You can now integrate whatever mods you want with equipment, and use any version of those mods to do so! 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.
If you or for that case anyone could make a instalation video that would be great. I know mod support is comming this year but i'd realy like to play it earlier and for now it looks like you have to install an infinite amount of mods. for one you need the other for that one you need another en than te best part is that for the one that looks like the source it requires you to install the one you started your search for...
I'm not complaining, and just to know... i found 3 very rare items in 10 minutes. Am i doing something wrong or i am terrible lucky? Is there a way to reduce the drop rate of very rare and legendary items?
Where exactly did you find them? If you are using REL SE, anything is possible, because this mod adds additional loot probabilities, it can greatly affect your equipment progression balance.
Regarding the original REL v3, the loot is set up pretty balanced and for the most part reflects vanilla progression.
It's better to play without REL SE, because the author is still testing it. There is a completely different principle of obtaining loot is used, it depends on the configuration that you set, and is not based directly on the system of loot lists.
Ok you need to add a clearer disclaimer that integration does NOT mean that the mods you have listed are actually integrated into your mod. You have simply changed the loot lists to include these items but you still have to install the mods you claim to have 'integrated', otherwise they will not drop. This is not the definition of the word and is probably why you have a ton of people confused as to why the mod is not working.
It's supposed to randomize vanilla loot too though, and whatever mods you have installed if you use the one click randomizer they also provided. Its just not working in general unless I'm miss understanding the purpose of the mod lol
It randomized vanilla loot for me (i.e aberration hunters amulet dropping from alfira chest) but it was incredibly annoying to go through 6 hours of a playthrough only to find out that I had to download all of the other mods, which wouldnt go into effect until act 2. The author of this mod also replies to people in a condescending manner which only obfuscates the true mechanisms of the mod. Again I don't know why he stresses integration when the correct word would be compatibility
There was such an label in the description, I just removed it because it seemed obvious, because mostly authors of such mods prohibit the use of their content in other mods. So REL calls only their name, and the rest is already the work of the respective mods.
In the context of REL, "Integrated" is the most appropriate word to use. Items have the uniqueness modifier added and the vanilla binding price changed to comply with REL rules. The items themselves have been manually added to all REL loot lists based on category and other things. If all this work had not been done, there is no way the mod could be used with REL, installed or not. Therefore, these mods are INTEGRATED into the REL structure. The asset library for these mods can be found on the respective nexus pages.
It depends on the version of REL. Starting from v3, REL by default does not contain any integrated mods and relies on REL Generator. This whole situation with integrated mods only applies to v2.7 and older.
I'm sure you're overdramatizing, I'm always happy to talk about the nuances of REL if the question is posed correctly. Moreover, I am not the only one working on REL, including you can see the source code, there is nothing to hide there.
Compatibility in the modding community means the ability for a mod to work with another mod. As a rule, this is due to the peculiarities of many game engines and forces modders to create patches to each other's mods.
You're right about one thing: the description of the mod lacks clarity with all the extra software and stuff. I plan to make a fully understandable description even for a child, but still waiting for the final patch from Larian with modding tools.
Trying to get this to work with a friend, we had fresh clean installs, install everything correctly (works solo) but we are unable to join each others games. Can this mod be played multiplayer?
Hello, I think you need to provide all the specifications needed to understand the problem. I suggest you start with the REL version and installation method, and then the nuances will come up.
At least I don't hear about multiplayer problems very often, so I'm sure your situation is solvable.
I seem to have some issues getting the REL One click to run for me. I am getting the error: cannot read contents, make sure 8.0 framework is installed, and I have confirmed it is. I run this on two different computers and only one of them is having the issue. The generator is found in the correct drive, as well as in the location for the rel pak list.
Thank you for this mod! I use it with the generator and the loot script mods that you released.
I just have one question: Can I somehow integrate the Mod Extra Gear - Loot and Merchants? It seems to add the extra Gear - Gear in immersive places and I would like to keep it that way. Is the way to do that to just use it with the REL Generator or should I just load it as an extra mod?
You can integrate absolutely any equipment mod into REL, all you have to do is follow the REL Generator instructions. By the way, I didn't publish REL SE, it uses different loot principles.
It seems the ancient version is not working for me. Maybe im messing this up? This version don't seem to work with REL so im just putting it at the botton of the load order and thats it. But nothing happens, while the REL versions i can see right away random loots. Am I missing something here? Thanks in advance for your support
So, are enemies supposed to drop random items? Cause so far all items have been the same, but certain enemies that drop specific items or chests with certain items (Harpy nest for example) have had random items. But common enemies, chest and other lootables have been pretty much standard, only giving small items like gold and other useless junk.
Am I right to assume that the only things that are changed are special enemies like bosses, and certain loot containers?
I think if you have such a question, it means that you misunderstood the essence of the mod, or installed it incorrectly. Explain what effect you want to achieve and I will be able to help you.
Like, they drop all the same items that they would normally do in vanilla. Like a goblin would drop a few gold coins and a basic axe. I'm pretty sure I installed it correctly as I followed the steps correctly, and some items are in fact randomized. For example, the harpy nest had one of the artifacts from ancient jewelery, so that is at least randomized. But enemy drops (non bosses) are not dropping random items. I was under the impression that all loot are random, or is that not the case?
What do you expect to drop from it? A legendary sword? REL randomizes only vanilla sources of magic loot. New ones are added using special loot lists, the chance there is often about 0.05-2%.
Sorry, I was just expecting enemies to drop everything, even if its a small chance, similar to something like Elden Ring Randomizer, so yes, I was expecting that a goblin could drop a legendary sword, even if the chances are miniscule, but that doesn't appear to be the case. Like, they haven't even dropped a single green item, its always been grey like vanilla.
Then I guess its not the mod for me, I was expecting complete randomness, so that every playthrough wouldn't be the same, but seeing as all drops are the same, then I guess its not for me, thanks though.
Such a mod exists, you should look for it on nexus. The problem is that such mods are very hard to balance, that's why REL focuses only on magic artifacts, not scrolls and coins.
I've got a problem, I'm using the light version V3 and the Amulet of Lost Voices was not in the chest next to withers. The silver pendant was also not on the body south of the druids camp, so the light version is randomizing things it shouldn't be. Any advice?
I'm not sure why you think Light shouldn't randomize these things. The item list in Light has been determined by the community before, it's quite a hard process as there are a lot of loot lists and items in the game. Some items were deemed very important to the immersion, and some were deemed to have more replayability benefits.
Yes, I read the google sheet and saw the items; are they supposed to be randomized or not? I am using light, and they currently ARE randomized (both necklaces were not in the chest, some other random item was) despite it saying in the spreadsheet they should not be randomized. Just confused as I'm seeing 2 different things here
What you saw in some table there is just one of the tables suggested by one player. All this was collected from various sources and suggestions, some exceptions were not included in the final list. There can be no mistake there. So why do you think they are so important to roleplay in the first place? It seems to me that they are technical items that Larian added to artificially make the game easier for those who don't use non-combat tools in their builds. Accordingly, randomization smoothly increases the difficulty and approach to playthrough.
What's the difference between the light and full mod then? Also this game is incredibly easy regardless of mods or items, even with rel+level scaling+combat extender this game is easy, difficulty isn't the point, I like the randomness but I thought the light version would you know. Actually work?
This game is probably easy because you've already figured it out. The Full version has randomization of quests, as well as completely all items in the pool. In the Light version about 70-80 items are not randomized.
Dude what are you saying??? You aren't listening to me at all, I'm not talking about the difficulty. I am saying that the items listed that are supposed to be spawning in light, are not spawning in light.
I think it's you who is not listening, I answered this question in my previous post. I don't understand why you think that something "supposed" to drop in Light version.
Hey! First of all, awesome mod, I'm super eager to use it.
Unfortunately, I didn't manage to have it work while keeping some objects in the tutorial chest.
I'm using "Randomized Equipment Loot - Light(Vanilla)" with "Randomized Equipment Loot Generator One Click" where I ticked a couple of mods, and flagged some as "Tutorial Chest".
According to the documentation, I put REL quite low in the loading order, with the one I want to appear in the tutorial chest below that.
But unfortunately, the tutorial chest is always empty.
First of all, check the Mods folder and get rid of unnecessary REL files. I see you downloaded three different versions. You should also use v3 with the generator. Tut chest summoning is best put at the very top.
I found the issue. It's pretty strange to me, but at least I found it :smile:
The mod manager I use only rewrite the <node id="ModOrder"> part of the modsettings.lsx file according to the ordering in the UI, yet the <node id="Mods"> part is only changed when importing a new mod, which is then appended at the end of the list.
So here, even though "BagsBagsBags" was in order after REL, as I installed it first it was before in the Mods list. And that caused the issue.
1145 comments
You can now integrate whatever mods you want with equipment, and use any version of those mods to do so!
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.
I'm not complaining, and just to know... i found 3 very rare items in 10 minutes. Am i doing something wrong or i am terrible lucky? Is there a way to reduce the drop rate of very rare and legendary items?
Thanks!
If you are using REL SE, anything is possible, because this mod adds additional loot probabilities, it can greatly affect your equipment progression balance.
Regarding the original REL v3, the loot is set up pretty balanced and for the most part reflects vanilla progression.
Yes, i have REL SE installed. Im going to uninstall right now.
Do you think that is better to start a new game?
Thanks for your reply, you save me!
In the context of REL, "Integrated" is the most appropriate word to use. Items have the uniqueness modifier added and the vanilla binding price changed to comply with REL rules. The items themselves have been manually added to all REL loot lists based on category and other things. If all this work had not been done, there is no way the mod could be used with REL, installed or not. Therefore, these mods are INTEGRATED into the REL structure. The asset library for these mods can be found on the respective nexus pages.
Compatibility in the modding community means the ability for a mod to work with another mod. As a rule, this is due to the peculiarities of many game engines and forces modders to create patches to each other's mods.
Trying to get this to work with a friend, we had fresh clean installs, install everything correctly (works solo) but we are unable to join each others games. Can this mod be played multiplayer?
Thanks in advance
At least I don't hear about multiplayer problems very often, so I'm sure your situation is solvable.
Thank you for this mod! I use it with the generator and the loot script mods that you released.
I just have one question: Can I somehow integrate the Mod Extra Gear - Loot and Merchants? It seems to add the extra Gear - Gear in immersive places and I would like to keep it that way.
Is the way to do that to just use it with the REL Generator or should I just load it as an extra mod?
Am I right to assume that the only things that are changed are special enemies like bosses, and certain loot containers?
I think if you have such a question, it means that you misunderstood the essence of the mod, or installed it incorrectly. Explain what effect you want to achieve and I will be able to help you.
Unfortunately, I didn't manage to have it work while keeping some objects in the tutorial chest.
I'm using "Randomized Equipment Loot - Light(Vanilla)" with "Randomized Equipment Loot Generator One Click" where I ticked a couple of mods, and flagged some as "Tutorial Chest".
According to the documentation, I put REL quite low in the loading order, with the one I want to appear in the tutorial chest below that.
But unfortunately, the tutorial chest is always empty.
Here is my load order:
Thanks in advance for any tip!
I tried with the TutorialChestSummoning in position 20, and same output.
The mod manager I use only rewrite the <node id="ModOrder"> part of the modsettings.lsx file according to the ordering in the UI, yet the <node id="Mods"> part is only changed when importing a new mod, which is then appended at the end of the list.
So here, even though "BagsBagsBags" was in order after REL, as I installed it first it was before in the Mods list. And that caused the issue.
I manually moved
<node id="ModuleShortDesc">
<!-- Randomized Equipment Loot - Light(Vanilla) -->
<attribute id="Folder" type="LSString" value="RandomizedEquipmentLootLight_Vanilla" />
<attribute id="MD5" type="LSString" value="" />
<attribute id="Name" type="LSString" value="Randomized Equipment Loot - Light(Vanilla)" />
<attribute id="UUID" type="FixedString" value="1b09ad3d-573a-44d4-b1d3-d8ba6245235b" />
<attribute id="Version64" type="int64" value="3.0.0.0" />
</node>
to the beginning of the Mods list, and now it works, without changing the ModOrder list.