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The Return of the Zombie Loot

the entityclasses has loot container id 108, and the loot xml has it as 111. so change the 108 to 111
from

<property name="LootListOnDeath" value="108"/>

to

<property name="LootListOnDeath" value="111"/>

that should work.
Alright, now it's fixed. I'm not using that basic mod myself, but the "template". I hope they will get rid of the numeric ids, cuz Murphy's law is a god damn female dog.
 
I did a rework of a middle ground between A16.4 and A17 loot drops. Most zombies have their loot lists changed back to what they were in A16.4 with updated item names, eg. farmers drop hoes and seeds, snow zombies drop fireaxes, cops drop flashlights/guns/vests, etc. But most ferals now drop their A17 loot albeit at a lower probability and a lowered count of 1,3 from 2,3 since the universal drop probability is higher. Also all item ids start at 200 to avoid problems with patches. Seems to work fairly well so far, going to do a little more testing then I can post the code for you to throw in your mod or whatever if you're interested.
I'm growing reluctant to make it that simple, because with the reduced loot drops, the devs designed other loot so that it's richer. Mostly junk seems kinda reasonable for all non feral and non radiated (and non legendary) zombies. Type specific junk seems a good idea. Feral and radiated have a 100% chance to drop something, plus a chance to drop something real good.
As for the ID, I'm using a self-made script for modding, it grabs and sets the ID automatically, I just didn't notice because I'm using the "template", not the quick fix. There also is an upper limit of lootlists, I think 255 (aka 256), at least in A16.

 
It is a bit different also because the A16.4 drops had count 0,2 which I assume means they can drop between 0-2 items, but every zombie dropped a lootable corpse, whereas here it's a chance to drop a lootable object. I don't know if I like the idea of zombies dropping backpacks everywhere many of which are empty. Goes back to time wasted on empty corpses.

Also I don't think the prob value is a percentage, because there are items with probs higher than 1, some going up to 40 even. It's a weighted system which I believe works like, say you have junk prob=10 and cannedfood prob=2. It would have an equal chance of picking one out of the following:

junk junk junk junk junk junk junk junk junk junk cannedfood cannedfood

So a 10/12 chance (83.3%) of picking junk and 2/12 chance (16.6%) of picking cannedfood.

But that poses a few questions: Is an item with no prob value defaulted to 1, and if so why are there items with prob="1"?

Edit: Though, I guess if you have 2 items one set to 0.98 (or 98) and one set to 0.02 (or 2), that would work out to 98% vs 2%

 
It is a bit different also because the A16.4 drops had count 0,2 which I assume means they can drop between 0-2 items, but every zombie dropped a lootable corpse, whereas here it's a chance to drop a lootable object. I don't know if I like the idea of zombies dropping backpacks everywhere many of which are empty. Goes back to time wasted on empty corpses.
Also I don't think the prob value is a percentage, because there are items with probs higher than 1, some going up to 40 even. It's a weighted system which I believe works like, say you have junk prob=10 and cannedfood prob=2. It would have an equal chance of picking one out of the following:

junk junk junk junk junk junk junk junk junk junk cannedfood cannedfood

So a 10/12 chance (83.3%) of picking junk and 2/12 chance (16.6%) of picking cannedfood.

But that poses a few questions: Is an item with no prob value defaulted to 1, and if so why are there items with prob="1"?

Edit: Though, I guess if you have 2 items one set to 0.98 (or 98) and one set to 0.02 (or 2), that would work out to 98% vs 2%
I don't really know how those prob-numbers work, never took the time to experiment with it, but I also notice that some values in vanilla are > 1. Maybe that's some sort of internal indicate (like "if that number equals 10, do a special thing"). As a rule of thumb, 0.1 = 10%, 0.5 = 50% and 1 = 100% seems to work good enough.
Empty drops from zombies should not come back, pre A17 I had modded it so that zombies always drop (exactly) one item, so I like the change that they drop a bag and only when something is in it.

However, with quests you get quite a lot of really good loot, so I'm thinking that normal zeds only should drop junk, but for aesthetics zombie specific. Like a nurse has a high chance to drop a painkiller or bandage or cloth, a banker old cash or paper, utility worker nails and wood, etc. And the stronger/faster types always drop something and get a chance for good stuff, like medical bandage or ("even") a med kit for the feral nurse, nuggets for the banker, tools for the worker.

 
I did some brief testing, set junk to prob=20 and resourceCoal to prob=20. Only items in loot pool. Was getting each at about a 50/50 ratio. I'm like 90% sure that is how it works, it adds all numbers together and each item is represented as many times as its probability value. To get the actual percentage value you take the individual item and divide its probability value by the total of all probability values in the pool. According to XML.txt armor degradation works the same as loot probability. Still don't know what happens when an item has no prob value attached to it though, I assume it just represents itself once when the RNG roll happens. However if you do it where each item is a decimal and all in the pool add up to 1 (or integers that add up to 100), that will effectively make it = to the percentage. eg,

junk prob="50"

cannedfood prob="30"

bandage prob="10"

medkit prob="10"

That all adds up to 100

junk 50/100 = 50%

cannedfood 30/100 = 30%

bandage 10/100 = 10%

medkit 10/100 = 10%

Edit: This is of course not including loot groups, which have their own weighted probabilty nested within. So if you have lootgroup junk which contains:

cannedfood: 0.5

boiledwater: 0.5

(total = 1)

And another container which contains:

lootgroup junk: 0.5

bandage: 0.5

(total = 1)

That results in an actual 50% chance to get bandage, 25% cannedfood, and 25% boiledwater.

 
Last edited by a moderator:
ok so im trying to do this but im getting only ammno when doing this ill post the code that ive got here and see if some one can help me balence this and get it working right to where the prob work correctly

code

<configs>

<insertAfter xpath="/lootcontainers/lootgroup[@name=BuriedStashChest]" >

<lootgroup name="A17drops">

<item group="cannedfood" count="1,2" prob="2"/>

<item name="drinkJarBeer" count="1,3" prob=".8"/>

<item name="drinkJarBoiledWater" count="1,4" prob="1.5"/>

<item group="books" prob="1"/>

<item name="resourceCandleStick" count="1,2" prob="1"/>

<item name="resourceForgedIron" count="1,8" prob="0.5"/>

<item name="resourceForgedSteel" count="1,8" prob="0.5"/>

<item group="tools" prob="1"/>

<item group="rareTools" prob=".5"/>

<item group="ironArmor" prob=".5"/>

<item group="steelArmor" prob=".3"/>

<item group="militaryArmor" prob=".3"/>

<item group="clothes"/>

<item group="warmClothes" prob=".3"/>

<item group="ammo" prob=".05"/>

<item group="weaponsPistol+ammo" prob="0.8"/>

<item group="weaponsMagnum+ammo" prob="0.15"/>

<item group="weaponsAnyShotguns+ammo" prob=".8"/>

<item group="weaponsHuntingRifle+ammo" prob=".5"/>

<item group="weaponsMilitaryGuns+ammo" prob=".15"/>

<item name="gunCompoundBow" prob="0.4"/>

<item name="nightvisionGoggles" prob="0.2"/>

<item name="casinoCoin" count="10,110" prob="1"/>

<item name="oldCash" count="20,100"/>

<item name="drugHerbalAntibiotics" count="1,2" prob="0.2"/>

<item group="rareMedicine" prob="0.3"/>

<item name="drugPainkillers" count="1,2" prob=".5"/>

<item name="drugVitamins" count="1,2" prob=".7"/>

<item group="treasureMaps" count="1" prob="0.1"/>

<item group="questChallenge" count="1" prob="0.1"/>

</lootgroup>

</insertAfter>

<append xpath="/lootcontainers" >

<lootcontainer id="111" count="1,2" size="6,2" destroy_on_close="false" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="baseTemplate">

<item group="junk" prob="0.98"/>

<item group="A17drops" prob="0.02"/>

</lootcontainer>

</append>

</configs>

 
Last edited by a moderator:
ok so im trying to do this but im getting only ammno when doing this ill post the code that ive got here and see if some one can help me balence this and get it working right to where the prob work correctly


code

<configs>

<insertAfter xpath="/lootcontainers/lootgroup[@name=BuriedStashChest]" >

<lootgroup name="A17drops">

<item group="cannedfood" count="1,2" prob="2"/>

<item name="drinkJarBeer" count="1,3" prob=".8"/>

<item name="drinkJarBoiledWater" count="1,4" prob="1.5"/>

<item group="books" prob="1"/>

<item name="resourceCandleStick" count="1,2" prob="1"/>

<item name="resourceForgedIron" count="1,8" prob="0.5"/>

<item name="resourceForgedSteel" count="1,8" prob="0.5"/>

<item group="tools" prob="1"/>

<item group="rareTools" prob=".5"/>

<item group="ironArmor" prob=".5"/>

<item group="steelArmor" prob=".3"/>

<item group="militaryArmor" prob=".3"/>

<item group="clothes"/>

<item group="warmClothes" prob=".3"/>

<item group="ammo" prob=".05"/>

<item group="weaponsPistol+ammo" prob="0.8"/>

<item group="weaponsMagnum+ammo" prob="0.15"/>

<item group="weaponsAnyShotguns+ammo" prob=".8"/>

<item group="weaponsHuntingRifle+ammo" prob=".5"/>

<item group="weaponsMilitaryGuns+ammo" prob=".15"/>

<item name="gunCompoundBow" prob="0.4"/>

<item name="nightvisionGoggles" prob="0.2"/>

<item name="casinoCoin" count="10,110" prob="1"/>

<item name="oldCash" count="20,100"/>

<item name="drugHerbalAntibiotics" count="1,2" prob="0.2"/>

<item group="rareMedicine" prob="0.3"/>

<item name="drugPainkillers" count="1,2" prob=".5"/>

<item name="drugVitamins" count="1,2" prob=".7"/>

<item group="treasureMaps" count="1" prob="0.1"/>

<item group="questChallenge" count="1" prob="0.1"/>

</lootgroup>

</insertAfter>

<append xpath="/lootcontainers" >

<lootcontainer id="111" count="1,2" size="6,2" destroy_on_close="false" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="baseTemplate">

<item group="junk" prob="0.98"/>

<item group="A17drops" prob="0.02"/>

</lootcontainer>

</append>

</configs>


i should also mention im getting only amno and not just amno stuff like steel arrows

 
i should also mention im getting only amno and not just amno stuff like steel arrows
Funny you mention this because I was just thinking how its weird that Im only getting ammo in small amounts from bag drops. The thing is though, Im using a personalized version of this mod and have doctored the loot list down to just a handful of items. Theoretically for ammo only to be dropping, let alone several times in a row, makes me think there is something further back down the road wrong and not anything with this particular mod.

Anyone else noticing this or something similar with the zombie loot bags?

 
I don't have such an issue, so, no idea what's going on. Try removing all mods and only use this one, and if the issue persists, verify the integrity of game files via steam.

 
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