Lots of Loot Redux 3.0.4

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Tired of having barely any loot in your raids? Lots of Loot Redux aims to bring back that old Tarkov feeling from when loot wasn't so scarce. If you are a loot goblin then this mod is for you!

Updated with permission of RainbowPC, all credit to him for all of his work on this amazing mod.


Lots of Loot Redux


A mod for SPT that makes loot a lot less scarce, definitively nowhere near vanilla though this mod's configuration file is very detailed and everything can be tuned up or down depending on the user's needs.


Features:

Loot in loose loot containers

This mod re-adds the pre 12.12 feature of items spawning in loose containers, as well as expanding on that functionality by also allowing it to use this feature for backpacks as well.


Marked rooms

Lots of Loot Redux introduces full configurability for marked rooms. Want more loot? Less loot? Rare items only? With the customizable settings this mods gives you can easily fine-tune these to your liking.


And plenty more!

  • Version 3.0.4

    - Updated to SPT 3.11

  • Version 3.0.3

    - Added a fix if the loot generator generates an invalid modded item

    - Handle spawning the `TerraGroup Labs residential unit keycard` in labs

    - Default mod to loading after SVM

    - Set simple wallet & key tool to their proper id's in the config file

    - Slightly reduced the internal multiplier for loose loot, if there's any effect from this it can be mitigated by slightly raising the loose loot multiplier for maps again in the config

    - Some other under the hood fixes

  • Version 3.0.2

    - Fix to forcefully spawn the relaxation key on one of it's spawns in Streets of Tarkov

    - Disabled loot overlay on new installations for now, it's recommended that this option is turned off as it doesn't work as well as it should.

  • Version 3.0.1

    - Allow always forced spawnpoints to spawn due to a missing parameter in addForcedLoot

  • Version 3.0.0

    • A major refactor across the entire codebase of the mod that pretty much cuts loot generation time in half while keeping the functionality
    • A lot more configuration options for the generation of loot in loose containers (Max amount of keys or keycards, options to add items to a containers blacklist)
    • A fix to allow people to rename the mod folder
    • A fix that caused loot to not generate due to loot spawnpoints having been configured incorrectly
    • Slightly higher loose loot generation if loot overlay is turned off.

    I highly recommend removing the previous install if you have installed this mod prior to this version, there is a lot of breaking changes in the config file.


    It is generally recommended to run this pretty far down the load order else things like loot in loose containers wont spawn! This mod should override mods like ALP & SVM but it should be overridden by Fika in the load order.

  • Version 2.4.0

    This release is for SPT 3.10


    Changes:

    • Moved mod over to a DI system, making readability of the code a lot better.
    • Moved id's over to MongoIds as is required for 3.10 to function
    • Moved startup methods over to asynchronous operations, this should allow the SPT server to initialize Lots of Loot faster.
    • Fixed so that `looseContainerModifier` and/or `looseBackpackModifier` being set to 0 actually stops spawning items inside of loose container loot.
    • Removed armor inserts that weren't supposed to be added out of the loose container loot weight pool.
    • Fixed up the item blacklist in generating loot so that seasonal items don't spawn if no event is active.
    • Updated license


    It is generally recommended to run this pretty far down the load order else things like loot in loose containers wont spawn! This mod should override mods like ALP & SVM but it should be overridden by Fika in the load order.

  • Version 2.3.0

    Changes:

    • Added lighthouse marked room
    • Added a new config file with a lot more comments, as well as cleaning it up moving it from the JSON format to a JSON5 format that allows commenting
    • Adds removing backpack restrictions so that THICC item cases can be picked up.
    • Fixes blacklist to always be iterable.
    • Various other small refactors and changes that get rid of deprecated functions, as well as cleaning up some of the code.

    This release will require you to delete the previous install. if you have changed the previous configuration make a back-up and change the values back in the new config file.


    It is generally recommended to run this pretty far down the load order else things like loot in loose containers wont spawn! This mod should override mods like ALP and SVM but it should be overridden by FIKA in the load order.

  • Version 2.2.3

    * Added support for sandbox_high

    * Updated to SPT 3.9

  • Been running this on 3.10.5 with absolutely zero issues and it's been great, but in SPT 3.11.2 i'm not seeing any loot in containers such as docs, sicc, item cases etc. they are all empty.


    both the config values for "lootInContainerModifier" & "lootInBackpackModifier" are "1" meaning they should be enabled (and previously worked on 3.10.5). I'm certain everything is fine on my end and that it may be an issue with 3.11.2 that you might not have caught in your testing, either way figured i'd post here about it incase you get some time and want to check it out. I'd ask in support chat on discord but apparently someone has blocked me from spt support for unknown reasons.


    Also i'd like to point out that I have tested this on a absolute clean 3.11.2 copy and the issue persists.

  • If I wanted to just turn up loot in marked rooms but not the rest of the map, would I just set those map modifiers to zero?

  • Hello! Thank you for making such an amazing mod! I'm having some troubles using it, the loot pools or spawn rate doesn't seem to be any higher than normal in Marked room. I don't know if this has anything to do with the changes I made in the SVM since I turned the loot section in the SVM up. I have try disabling the loot section in the SVM but seem like there were no changes in the loot pool.

    • I don't know what happened but it's working just fine now.

    • This mod auto overrides SVM so nothing needs to be done there as far as I know

    • Yes, I saw it in the package file but still not so sure If I have done anything wrong. It's working perfectly fine now. Thank you for your help!

  • Hello! This is a fantastic mod, it’s possible to add a toggle switch for the sub-features in the mod’s configuration file in future updates? For example, I only want to modify the item pool and spawn rate in the Marked Room without needing to adjust the Loose Loot spawn rate on the every map,so if there is a switch that i can turn this off. I’m really looking forward to seeing such a feature added. Thanks again for such an excellent mod!

    • Until SPT 4.0 Lots of Loot is feature complete.

  • Is it possible to make the cases form glided key storage available as loot in marked rooms

  • I just want to be able to find and loot stripped lower receivers in raids. Does this mod add this?

  • Hey!

    Is there a possiblity that this mods strips all the mods from set weapon spawns? Like Kiba, the Arena hideouts etc.?
    Or currently SPT no longer supports modded(as in attachments) weapons spawns?

    Cheers.

    • I don't delete any data, only modify or add so I have no idea what's going on there.

    • Yeah nvm, seems to be an ongoing issues with SPT, my bad, wrong flag, can delete it if you wish.

    • No problem, I'll leave it here in case anyone else stumbles upon it

      Thumbs Up 1
  • Cannot get this mod to work for me again. I worked when I first started but after adding some mods it just stop working correctly. I have SVM but I haven't touched it's loot settings and have even tried placing Lots of loot before and after SVM in the load order. Maybe it's colliding with something else but I've thrown it around so much that I don't know what it could be .

    • Ignore this I'm stupid. missed the realism option. Even having lots of loot loading after it still overrid it

    • what realism option? i am also having trouble.

  • Thank you for the awesome update.


    Quick question on one of the changes in 3.0.3, the patch note mentioned "Slightly reduced the internal multiplier for loose loot, if there's any effect from this it can be mitigated by slightly raising the loose loot multiplier for maps again in the config"


    How much should we raise the loot loot multiplier to match the previous release?

  • Items don't spawn in filing cabinets does anyone know how to fix?

  • Any feedback on compatibility?


    Specifically wondering about:

    SVM

    looting bots

    Questing bots

    Realism

    Path to tarkov

    Custom traders

    Custom gear (epics all in one etc…)


    Are there any conflicts that should be noted?

    • It might spawn stims that it's not supposed to for Realism? I have no idea how common or uncommon that is.. Other than that it should work for everything else.

      Heart 1
  • looks like some force spawned items aren't spawning correctly, like the residential unit keycard and locked cases, relaxation room key is spawning tho

    • I'm not sure how locked cases spawning works, the residential unit keycard should be spawning since the latest update though.

    • Well you can add locked box to the marked room to got it :)

      Seems to not be working on reserve but works for customs (I only test those two)


      @ArchangelWTF i don't know if it can help you but if you search in file for the locked case id : "6740987b89d5e1ddc603f4f0" you'll see where spt handle it : seems to be store in the Server/database/locations/*Map Name*/looseLoot with some spawnpoint forced and coordinates. I don't know if it can help you

  • question about the config, are the looseloot and static loot MPs the same as what SVM has in its loot settings? so by default SPT loose loot is set to 3, in config its set to 5. are these the same "variables"?

  • Hey I was wondering if someone could walk me through getting the mod working. Put it in the directory for SPT and its in the mod folder but doesn't appear on the F12 menu and doesn't seem to be working when i change the values?

    • There are no F12 setting as it's server only mod.

      Thumbs Up 1
  • i cant get the loot to change the amount that spawns in. i am using svm but even when i turn off svm or the toggle for the loot in svm when going into a raid the amount of items that spawn never changes. i even went in the config of this mod and changed static and loose loot to 30 on all maps just to see and nothing changes. any help or ideas?

    • I would recommend changing the load of Lots of Loot to be below other mods that might potentially change the loot values.

  • LOVE this mod always. Seems to be an issue with the Residential Labs Keycard not spawning though. Great work on the mod!

  • The mod doesnt show in my f12 menu how do you utilize this mod?

  • I'm not sure this has been mentioned.
    I just found a thicc item case in the marked room but there is no option to pickup only search.

    Will check once again my mods and configs after the raid but if anyone has any solutions I'd be grateful.


    EDIT: It seems to be an issue with the load order. I just put the mod top of the list and it works fine now.

    • Yeah certain mods override the limits which doesn't allow T H I C C item cases to be picked up, glad you managed to solve it!

  • Been having an issue where a keycard added by Lotus is spawning in Marked Rooms, especially Rusted. Is there a way to blacklist an item from spawning?

  • What could cause this?

    TypeError: Cannot read properties of undefined (reading '_id')

    TypeError: Cannot read properties of undefined (reading '_id')

    at LocationLootGeneratorOverrides.generateDynamicLoot (D:\SPTarkov\AKI 3.10\user\mods\archangelwtf-lotsoflootredux\src\overrides\LocationLootGeneratorOverrides.ts:183:71)

    at LocationLootGenerator.generateDynamicLoot (D:\SPTarkov\AKI 3.10\user\mods\archangelwtf-lotsoflootredux\src\LotsofLoot.ts:29:64)

    at LocationLifecycleService.generateLocationAndLoot (C:\snapshot\src\services\LocationLifecycleService.ts:302:63)

    at LocationLifecycleService.startLocalRaid (C:\snapshot\src\services\LocationLifecycleService.ts:108:32)

    at MatchController.startLocalRaid (C:\snapshot\src\controllers\MatchController.ts:112:46)

    at MatchCallbacks.startLocalRaid (C:\snapshot\src\callbacks\MatchCallbacks.ts:189:63)

    at RouteAction.action (C:\snapshot\src\routers\static\MatchStaticRouter.ts:267:48)

    at MatchStaticRouter.handleStatic (C:\snapshot\src\di\Router.ts:41:63)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:61:68)

    at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:34:36)

    TypeError: Cannot read properties of undefined (reading '_id')

    TypeError: Cannot read properties of undefined (reading '_id')

    at LocationLootGeneratorOverrides.generateDynamicLoot (D:\SPTarkov\AKI 3.10\user\mods\archangelwtf-lotsoflootredux\src\overrides\LocationLootGeneratorOverrides.ts:183:71)

    at LocationLootGenerator.generateDynamicLoot (D:\SPTarkov\AKI 3.10\user\mods\archangelwtf-lotsoflootredux\src\LotsofLoot.ts:29:64)

    at LocationLifecycleService.generateLocationAndLoot (C:\snapshot\src\services\LocationLifecycleService.ts:302:63)

    at LocationLifecycleService.startLocalRaid (C:\snapshot\src\services\LocationLifecycleService.ts:108:32)

    at MatchController.startLocalRaid (C:\snapshot\src\controllers\MatchController.ts:112:46)

    at MatchCallbacks.startLocalRaid (C:\snapshot\src\callbacks\MatchCallbacks.ts:189:63)

    at RouteAction.action (C:\snapshot\src\routers\static\MatchStaticRouter.ts:267:48)

    at MatchStaticRouter.handleStatic (C:\snapshot\src\di\Router.ts:41:63)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:61:68)

    at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:34:36)

  • Can anyone estimate how much this affects performance?

    • Shouldn't take any performance in-game, considering most of the loot generation happens before the user is even in raid.

  • Hey, not sure as to the why but, every time i go to load into raids it gets stuck on "creating loot pools". i've even sat there for almost 20 minutes and still won't get past it. i also have tried turning down the loot multipliers and still same thing happens.

    • What error do you get on the server console?

    • To be completely honest it doesnt show one, so either it is just taking an extremely long time to load the loot or something is happening but it doesn't show any errors

  • Is it possible to delete all of the settings in config and keep just one for marked rooms and containers?
    I feel like this is way too much loot everywhere and when i tried to tuned it down, for some reason it changed all crates to technical ones

  • Come by to mention that you have duplicate Id's


    Spawn limits category has:

    WZ Wallet, is/was correct

    Simple wallet, is using WZ wallet ID

    S I C C organizational pouch, is/was correct

    Key tool, is using S I C C Pouch ID

    Then under blacklist

    S I C C organizational pouch, is correct

    Key tool, is using S I C C Pouch ID

    • Also want to ask if cases can be spawned on marked rooms?

    • Thanks, it would seem they are indeed duplicates, it'll be fixed in the next release.


      Depending on what you mean with cases yeah, if you mean anything like weapon / item cases then yes.

  • in lab's new area,TerraGroup Labs residential unit keycard can not be spawned

    Thumbs Up 2
    • Ran into this as well!

  • Does this add completely stripped weapon lower receivers to the pool table that I can find and mod from the ground up?

  • I believe your mod is bugging out the "polikhim" room (The Terragroup Storage Keycard) room on factory, as the "Bank" safes have no loot in them at all.

    • Hmm, I don't do anything in the code of Lots of Loot with that room so it's possible SPT has never re-dumped loot data for that room which means that loot there wont spawn until they do.

    • I see. I don't know if other people get loot from that room, and I don't see anyone making posts ANYWHERE about it, I've checked the forums, SPT Discord, Fika discord, etc. and no one has said anything about it, so I don't know if it's an install issue on my end, or a mod issue, or if it's something everyone is experiencing.


      If anyone is reading this, Try hitting the factory "Polikhim keycard" room and see if the safes have any loot in them please, and then give me a reply saying if there is any loot in them! <3

  • hi so ive been running this now for roughly 60 raids and it seems like even with the loot values cranked up im not seeing anything different than normal tarkov loot i do run svm but the loot tab is turned off any suggestions

  • hi seem that the overlay option dont work on my spt
    everything else works except that, in version 2.4.0 it worked.

    • Are you sure? Item's regularly seem to still overlay on top of one another for me

    • it seems to happen only with some items

      before the items were stacked like ammunition, weapon mods.

      now I've only seen items like hoses stacking and only in interchange

    • I'll be honest it's probably completely unrelated to this mod, the code base for generating items on the same place between 2.4.0 and 3.0.0 has not changed at all. (And I've tested to verify this on both 2.4.0 and 3.0.0 with SPT 3.10.3)


      What's probably causing the change is that SPT changed their randomizer in one of the minor updates of 3.10 thus causing the spawns to be more random than they were previously, which essentially means items are more likely to get picked to spawn in different places rather than the same one.


      I'll need to think of a way to re-do overlaying items on top of one another, but it's not really a priority at the moment for me seeing as the original code "isn't broke"

    • thanks for the reply and the great mod hehe

  • Dearest mod developer,
    I have come against an issue with the map Streets of Tarkov.
    In which I have attempted to retrieve the guaranteed key spawn within the Zmeisky 6 building, said key being the "relaxation room key".

    It does not spawn with the mod installed for some reason.
    I beg of you on my knees pleading with my hands in the air, please put my key back I need it.

    Thank you

    • Should be fixed in the latest version, thanks for the report!