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QuoteDisplay More"Mwaha, the spoils of war!"
There is currently an issue with loose loot randomising, currently no plans on fixing it at the moment, so I've disabled it for the time being.
This mod patches either loose loot or container loot pools (or both!) to contain an utterly random selection of items.
Has a highly-flexible configuration file to let you choose the randomness you want!
Be aware that this mod most likely will increase the amount of time it takes to load into a raid.
CONFIGURATION
enabled (boolean / default: true) : Whether or not the mod is active at all
quest_items (boolean / default: false) : Whether or not to include quest-only items in the pool. THIS DOES NOT MEAN EVERY ITEM THAT IS USED IN A QUEST; it's only specifically for items that have NO OTHER PURPOSE (not even selling), other than to turn in for a quest.
loot_size_multiplier (float / default: 1.0) : Multiplies the tile size of all items. You can set it to zero to make all items 1x1!
container_size_multiplier (float / default: 1.0) : Multiplies the grid size of all containers. Useful if you have extremely absurd map loot rates.
loot_quantity_distributions (array of objects / format: { "count": <item quantity>, "relativeProbability": <chance> }) : Has something to do with item quantity, maybe # of duplicate items in a container or how many appear in them?
loot_static (boolean / default: true) : Whether or not to apply the randomiser to containers
loot_loose (boolean / default: true) : Whether or not to apply the randomiser to loose loot
loot_exclude_by_id (array) : Blocks specific items from ever appearing in randomised loot
loot_exclude_by_parent_id (array) : Blocks all items with the matching parent ID from ever appearing in randomised loot
loot_loose_limit (integer / default: 1,500) : The maximum amount of loose loot spawn locations that the mod is allowed to patch on a map
loot_rate (object / entry format: "<ID>": integer) : Adjusts spawn rate for listed items, by item ID.
loot_rate_by_parents (object / entry format: "<parent ID>": integer) : Adjusts spawn rate for a type of item, by parent ID.
loot_rate_default (integer / default: 1) : The default spawn rate for all items.
console_spam (boolean / default: false) : Flood the console with debug messages on server start
By default, the mod has been configured to prevent weapon parts from appearing. This is because there are so many weapon parts in the game that 80% of the time, the loot generator would pick a weapon part over anything else. Dogtags have also been blacklisted. Quest items will also never be chosen to preserve the integrity of quests.
The mod should only touch RANDOM loose loot spawns. GUARANTEED loose loot spawns (like quest items for example) should remain as they are.
STUCK ON "LOCAL GAME STARTING"?
While the mod is quite random; it can't be too random!
If there are too many items available to the randomiser, it will most likely cause problems when trying to load large maps that have a lot of loose loot.
If you run into a problem when entering a raid, please try blacklisting more items, lowering the value of loot_loose_limit, lowering loot multipliers, or disabling loose loot randomisation.
Have fun finding absurd loot in absurd places, like loose THICCs or an LEDX where a measuring tape would be!
CHANGING ITEM SIZE?
Be aware that the game does not re-cache images when you change the item tile size.
If you want to have the game generate new icons to match the new size, you'll need to wipe the icon cache clean.
C:\Users\<local user name>\AppData\Local\Temp\Battlestate Games\EscapeFromTarkov\Icon Cache
Inside that folder, just delete every image. (and if you regularly change item sizes, it's advised to empty the recycling bin as well to save disk space!)
KNOWN BUGS/ISSUES/CAVEATS
- Containers may be empty more often than not while the container randomiser is active. This is because the game backs out when trying to insert items that are too big to fit into a container, like a junk box in a wooden crate. You can increase the container size or decrease the item size to get around this.
- Sprinting animations with weapons that are normally two-handed (like assault rifles) will do the one-handed animation instead (as if it were a pistol or SMG). This is because an item's tile size is actually linked to animations in the game's code.
INCOMPATIBLE MODS
The following mods cause issues when installed in unison with this mod:
Simple Wave AI Generator (SWAG) : Causes softlock when launching the game
JoshJ5Hawk's Super Loot/Items : Causes all loot to be super loot instead
I will not make compatibility patches for incompatible mods. Please do not ask or comment on the mod about its incompatibilities.
PARTIAL INCOMPATIBILITIES
The following mods cause issues when installed in unison, but can be fixed yourself easily:
Valen's AIO : Causes an object reference error unless if you change the following variables in that mod's config to this:
{
"containersInMarkedRoom": false,
"looseLootMultiplier": 0,
"staticLootMultiplier": 0
}CREDITS
k4_a : Providing code to detect invalid items
props : Code cleanup
CWX : Suggesting to use handbook database to lookup items instead of items database
Tabbycat : Confirmation of 3.4.0 compatibility
Doggo456 : Port to 3.5