Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
What this mod does is fairly simple. It takes the loot files from 3.6.1 and inject them into 3.8.0 while leaving quest items spawns intact.
THIS MOD DOES NOT OVERWRITE ANY FILES WITHIN SPT. IT INJECTS THEM INTO THE GAME AT LOAD TIME EVERY TIME THE SERVER STARTS
By default this has quite a bit higher loot quantity than the default tables in current versions, so you might want to use a mod like LootFuckery or SVM (or both really) to adjust the loot rates to what you feel happy with.
{
"setLootMultipliersToOne": false, //Makes all loot spots spawn loot (for debug only)
"unfuckGivingTreeKeycardSpawns": true, //Makes giving tree not have like 40% spawn chance for keycards lmao.
"givingTreeKeySpawnChance": 0.002,
"changeSpawnPointCount": true, //Injects the spawnpoint count from the old files. Probably do this
"shorelineKeycards": true, //Manually injects keycard spawns from earlier versions onto shoreline map.
"streetsbloodykey": true, //Manually inject bloodykey room spawns that i PAINSTAKINGLY exported from a pervious build.
"streetsbloodykeyProbabilityMultiplier": 0.7 //Adjust the probability of the injected spawn points. In case they're too high/low
}
SHOULD BE LOADED EARLY IN YOUR LOAD ORDER OR IT WILL OVERWRITE ANY LOOT TABLE EDITS FROM MODS LIKE BOOBS.
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Version 1.1.0
- DeadLeaves
- 4.5k Downloads
Updated for 3.8.0
Removed shoreline table injection (map changed)
Added shoreline key-card spawn injection. (They were missing in 3.8.0)
Added rusted bloody key ROOM loot injection. (It was empty in 3.8.0)
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Version 1.0.1
- DeadLeaves
- 3.2k Downloads
Added a fix for incredibly high keycard spawns on customs giving tree. It's adjustable in the config, and at the current settings it's about 1% drop rate for any card at all.
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Version 1.0.0
- DeadLeaves
- 314 Downloads
IamAW
Any plans to update this?
GXtLogan
so can i still use this mod with spt 3.9.0?
DeadLeaves Author
No
Hathufuns
Hey, just wanted to know if anyone else can replicate a bug I may have found.
So, I ran into this issue: https://www.reddit.com/r/SPTar…rdrops_look_like_this_is/
When trying to debug the cause, I narrowed down the problem to this mod. It seems like armors spawn without their ballistic plates. This includes loose loot
as well as loot from airdrops, although I'm not sure if this happens for armors found in containers too.The only mods I used while replicating this bug were this mod and loot fuckery. However, if I removed this mod from the list, the armors would spawn just fine.
Edit: Just found out the broken armors from airdrops are caused by another mod. Honestly, it wouldn't make much sense since this mod doesn't touch airdrops whatsoever 🥴
DeadLeaves Author
Yes, it makes sense that loose armors and helmets spawned broken. They're from an era of the game where their sub-parts didnt exist. Depending on how the loot is in 3.9.0 I might fix this. but for now I will not bother fixing it. There just isnt that many helmets or armors spawning loosely.
Draelthalas
Is there anyway to fix customs marked room? before the mod it always had a bunch of loot but ive ran it twice since i downloaded and its only had 2 low tier weapons and no floor loot ever since.
DeadLeaves Author
You could edit the mod to not touch customs. Its fairly simple, im sure you can figure it out.
Tsuna
Im a little confused, so the loot on SPT isn't like online, this mod makes it online-like?
DeadLeaves Author
What this mod does is fairly simple. It takes the loot files from 3.6.1 and inject them into 3.8.0 while leaving quest items spawns intact.
Tsuna
i see, does it spawn cards like it does live? in marked rooms and etc
DeadLeaves Author
It does a better job, but its still not perfect.
cykablyat
Very good mod. Better than Updated Loot. You can actually find stuff in loose loot now. Absolutely essential mod for me in 3.8.3
ComradeKitten
This mod is awesome, stuff finally spawns in rusted bloody key room, but the key itself doesn't spawn in the mall. I tried turning the debug mode on, so everything spawns, to test it. They red/blue keycards spawn on shoreline, but the rusted bloody key doesn't spawn on streets.
DeadLeaves Author
I havent injected that key, Something I should probably do. But itll probably be for version 3.9.0
AFAK_IFAK_NOFAKS
Just wondering, would it be fine to use this with lotsofloot?
DeadLeaves Author
I have no idea. Sorry. Try it out and report back.
cainaazevedo
Hey, just wanted more information on your mod before using it, either way this seems like an incredible mod
You said you jus inject more loose loot from a previous version, this DOESN't mean that you use current loot pools on the regular game
I ask because I'm looking for a mod to make the loot pools as much vanilla-like as I can both in where and what I find, any help would be apreciated.
Thanks anyway man!
DeadLeaves Author
It uses old loot tables from an older version where BSG had limited the offline mod a lot less (where spt gets their dumps from)
The maps it does this from are the ones that havent been changed since then:
Labs
It also adds the rusted bloody key room to streets, and keycards to shoreline. But apart from that leaves all the maps not listed above alone.
It does however have different weightings than current loot tables are built with. So I would highly recommend to run default settings of my loot fuckery in tandem with this.
MACxOG
Super dope mod!
Hustleharder
Alright, so I remember this bug from 3.7.6, but I figure since your mod injects the old loot spawns, it might be a culprit.
Sometimes, loot can be picked up but stays on the ground. The duplicate can't be picked up, so nbd, but once it happens once, it always happens for the rest of the raid (excluding container loot, of course).
I'm only posting this here because, besides SVM loot multiplier, this is the only loot-related mod I use and I thought the devs would've fixed this for 3.8.0
DeadLeaves Author
I have never had this happen. Very strange thing. Shouldn't be related to this mod. It only changes what and where things spawn. Using systems already in place
Hustleharder
It's an SPT server issue, very rare and I can't replicate so...
pkpenjoyer
it's not fixed on 3.8.1, unrelated to this mod though
out of curiosity, do you remember which map this happened on? I've had it happen twice for me on interchange, so I'm thinking it's related to this map
Hustleharder
Customs - map seem to not be related for this rare bug
iszlev
idk why but this mod tanks my fps and also affects spawns? with it i had no bots spawning on larger maps like streets and reserve. any map apart from factory goes below 30 fps (without the mod, i get a stable 60+ fps). ran together with lootfuckery, lots of loot and all the loot. its a shame cos this mod is rlly good and is there any way to minimise this or is it unavoidable?
DeadLeaves Author
I have never had this issue, nor had this reported. Very strange, and sounds unrelated to this mod. Have you tried with and without ONLY this mod? (as in, no other mods installed)
Sorry I cant provide more help.
iszlev
i found out it wasnt ur mod but another mods option that was causing tremendous lag and fps issues with other mods (visceral bodies with the item physics option on; seemed to conflict with a lot of mods), sorry for alarming u lol
LeeNelson
Thank you. Wondering why 3.8 has been barren. lol.
SO, Mod that! ftw!
Haruomi_Tatsuya
sorry for being out of topic, can you make an alternative download link ? to cause SPT download server is sucks right now thank you
IamAW
Is there a way to JUST up the keyspawns a bit? This seem to remove weapons in weapon lockers, and some piles overlap others in the same area.
DeadLeaves Author
This mod doesn't adjust any spawns. It just replaces the loot on the maps. And does a few injections of spawn points. Sounds like you want another mod entirely. You could check Leaves Loot Fuckery and see if this is more what you're interested in. But fair warning. the loot dumps in general have kinda shit replication of key spawns. If they've never been found in the loot dumps they'll never spawn.
IamAW
Wait, do you have the loot presets from 0.12 in this also? Where USB drives spawned inside PC's and stuff?
Also, thanks for linking your other mod, I run both now and trying to balance it out.
DeadLeaves Author
I don't know the exact live version. But it was from the AKI dumps of 3.6.1. It does not touch any container loot.
When balancing out the loot. If you're not already doing it, consider testing the loot dumping features of loot fuckery. You can quickly simulate hundreds of runs in mere minutes.
IamAW
Thank you, sadly that was .13, unless they kept the presets from 0.12, it still doesn't have the flash drives.
I'll try that, I've seen the setting, but just been playing.
*UPDATE: It does have flash drives spawning in (kind of) PC's.
bendy_dudek
Question to mess with the config do you need to use that notepad++ thing? And if so does setting the unfucktree to false will that return the keycard chance to the 30% it was? Or do you need to mess with the spawn chance?
DeadLeaves Author
I recommend using a code editor like Notepad++ or sublime text to make it easier. but technically, good old notepad will work just fine. I think setting "unfucktree" to false will make the keycards spawn go crazy. But I also dont see a reason to disable that setting.
Klinwood
The mod is nice in the way of increasing loose loot around the map, though unfortunately it seems to have the side effect of causing only weapons to spawn inside the marked room in customs.
It may be perhaps because I am trying to run this on SPT 3.7.6 so it may be causing a conflict in the loot tables somewhere and I don't particularly expect support, though being that it's the current version I figured I would leave this here for anyone else looking to try using this with it.
It DOES still do what it says, but seemingly with consequences.
beefyonyt
does this overwrite the spawn locations for loot in the new Streets areas? seems like no loose loot is spawning in them
Edit: think the spawn rate is just low on my installation
DeadLeaves Author
This mod does not touch streets whatsoever.
beefyonyt
guess it was a skill issue
donharkness
Isnt it a bit overkill 2 raids on Customs and red and green keycard under the tree
carfromsky
I thought you're say you going to take a pause from modding?
Well, great addition, why the hell it was even a problem from the begining, i mean the reason to remove extra spawn points from the 3.7.x version.
And i assume that those spawn points were placed like in the live version (well, sort off)?
DeadLeaves Author
I thought I was gonna take a break. I just gotta do this quick thing. and then this other thing. and then it never ends.
The spawns are always fetched from live as far as I know. For some reason the spawns in 3.7.x are worse because BSG made them worse (in offline mod, where the data is harvested)
I haven't manually placed any loot. Its just how it was generated back in 3.6.1
Fegeer
I am curious, does STP have limitations to random/container loot spawns? I heard that STP doesn't spawn some items like keys, etc....
DeadLeaves Author
This mod vastly improves the key situation at least. Also stop calling it STP. It's SPT.
Fegeer
Apologies )) Small offtopic, do you know if it is possible to add custom items to loot lists? Random loot or container. I see a lot of modders are adding new custom items to traders, but almost none are added to loot lists. That is a huge bummer (((
DeadLeaves Author
It is possible, and making the actual spawns isnt very hard. the issue is that its fairly difficult get good coordinates. Youd probably need a client mod to dump coordinates for you to use. It's a lot of effort, and there is no good tool to get coordinates easily as far as I know.