run, (and balanced around my ReLooted mod.) You can add and remove categories and items anywhere, Just make sure to leave all global categories as a last fallback multiplier. If an item has no mutliplier it will complain in the server console.
So as for your question in the end, Yes you can copy that to any map. (though if there is no spawn point for said item, it wont make them magically appear) It only adjusts existing spawn points.
SPTarky
Thank you so much, i did get it working. When i get around to it i will post this on the subreddit.
To anybody who is looking for the same thing as myself, I wanted to basically guarantee ( as at least one example) that i always get a handful of graphics cards and at least 1 Ledx (somewhere) on every Interchange run.
To do this i edited the loot.jsonc and scrolled down to interchange.
I copied and pasted * "5c0530ee86f774697952d952": { "multi": 12 }, //Ledx *
under the line that was already there.
If you are getting errors, the "," after the } is very important. the last line for that map does not have this comma, the rest of them do.
In theory like this you can almost make certain every time you go into shoreline or interchange, that there is almost always at least 1 for you to find. that was all the intention was.
Just now i went into the pharmacy closet and there was a Ledx inside, 2 spawned in the whole map, no idea where the other one was, never found it.
This is closer to live - and the beauty was i was able to do this without overfilling the general loot, i left it low.
In theory I can share a config file that makes sure every couple of raids, there is a ledx, a bitcoin, and a graphics card and defribulators etc on every map that is supposed to spawn them in live, IE interchange, customs, shoreline. This is about as close to live as can get.
FOXSTAR
Do u think ur mod could run with -> PityLoot ... do u think they r compatible?
DeadLeaves Author
I don't know. try it out and let us know.
FOXSTAR
It seem its working ... i still got my needed Questitems and ur mod spawns tons of lose loot + stuff in rusted bloody key room etc.
dj346
I found a bug with global items, I made a pr on your github.
Edit: Theres also a problem with the release folder name. Its all lowercase "leaves-lootfuckery", when it looks like it should be "Leaves-LootFuckery", this shouldnt cause any problems on windows, but it creates two folders when running the loot generator on linux systems.
DeadLeaves Author
Merged. Thanks! Also fixed the package.json to follow specification
cheekybreeky
Hi ! I'm not good with coding/programming. I've downloaded the mod, but unsure how to get it to work. Doesn't seem to be any examples as with other mods.
I understand the changing the multiplier bit, but do I just save the file and run the game, and it should work automatically or what ?
Can I use the BepinEx F12 menu to make changes, or enable/disable the mod etc ?
Sorry, this is very unclear with the given instructions on the main page
Exame43
Hi,
Trying to make it to not spawn weapons at all (want a different gameplay)
Does not want to work. i have set it like this: "5447bed64bdc2d97278b4568": { "multi":0.1, "//Machine Guns": false },
Any hints on what i should do?
DeadLeaves Author
try setting it to 0? I havent actually tried going all the way to 0
Exame43
Did not work, but thanks for the answer!
Whiskey
can u change loot quality
DeadLeaves Author
You can change the rarity of individual items or categories. Idk what you even mean though.
GolumbeckL
I get a error message that the package.json is missing. i am on the newest version of the mod. Anything i could have done wrong or that i can to to help you fix the issue?
DeadLeaves Author
sounds like you didn't install the mod correctly.
Make sure it looks something like this
SPT/user/mods/Leaves Lootfuckery/package.json
GolumbeckL
That is exactly what it lookes like accept that the folder the mod is in has a slightly changed name to change the order in which it and others get loaded as recomended in one of your modpages somewhere
GolumbeckL
i think i figured it out. The mod seems to create a folder where it dumps data and that, for me atleast, gets placed in a different folder because i changed the name. and that then causes the game to be confused.
MooseEFT
Just get SVM this mod makes loot more complicated for no reason.
DeadLeaves Author
You're absolutely correct. Why didn't I think of that.
Pack your bags everyone, we're shutting down this mod right here and now.'
Mine does however have a cute catgirl picture. Did you consider that?
MooseEFT
Just ease of use... didn't mean to sound like an ass. It just is a seamless mod that works perfectly for loot already.
SPTarky
"Perfectly" No it doesn't. Its not even close to LIVE. SVM spawns endless amounts of the same 60% of items and does not allow you to tweak the rare items. Do not post things that are not true.