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Koleykus

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Koleykus

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52 comments

  1. Gergo900410
    Gergo900410
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    Where Option ?
  2. Kramaal
    Kramaal
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    Great mod. Very useful and adds in game more difficulty, reliability and especially - logic!!!

    (Example. Vanilla game: Meteorite silver ingots in peasant's sh*tty huts?! WTF?! - That's not right!!!)

    By adding:

    // (edit the line after this one to add or remove armors from loot and containers)
    toRemove.PushBack('mod_alchemy');
    // (edit the line after this one to add or remove armors from loot and containers)
    toRemove.PushBack('mod_crafting');

    All alchemy and crafting materials disappearing from containers\monster loot. BUT! With them also disappearing all schematics and recipes!

    How to fix that issue? I need schematics and recipes in stashes. I tried many ways but no luck. Please help.
  3. SparrowCheeky
    SparrowCheeky
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    This is my most wanted mod. But I'm sure it no longer works for 1.31 GOTY...
    1. CemKey
      CemKey
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      https://yadi.sk/d/FEmqre0S3LEZWt
    2. SparrowCheeky
      SparrowCheeky
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      OMG, you, sir, are the greatest!
      Hmmmm... doesn't seem to work. I still find loot in boxes in Novigrad. Is it for regular 1.31 or 1.31 GOTY?
      I have GOTY (GOG) version.
  4. lurumagno
    lurumagno
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    Can you update mate?!

    ty.
  5. bretep
    bretep
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    plz update this mod for v 1.11
  6. Vazeron1
    Vazeron1
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    Incompatible with v 1.10
  7. SandyEmerald
    SandyEmerald
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    So is it possible to remove map loot markers from dead enemies with disabled junk if they have it (i can't loot them)?
  8. Ucross
    Ucross
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    Nice mod. I just removed everything from loot_containers.xml and that leaves all the quest stuff in while removing all the junk. It's pretty effective. Might want to give that a try instead. It's a lot more 'safe' and much more 'complete.

    Cheers,
    Ucross
    1. Koleykus
      Koleykus
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      I must agree with you but there are a few drawbacks: I always prefer to change scripts instead of xml files because this grants more compatibility and also allows customization which is impossible to achieve with modded xml file.
      However your solution is better under many aspects. If you are not going to publish it I could add it here with your permission.
    2. Ucross
      Ucross
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      Yes, but there is a problem with my solution.

      It appears the file is "all" or "none". As soon as I remove some loot it's all gone. This is great, but the only negative is the ?'s that turn into treasure hunts or monster treasures you can't complete.

      All quests items are fine.

      As far as using anything of mine you are 100% welcome.

      Let me know if you can get the .xml working so that we can control what is removed or not.

      The file is def_loot_containers.xml under items
    3. Ucross
      Ucross
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      Also, you could add "mod_alchemy" to your code too.

      however, strangely enough when I do that I still get some items (nilfgardian lemon) appearing even though they are listed with that tag in the .xml files.

      Not sure why.

      I think the best way to get this working is simply get def_loot_containers.xml working as it's very effective (save the treasure hunt problem).
    4. Ucross
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      This is what triggers the treasure hunt loot event:

      public function OnContainerClosed()
      {
      if ( IsEmpty() )
      {
      ProcessOnLootedEvents ();
      }
      super.OnContainerClosed();
      }

      in treasurehunt.ws

      However, I'm not sure how to go about opening the container if it's empty.

      So either we could script in the ability to open an empty container if it's a treasure hunt one (or even put an item in it), or just figure out how to get the .xml to work.

      I really hope you can help here because I'm struggling. =p
    5. Ucross
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      Oh, and I should mention that just disabling the def_loot_container.xml still allows lots of reasaonble loot (like special swords, purposely put recipes, etc. etc). It just disables all randomly spawned loot from what I can tell.
    6. Koleykus
      Koleykus
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      I am trying to deal with the problem of treasure hunt in order to make your option viable. In fact this is probably the best way to handle rubbish removal. However I am quite busy in this days and I am also working on another mod so it could take a bit before I will find enough time to spend on this one. If you find anything before I do let me know
  9. lurumagno
    lurumagno
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    hi all,

    ty mate for do this mod.

    This mod is essential, it is too easy plunder farmhouses.

    There should be a penalty, such as putting a price on your head if you steal, as in skyrim.

    Ty again,endorsed.

    1. Koleykus
      Koleykus
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      Thanks
  10. Smuggg
    Smuggg
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    heads up: Full version of the mod removes the clothes from the first "talk to the emperor" mission so you're left in a towel unable to complete!
    1. Koleykus
      Koleykus
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      Thanks a lot. I am searching for a way to avoid this.
    2. Koleykus
      Koleykus
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      Sadly these items are not marked as quest so I could not prevent them from disappearing with this mod activated.
      To solve this problem without having to enable/disable this mod I made a toggle for deactivating the mod: having pants on means mod is on, do not have pants on means mod is off (and that you are in underwear).
      This is just a temporary fix for this bug.
      Remember that taking off your pants does not bring back items the mod has removed but just prevents mod from removing other items.
      So you should take your pants off before to approach mannequins while doing this mission.
    3. Smuggg
      Smuggg
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      Hmmm interesting solution. That would indeed be a hard one to work your way around.
      Take it you can't tag specific items as "include in world rubbish" to avoid this?
      Or could the mod deactivate automatically during certain quests?
    4. Koleykus
      Koleykus
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      I managed to find a solution (theoretically) that works for every quest item (even those not marked as quest item) and to add a less ridiculous toggle. You can test it on version 4.
    5. ketteske
      ketteske
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      I used version 4 now, used Script Merger as well, but i get this error :
      Error [modmergedscripts]game\gameplay\containers\container.ws(136): syntax error, unexpected TOKEN_VAR, near 'var'

      What am I supposed to do? Just wanna talk to the emperor... But now i cant even start the game.

      Edit: I managed to start the game, had to delete the mod again, and some other mods as well. Now installed it again, but in the same room, the clothes are there, but I also got water and berries from one of the cupboard, so im not sure if its working properly now... and Script merger doesnt find anything.
    6. Koleykus
      Koleykus
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      I think that some kind of problem occurred during the process of merging.
      I will check if there is anything I can do to make merging process easier for Script Merger and then publish an updated version.
      However if it happens to you again to find items you are not supposed to find please let me know. Remember that mod will not remove any item from quest related containers, even those items marked as rubbish.
    7. Smuggg
      Smuggg
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      Hey, for the record, i love this mod. This is a genuine good little "RP" style approach to force you to be honest with your gameplay.

      I always felt it really detracted from the Geralt "experience" to meander into people's homes, take 25 gold from them to kill a monster, then basically need to loot all their alcohol and goods in order to turn a profit or make some gear. You're doing god's work lol!

      You should really try and work tight with the 5x quest reward mod guy, these two mods go hand-in-hand as a sort of Geralt-RP-experience.
      I've been playing with them both active, and as soon as i finish a monster quest i roll in gold, laugh, run to a vendor, build the gear i need, then am poor until i kill the next monster. Fantastic!