Baldur's Gate 3

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Created by

Paramonov

Uploaded by

Paramonov95

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About this mod

Truly unique mod that revolutionizes the way you play Baldur's Gate 3. Game becomes one that isn't boring to start playing over and over again, for you can always expect a unique start and progression that is driven by the ever-changing set of magical artifacts you obtain. There's nothing better than testing your skills as a tactician!

Requirements
Permissions and credits
Changelogs
Versions


FULL: Feel the power of true randomness! All available(almost) equipment in the game is randomized and you will get it balanced way. You can use REL Generator to integrate any mods with equipment you like so that they start appearing in the random pool. Read the info here.


LIGHT: A number of immersive artifacts are not randomized - according to the community list. This applies to those artifacts that would be strange to see in the randomized loot. Quest rewards are also not randomized. Otherwise, no different from Full.

Relaxed(old v2): Randomizes only the assortment of merchants. Accordingly, replaces the entire original merchant assortment, adds the cut content and integrated mods described below.

Ancient: Contains only loot lists for my equipment mods: Ancient Jewelry, Ancient Weaponry, Ancient Armoury, Master's Cloaks. 


Compatibility and Load Order
REL is highly dependent on the set order in the manager and other mods installed. If REL does not work, it is probably something with your mods configuration. Mods that change loot lists, for example Better Loot, should be placed strictly ABOVE REL. All mods integrated by you or by default, should be ABOVE REL. If you want to save something in the Tutorial Chest or world loot lists, put the mod BELOW REL.


Automatic Mod Integration
You can now integrate whatever mods you want with equipment! Use REL Generator to do this. This is a special software for Win x64 that allows you to integrate your installed equipment mods directly into REL. See the software page for more information.
Note that this is a feature for Full/Light version users only!


Frequently Asked Questions(Upd. 20/04/24)
Spoiler:  
Show

Q: Can I install the mod in the middle of the playthrough?
A: You can do this. However, the changes will not apply to locations you have already visited, as the static loot lists for them have already been generated. The traders you visit will also have predetermined loot (but will start adding random loot if you take long rests).

Q: If I don't like this mod later, can I delete it safely?
A: Absolutely, you can uninstall it whenever you want. However, the exact same rule works here as with installation - changes to already visited locations will not be applied.

Q: How do I check that the mod is working?
A: When starting a new game, check a dead illithid nearby - it should contain a random Uncommon item.

Q: Where were the loot changed?
A: This is 100% of all simple loot lists edited through Treasuretable, as well as 95% of all deep-coded items lying on the ground outside of the loot lists. Loot from all characters has been replaced, but you have to realize that they use most items as their equipment, so it's just been blocked from being dropped and randomized loot appears instead. So you can still order a character to drop a weapon with a spell and get a vanilla static loot. Some item sources have not been replaced, such as things associated with quest chains like Netherstones or Nightsong equipment or Lathander Mace. Assembled artifacts have not been changed either (it's just not possible), nor have certain legendary artifacts. Magic loot is also now randomly dropped in places where it wasn't in vanilla, I call these Special Loot Lists: they are strictly balanced and affect the appearance of artifacts in various places such as chests, backpacks, crates, minor creature loot, etc. Somewhere the chance is around 1%, somewhere extremely high, it depends on the rarity of the source. Relaxed version focuses mainly on Special loot lists.

Q: Why are sometimes chests or rewards empty where I expect to get loot?
A: It is connected with the unfinished system from Larian (and which they apparently will not finalize). The system pulls items from a random pool and puts them in your loot. Since artifacts are unique, they cannot appear a second time. Accordingly, the system tries to pull an item from the pool again, but cannot do so, and gives you an empty chest. The further you play - the worse the situation will be, because the pool is getting smaller and smaller. How to deal with this? Expand the random pool by integrating a large number of equipment.

Q: Why do traders now have so little magic loot?
A: Due to a flaw in the original loot system, if you make a random item appear 100% at the trader, every long rest he will add more and more items until they run out. Because of this, I had to severely lower the chances of loot appearing there. Accordingly, when you take a long rest or level up, you can go to the trader and see a new random loot. Remember, the merchant will give artifacts back to the random pool if you don't check in with them and take a long rest or level up. Therefore, the best solution to save the pool is to stop by merchants not so often, especially if you don't have much money.

Q: As far as I understand it, I won't be able to get all the items for the game?
A: That's what REL is all about. Each of your playthroughs is unique and can be done without having certain artifacts. My plan is to add over 5000 vanilla-like items to the random pool to achieve giga-replayability.



Mods integrated into REL
 + Complies with REL rules + denotes that the mod either has a special REL version, or has been modified at the REL level so that all items are unique, prices set to vanilla ones and they are cut from all possible loot lists except REL-based. Doesn't matter if you are using v3 and integrating mods using REL Generator.

LegendaryItems Release Update by Oiff + Complies with REL rules +
Legendary Equipment - Class Armor Sets by DonkeyTheBard
Orochigago's Homebrew Weapons and Wonders by Orochigago + Complies with REL rules +
Ranger's Leather Armor by ghouls0rules + Complies with REL rules +
Expansion Equipment
by Wei723 + Complies with REL rules +
Extra Gear by pooteeweet
Eldertide Armaments by Proxeuz + Complies with REL rules +
Ring of Mecha Summoning by cavok_o7(logouttonave+ Complies with REL rules +
Ancient Jewelry by Paramonov95 + Complies with REL rules +
Master's Cloaks by Paramonov95 + Complies with REL rules +
Ancient Weaponry by Paramonov95 + Complies with REL rules +
Gunblades by AnxietyTheOrk + Complies with REL rules +
Ancient Armoury by Paramonov95 + Complies with REL rules +
The Disan Crusader - A Padlock Gear Set by MrSaintly1 + Complies with REL rules +
More Mage Gear by pooteeweet
Ninja-to and Katana sets by blackninjato2 + Complies with REL rules +
Custom Item Pack by Sumajin + Complies with REL rules +
Carian Knight's Sword by Faane + Complies with REL rules +
Nutty Armory by LeftNutDontWork + Complies with REL rules +
Harper's Gear by NeoLuna + Complies with REL rules +
Unarmed and Upgraded - Act 1 Monk Equipment by GraphicFade + Complies with REL rules +
Unarmed and Upgraded - Act 2 Monk Equipment by GraphicFade + Complies with REL rules +
Unarmed and Upgraded - Act 3 Monk Equipment by GraphicFade + Complies with REL rules +
Aegis Fang by Haytur + Complies with REL rules +


My Other Mods
Ancient Jewelry(adds 100+ new jewelry pieces to the game)
Master's Cloaks(adds 100 new cloaks to the game)
Poor Adventurer (Economy Overhaul)

Ancient Weaponry(adds 104 new weapons to the game)
Ancient Armoury(adds 50+ new armor pieces to the game)


Thanks to the bg3.wiki website for its user-friendly interface, which helped me a lot in my development! Also thanks to the active random-loot-enjoyers who helped me significantly in finalizing this mod! Also, a big kudos to Rilissimo for his software, which solved the huge problem of integrating a large number of mods!