Fixes an issue that prevents .pak mods from loading correctly. This is still necessary for all patches after #3 at the time of writing this (Patch #8).
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Changelogs
Version 1.7
Changes from Patch #8 are carried over.
Added instruments to treasure tables (75%/25% for common/rare respectively).
Added a few new items, e.g. barbarian bracers.
A bunch of new treasure tables can have loot from this mod in them.
Version 1.6
Treasure tables now include loot from Patch #7.
Added improvised weapons (e.g. pitchforks, pickaxes, and meat cleavers) to loot tables.
Added barbarian armors to loot tables.
Added a few more variations of weapons (e.g. makeshift crossbows, crude maces, and goblin scimitars/bows) as well as B-variants (same but different look) to loot tables.
Changed "MinLevel" of Breastplate, HalfPlate, and Plate armors to 1 so they can appear before level 6.
Simple weapons are now slightly more common than martial weapons (60%/40% respectively).
Version 1.5
Treasure tables now retain loot added by Patch #6.
Lae'zel now starts with a camping pack as intended.
Added shields, druid / rogue / sorcerer armors, and a few other items to treasure tables.
Overhauled the chance of finding armors within each tier (now all 40% / 35% / 25% for Light / Medium / Heavy).
Added loot to the new Grymdark area.
Nerfed the amount of junk loot traders have by ~50% (so less clutter).
Added loot to new gold stashes and combat leader tables.
Rarer +1 +2 is now more exactly 20% and 4% respectively.
Heavy armor like plate / splint / chainmail now has stealth disadvantage as expected (ringmail has this already).
Version 1.4
Treasure tables should now retain loot added by Patch #5, like new magical items and supplies.
The Rarer 1 2 version is now exactly 20% and 4% as likely for +1 and +2 weapons to spawn respectively. (Was previously closer to 35% and 7%.)
Version 1.3
Treasure tables should now retain loot added by Patch #4, like the new Githyanki weapons.
Increased chance of loot in some containers with valuables, like most backpacks, chests, and traders.
Removed chance of loot in some containers without valuables, like certain food and alchemy containers.
Version 1.2
100% chance magic items restored to treasure tables (previously randomized, e.g. specific +1 replaced by any +1).
Added new weapon types to treasure tables (javelins, darts, slings, hand crossbows, flails, and sickles).
Added B variants of secondary armor (leather helmet and metal helmet).
Fixed/added various meta.lsx properties (version, description, name, and tags).
Version 1.1
Now compatible with Candor Mod Manager.
Added rarer +1/+2 version (treated more like magic items than just upgrades).
Removed Leather Armor +2 (missing model).
Limited +1/+2 weapons to level 2+/3+ respectively (finding these early was a bit OP).
Moved Ring Mail +1 from level 1 to 2 (grants +1 AC for no drawback compared to +0).
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Note: This mod was for Early Access and does not support the full game (yet).
Problems in vanilla - The armor you steal off of Lae'zel rivals the best armors the game has in EA. - If you pick a fighter, then the armor you start with is only 1 AC away from that. - Heavy armor proficiency is only good for a 16 AC Chain Mail at best.
Changes fixing ^ - You can now find non-EA weapons and armors already in the files. - Splint & plate armor, +2 weapons, +1/+2 armor variants, slings, darts, flails, etc. - Sold by traders, inside chests, crates, and barrels; all randomly generated. - Starting equipment is more basic, so you can experience the full range of upgrades.