If you are asked to provide Script Extender log but doesn;t know what that is: Find ScriptExtenderSettings.json in your BG3/bin installation folder, where BG3.exe application is Edit it so the file has 2 extra lines between the starting '{' and the ending '}' "LogDirectory": "My Documents", "LogRuntime": trueThis will create a folder in BG3/bin called My Documents storing all logs made by the script extender whenever you exit the game If you want to see real-time logging add another line between those 2 above "CreateConsole": true,This will create a SE console window whenever you launch BG3, note that closing this window also closes the game
PATCH 8 INFO According to feedback the mod works fine on patch 8, now to wait if there's actually no problem or it's a slow burning one that'll crop up in the future
I'm getting an script error sometimes during the rolling of trader inventories when trader shuffle is on.
Error message is as follows:
"bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string "REL_SE/Server/REL_SE.lua"]:1473: Property does not exist: ArmorComponent::Shield - property does not exist stack traceback: [C++ Code]: in metamethod '__index' REL_SE/Server/REL_SE.lua:1473: in global 'Identify_type' REL_SE/Server/REL_SE.lua:1504: in global 'ShuffleTrader' REL_SE/Server/REL_SE.lua:2270: in function <REL_SE/Server/REL_SE.lua:2248>"
Is this because another mod or because of an item added by another mod? It is always the same and prevents rerolling of the trader inventory. And since new REL prevents traders inventory refreshment your script is the only way to have some kind of shuffle.
First off, I just want to say a huge thank you for this mod, it's completely transformed the way I play Baldur’s Gate 3. The amount of variety it adds to loot drops has made each encounter exciting and unpredictable, and it's been a game-changer (literally) for my playthroughs. You've done fantastic work here.
I do have a few questions and bits of feedback based on my current setup and usage:
🎲 Minimum Successful Dice Rolls? At the moment, it looks like we can either:
Force all rolls to succeed or have a chance for no rolls to succeed.
Would it be possible to implement an option to set a minimum number of successful dice rolls?
For example, when I configure bosses to drop between 0 to 10 items, I'd love to ensure that at least, say, 2 items always drop, without having to force the full 10. A MinSuccessfulRolls setting would make this system even more flexible, especially for loot-heavy setups like mine.
📦 Loot Stops Dropping After Extensive Looting? I use a lot of equipment mods (currently sitting at around 4000 unique items in the loot list), and I've set loot to potentially drop from everything. It works great early on, but after a lot of looting in a single session, I notice that loot stops dropping altogether.
To troubleshoot, I:
Increased the pool size to ridiculously high numbers (which didn't impact performance).
Checked the console logs and no errors showed up.
Restarted the game, which resets the issue and loot starts dropping again.
So it seems like there might be an internal cap or exhaustion happening over time, even though the console stays clean. Is this a known behavior or could I have set something up wrong?
🗂️ What is REL_SE_ShadowRealm.txt? One last thing, I noticed a file named REL_SE_ShadowRealm.txt. Just wondering what it's for and how its supposed to be different to the LootList.txt?
Thanks again for such a phenomenal mod. It’s genuinely one of the most creative additions to BG3 I’ve played with.
Force all rolls to succeed or have a chance for no rolls to succeed.
I'm pretty sure i have not done that, at the moment for multiroll the process either stops on a failed roll or run all the way. Forced success rolls do exist in the form of vendor rolls, Sacrifice and Compensate feature, but not currently what you're asking
Would it be possible to implement an option to set a minimum number of successful dice rolls?
Sure
Checked the console logs and no errors showed up.
No error showing up doesn't mean the mod was working as intended, it just means the mod handled the error before the console threw up red lines, or didn't view what you were experiencing as error, search for [REL_SE] lines, see if it reports anything about the loot list or something missing, alternatively send me the SE log of a session where the phenomenon occurs Alternatively try increasing the value of "Maximum number of items processed for a given rarity-type" under General Tab, it was there to cap the performance cost of the mod for larger lists (5k+ items) so players won't get lag everytime REL_SE triggers, see if setting it to 150, 200 or higher would help.
What is REL_SE_ShadowRealm.txt?
It's a text file storing 'spent' loot. Anything you see in there REL_SE has spawned into the game, or it registered you having the item. If you combine the content of the file and Lootlist.txt it would amount to the original state of LootList.txt before any loot was pulled.
Hey! Would it be possible to add a new setting where, after getting N pieces of gear in a row, the next N loot rolls won’t drop any gear? My drop rates are already super low, but I’ve got this cursed luck—I keep rolling gear nonstop! 😭 It’d help balance things out if you added a 'no-gear streak' cooldown! This’ll save me from rage-quitting when RNGesus hates me… or loves me too much?
what's your loots setting ? sure i can do that, but i'd rather verify you actually have blursed RNG than you mistaking what you adjusted to 'super low' rate first Or just send me your latest Script Extender log, the mod records each RNG roll there
Here’s my loot drop rate setup based on enemy level—I thought I already made it super low, but I don’t know how to make it even lower… The RNGesus keeps blessing me with gear drops! 😭 Any advice would be appreciated!
I just started a new game and haven’t played much yet, so the loot rates seem normal right now. I just don’t want to relive that nightmare again! I remember rolling under 100 multiple times in a row and getting SO LUCKY – if I hadn’t set those level-based loot restrictions, I’d have gotten like five legendary gears! I’m using this clone enemy feature to clone mobs, which makes me loot bodies way too often… probably making the RNG even more blursed? Bottom line: I really need a hard limit system! It’d actually let me keep higher base drop rates while balancing how fast gear piles up. Call it a ‘custom-tailored balance’ for my cursed luck 😅.
Hey there! The new feature is working great! Thanks so much for adding it — really appreciate the hard work! 💪 I did notice something though — it seems like the feature also affects sacrificing items, like in these examples:
[REL_SE] Sacrificing 导能器 [REL_SE] Sacrificing 镀金之眼头盔 [REL_SE] Sacrificing 塔拉莎的护身符 [REL_SE] Sacrificing 秩序之烛 [REL_SE] Sacrificing 骸骨舞者主教冠 [REL_SE] Sacrificing 年轻漫步者的盔甲 [REL_SE] Sacrificing 力量之珠 [REL_SE] Sacrificing 盾牌 +1 [REL_SE] Sacrificing 长剑 +2 [REL_SE] Sacrificing 罗丝的圣徽 [REL_SE] Rolled 8756 out of 10000 for unique item [REL_SE] Loot Nullification done 3 out of 3 times. Is it possible to make it only affect looting corpses or containers, and not when sacrificing gear? That way we can keep the cool loot prevention effect without breaking the sacrifice system. Thanks again for all your work — love this mod! 😊
I am trying to Reset the loot pool. I've got the 13 gold in my inventory on my controlled character but I see no indication of anything happening when I click the reset button in MCM. There's nothing printed out to the console log and no gold is removed from my inventory. I've even tried starting a new game and trying to reset the loot table from the Nautolid, and still no indication that anything happend. Should there be an indication that something changed?
the button to reset the loot pool only affects the pool content, meaning all items in Shadowland.txt gets returned to Lootlist.txt and their in-game loot record counterpart gets wiped, it doesn't do anything to your gold reserve nor the log, check if Shadowland.txt is empty ? some items might get refilled as you interact with unique items you own
Thanks for the heads up. The filename is REL_SE_ShadowRealm.txt, at least that's what I found in my Script Extender directory. I recognize the items in the list as items I have in my inventory, so working as intended.
Hello, i have a question in regards to the random generator tool. I wanted to ask it here since the comment section for the tool have not been active.
For some reason, allot of the time when i want to use the tool i have to extract it from the zip folder and use for the 1st time, if i ever want to reuse one that is already extracted i get an error telling me that the characters folder is access denied. Does anyone have an idea of what may be causing this?
Can you run the Generator as an administrator and does it result in any difference ? what's the exact wording of the error ? There's a known error where the program refuses to run if the destination to bg3 mod folder is long enough, but i guess it's not your problem since you already read the comments over Generator mod page ?
So I installed the "Ancient Mega Pack + REL" from Mod.io and Installed REL_SE but everytime I loot something I get this message. My lootlist.txt is always completely blank, even though I think it should have the AMP items in it? Any idea how to fix this?
Have you confirmed the txt having some content before launching the game and after running the Generator ? when was the point the txt switched from having content to become completely empty ?
As soon as I load a save it deletes anything in lootlist.txt
the generator doesnt detect the AMP+REL mod unless I change one of the UUID inside the /rel_source/rel_mod_list.json to match the UUID of the AMP+REL mod and then after that once I click "Start" on the generator it says "No suitable items found".
I suggested we talk on discord/telegram for easier troubleshooting is all.
[deleted] I mistakenly thought REL SE would populate the list with items from REL. Since I didn't have other mods that added items, the generator didn't have anything to do. I think.
Side note: My goal is an austere run--less items--but using AMP, and thought REL SE could help by overriding the drop rate, but that doesn't seem to be able to control AMP. There's a line from this mod's description (but talking about a different topic) that suggests the behavior I saw: "What item REL cannot remove from integrated mod treasure table but gets handled by REL_SE will also gets spawned by REL_SE, once."
I'm attempting craftiness now. I reverted the generator UUIDs, downloaded an old REL (pre-AMP) and let it find AMP as a mod with item. I set the REL SE ratio to 100% and about 740 items from AMP are now in the loot list. I then unpacked AMP, deleted the treasure table, repacked it. I deleted the old REL from the mod list. Hopefully, now, all AMP items are solely controlled by REL SE.
I found a bug with the blacklist in REL_SE. tldr is if you have a bag on the blacklist it works if you are accessing it with the Tav selected. It is not respected if another follower is selected and you access the bag in the Tav's inventory.
I don't understand what you're trying to say, how does another follower access Tav's inventory while both are alive ? I haven't been playing BG3 much recently so might got rusty with the exploits and mechanics
This is a base game thing of Baulder's gate. you can either press tab or i for inventory and one brings up the selected characters inventory and one brings up the entire party's inventory. The issue is happening when you have a character selected that is not holding the auto sort bags then access them using the entire party inventory screen.
Yes it kept making my game freeze during combat and i tried various older MCMs and it still would not work. Ended up unistalling REL SE and then it worked fine. I tried looking at my loot lists in the files as well to try and find a list v2 but it was blank even though i have tons of mods equipment mods. The list V2 issue I believe only happened I switched from the most recent MCM. At first I was getting the blacklist and cosmetic error, so I switched to the older MCM (tried many) all of them no longer had the blacklist/ cosmetic issues but did have the v2 issue.
I spoke to Volitio (MCM author) about this and he suspect whatever version MCM you used was very outdated. For reference, what's the latest version of MCM you have in your load order that caused this issue ?
So I originally tried it with the newest MCM and newest REL SE and I kept getting the blacklist and cosmetic errors. So I switched through to the previous versions, did that multiple times going further and further back until going to version 1.25 beta. That is when the blacklist and cosmetic bugs stopped but the listv2 started. I even jumped around to version before 1.25. At this point I don't care what version of either MCM or REL SE I have to use. Just need help figuring this out. Is there a way to fix the blacklist and cosmetic bugs yet?
Thanks for getting back to me, I really appreciate all the help I can get!
send the REL_SE setting file to me then ? i'll see if it happens on my end, what exactly is the blacklist and cosmetic error you saw ? you only posted the listv2 error
Hello again, so I think the issue may of fixed itself. For now at least.. I downloaded the newest version of this and I believe I’m using version 1.25 of MCM, for whatever reason the list v2 thing that I was talking about is no longer in a red a font and my game is no longer freezing during combat. I downloaded the infinite turn fix mod the other day so maybe that has to do with it? Regardless I did have another question, so I’ve been using the ancient mega pack mod that has REL within it. I see under requirements for this mod it says REL is required, do you know if the REL within the ancient mega pack is enough to work with this mod ? I think that between the two it’s working but kind of hard to tell as I haven’t made that drastic of a change in the loot settings. Is there a way to tell otherwise? And would I need the loot list for ancient mega pack or would it just automatically work since it already has REL programmed into it? I did try to find my loot lists but the txt in my files is just blank even though I have many equipment mods that are working. Is there any other place to find the actual loot list? thanks for the help!
I did have another question, so I’ve been using the ancient mega pack mod that has REL within it. I see under requirements for this mod it says REL is required, do you know if the REL within the ancient mega pack is enough to work with this mod ? I think that between the two it’s working but kind of hard to tell as I haven’t made that drastic of a change in the loot settings. Is there a way to tell otherwise? And would I need the loot list for ancient mega pack or would it just automatically work since it already has REL programmed into it? I did try to find my loot lists but the txt in my files is just blank even though I have many equipment mods that are working. Is there any other place to find the actual loot list?
+ Any of Paramonov's REL works just fine, mod.io version also works last time i checked + No, you need to run REL Generator, found on Nexus, it reads them items from other mods and put them into files REL_SE can use, note that reviewing everything is reccomended, since the its author seems to no longer active, and at its present state the tool have some misidentification issues regarding item rarity and type (handaxe for gloves, etc.) + The loot list is stored in AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender\LootList.txt, if it's empty, then you either haven't run the Generator, or the Generator gave every item to REL instead
I guess I actually spoke too soon. I thought it was working since it didn’t freeze but I looked at my script extender console and it kept saying something along the lines of being “out of items and too add more items to the queue via generator”. I thought I wouldn’t need the generator since the main mod pack I want to change the drop rate of is the ancient mega pack and that already has REL within it ? Sorry for another long message but how exactly do I go about dealing with this ? Seems like no matter what I do there’s always something going wrong and when I originally tried to download the generator It would not work.. Have tried to find the loot lists txt also and the one I find is just blank. If you could point me in the direction of how to get the generator working or whatever I need to make this I work, I would greatly appreciate it.
i have noted in my description that this mod would absolutely be useless without the Generator providing it items what error does the generator give you ? can i see a screenshot ?
it tells you the program can't navigate to that location, can you verify there's an existing file in that directory by copying the link and pasting it into your explorer window ?
Strangely enough I did what you said and it gave me a pop up that said opening this up may be harmful to your computer. I clocked to do it anyways and nothing even showed up. Even though I have been to those files before. Just had to choose to view hidden files. So im not sure what is going on. What do I do If its not showing up?
that's odd, there should be a modsettings.lsx in that exact location, else you'd be playing bg3 vanilla without mods How do you organise your mod ? via BG3MM ? Try save the current order and export it again ?
I really hope you gonna answer me sometime soon, I have problems with the mod and now even enemies barely drop anything. First off, ritual and gacha stuff doesnt work. Ritual quite literally does nothing, Ive tried on multiple different containers and sometimes 1 item just gets poofed or nothing happens. Reroll kinda works, gold get taken and the loot distributed tag is gone, but the chest is always empty anyways. I wanted to set up loot so that we get a lot of items (we have about 1000+ extra magic items including other mods so ye), but today's session dropped us nothing. Please help mate.
i'll need to see your log at the time you were trying ritual and gacha. or just full log in general, additionally your MCM settings file of REL_SE i can't help you without them.
I frantically looked at REL mod and generator stuff, and now I use REL Full Vanilla, generated the items that are not static (some other mods), and it now all works, drops, gacha, and rituals, on the other hand, id like to ask, if I set the dice roll to 5/10, its basically 50% to drop something right? as long as my uncommon/rare/vrare/legendary stuff is total 100
that's nice to know! what 'dice roll' are you refering to ? if it's dice size then it's there for edge cases wherea a roll that is decidedly 1 tier with a small size can become 1 tier higher due to rounding error if you set all 4 tiers to add up to 100% you always get something when REL_SE in involved, if you want 50/50 then adjust them so their total is 50%
1, regardless of the dice size, if you want to change the number of loot, find options with Multiloot in their name to adjust, by default all of them are 1, if you set to 5 with your total chances = 100%, you always get 5 items
1025 comments
Find ScriptExtenderSettings.json in your BG3/bin installation folder, where BG3.exe application is
Edit it so the file has 2 extra lines between the starting '{' and the ending '}'
"LogDirectory": "My Documents",
This will create a folder in BG3/bin called My Documents storing all logs made by the script extender whenever you exit the game"LogRuntime": true
If you want to see real-time logging add another line between those 2 above
"CreateConsole": true,
This will create a SE console window whenever you launch BG3, note that closing this window also closes the gamePATCH 8 INFO
According to feedback the mod works fine on patch 8, now to wait if there's actually no problem or it's a slow burning one that'll crop up in the future
I'm getting an script error sometimes during the rolling of trader inventories when trader shuffle is on.
Error message is as follows:
"bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string "REL_SE/Server/REL_SE.lua"]:1473: Property does not exist: ArmorComponent::Shield - property does not exist
stack traceback:
[C++ Code]: in metamethod '__index'
REL_SE/Server/REL_SE.lua:1473: in global 'Identify_type'
REL_SE/Server/REL_SE.lua:1504: in global 'ShuffleTrader'
REL_SE/Server/REL_SE.lua:2270: in function <REL_SE/Server/REL_SE.lua:2248>"
Is this because another mod or because of an item added by another mod? It is always the same and prevents rerolling of the trader inventory. And since new REL prevents traders inventory refreshment your script is the only way to have some kind of shuffle.
Anyway thanks for this great mod and kudos :)
I do have a few questions and bits of feedback based on my current setup and usage:
🎲 Minimum Successful Dice Rolls?
At the moment, it looks like we can either:
Force all rolls to succeed or have a chance for no rolls to succeed.
Would it be possible to implement an option to set a minimum number of successful dice rolls?
For example, when I configure bosses to drop between 0 to 10 items, I'd love to ensure that at least, say, 2 items always drop, without having to force the full 10. A MinSuccessfulRolls setting would make this system even more flexible, especially for loot-heavy setups like mine.
📦 Loot Stops Dropping After Extensive Looting?
I use a lot of equipment mods (currently sitting at around 4000 unique items in the loot list), and I've set loot to potentially drop from everything. It works great early on, but after a lot of looting in a single session, I notice that loot stops dropping altogether.
To troubleshoot, I:
Increased the pool size to ridiculously high numbers (which didn't impact performance).
Checked the console logs and no errors showed up.
Restarted the game, which resets the issue and loot starts dropping again.
So it seems like there might be an internal cap or exhaustion happening over time, even though the console stays clean. Is this a known behavior or could I have set something up wrong?
🗂️ What is REL_SE_ShadowRealm.txt?
One last thing, I noticed a file named REL_SE_ShadowRealm.txt. Just wondering what it's for and how its supposed to be different to the LootList.txt?
Thanks again for such a phenomenal mod. It’s genuinely one of the most creative additions to BG3 I’ve played with.
Alternatively try increasing the value of "Maximum number of items processed for a given rarity-type" under General Tab, it was there to cap the performance cost of the mod for larger lists (5k+ items) so players won't get lag everytime REL_SE triggers, see if setting it to 150, 200 or higher would help.
Thanks for your feedback!!
Or just send me your latest Script Extender log, the mod records each RNG roll there
"LB_E_EndRate" : 10.0,
"LB_E_Formula_type" : "Quadratic 2D",
"LB_E_MidLevel" : 10,
"LB_E_MidRate" : 2.5,
"LB_E_StartRate" : 1.25
},
"LevelBaseLegendary" :
{
"LB_L_EndRate" : 8.0,
"LB_L_Formula_type" : "Quadratic 2D",
"LB_L_MidLevel" : 12,
"LB_L_MidRate" : 2,
"LB_L_StartRate" : 0.625
},
"LevelBasedGeneral" :
{
"LB_Boss_Override" : true,
"LB_Ceiling" : 20,
"LB_Enabled" : true,
"LB_Floor" : 1,
"LB_Mob_Override" : true,
"LB_Use_NPC_Level" : false
},
"LevelBasedRare" :
{
"LB_R_EndRate" : 25,
"LB_R_Formula_type" : "Quadratic 2D",
"LB_R_MidLevel" : 8,
"LB_R_MidRate" : 6.0,
"LB_R_StartRate" : 5.0
},
"LevelBasedUncommon" :
{
"LB_U_EndRate" : 20.0,
"LB_U_Formula_type" : "Quadratic 2D",
"LB_U_MidLevel" : 6,
"LB_U_MidRate" : 8.0,
"LB_U_StartRate" : 3.0
no log ?
The new feature is working great! Thanks so much for adding it — really appreciate the hard work! 💪
I did notice something though — it seems like the feature also affects sacrificing items, like in these examples:
[REL_SE] Sacrificing 导能器 [REL_SE] Sacrificing 镀金之眼头盔
[REL_SE] Sacrificing 塔拉莎的护身符
[REL_SE] Sacrificing 秩序之烛
[REL_SE] Sacrificing 骸骨舞者主教冠
[REL_SE] Sacrificing 年轻漫步者的盔甲
[REL_SE] Sacrificing 力量之珠
[REL_SE] Sacrificing 盾牌 +1
[REL_SE] Sacrificing 长剑 +2
[REL_SE] Sacrificing 罗丝的圣徽
[REL_SE] Rolled 8756 out of 10000 for unique item [REL_SE] Loot Nullification done 3 out of 3 times.
Is it possible to make it only affect looting corpses or containers, and not when sacrificing gear? That way we can keep the cool loot prevention effect without breaking the sacrifice system.
Thanks again for all your work — love this mod! 😊
For some reason, allot of the time when i want to use the tool i have to extract it from the zip folder and use for the 1st time, if i ever want to reuse one that is already extracted i get an error telling me that the characters folder is access denied. Does anyone have an idea of what may be causing this?
when was the point the txt switched from having content to become completely empty ?
the generator doesnt detect the AMP+REL mod unless I change one of the UUID inside the /rel_source/rel_mod_list.json to match the UUID of the AMP+REL mod and then after that once I click "Start" on the generator it says "No suitable items found".
I suggested we talk on discord/telegram for easier troubleshooting is all.
Side note:
My goal is an austere run--less items--but using AMP, and thought REL SE could help by overriding the drop rate, but that doesn't seem to be able to control AMP. There's a line from this mod's description (but talking about a different topic) that suggests the behavior I saw: "What item REL cannot remove from integrated mod treasure table but gets handled by REL_SE will also gets spawned by REL_SE, once."
I'm attempting craftiness now. I reverted the generator UUIDs, downloaded an old REL (pre-AMP) and let it find AMP as a mod with item. I set the REL SE ratio to 100% and about 740 items from AMP are now in the loot list. I then unpacked AMP, deleted the treasure table, repacked it. I deleted the old REL from the mod list. Hopefully, now, all AMP items are solely controlled by REL SE.
[Mod Configuration Menu][WARN][C]: No validator found for setting type: list_v2. Please contact the mod author about this issue.[Mod Configuration Menu][WARN][C]: Invalid value for setting 'BlackList' (value: { "elements" : [ { "enabled" : true, "name" : "Adventure Backpack" }, { "enabled" : true, "name" : "Assassin's Pouch" }, { "enabled" : true, "name" : "Bombardier's Satchel" }, { "enabled" : true, "name" : "Boundless Quiver" }, { "enabled" : true, "name" : "Collector's Scroll Tome" }, { "enabled" : true, "name" : "Extradimensional Storage" }, { "enabled" : true, "name" : "Fortified Elixir Case" }, { "enabled" : true, "name" : "Fortified Potion Case" }, { "enabled" : true, "name" : "Master Sorting Pack" }, { "enabled" : true, "name" : "Rack of Dyes" }, { "enabled" : true, "name" : "Reader's Book Stack" }, { "enabled" : true, "name" : "Reader's Book Stack" }, { "enabled" : true, "name" : "Trinket Lockbox" }, { "enabled" : true, "name" : "Trunk of Armament" }, { "enabled" : true, "name" : "Trunk of Protection" }, { "enabled" : true, "name" : "Vanity Wardrobe" } ], "enabled" : true}), resetting it to default value from the blueprint ({ "elements" : [ { "enabled" : true, "name" : "Adventure Backpack" }, { "enabled" : true, "name" : "Assassin's Pouch" }, { "enabled" : true, "name" : "Bombardier's Satchel" }, { "enabled" : true, "name" : "Boundless Quiver" }, { "enabled" : true, "name" : "Collector's Scroll Tome" }, { "enabled" : true, "name" : "Extradimensional Storage" }, { "enabled" : true, "name" : "Fortified Elixir Case" }, { "enabled" : true, "name" : "Fortified Potion Case" }, { "enabled" : true, "name" : "Master Sorting Pack" }, { "enabled" : true, "name" : "Rack of Dyes" }, { "enabled" : true, "name" : "Reader's Book Stack" }, { "enabled" : true, "name" : "Reader's Book Stack" }, { "enabled" : true, "name" : "Trinket Lockbox" }, { "enabled" : true, "name" : "Trunk of Armament" }, { "enabled" : true, "name" : "Trunk of Protection" }, { "enabled" : true, "name" : "Vanity Wardrobe" } ], "enabled" : true}).
Thanks for getting back to me, I really appreciate all the help I can get!
Regardless I did have another question, so I’ve been using the ancient mega pack mod that has REL within it. I see under requirements for this mod it says REL is required, do you know if the REL within the ancient mega pack is enough to work with this mod ? I think that between the two it’s working but kind of hard to tell as I haven’t made that drastic of a change in the loot settings. Is there a way to tell otherwise? And would I need the loot list for ancient mega pack or would it just automatically work since it already has REL programmed into it? I did try to find my loot lists but the txt in my files is just blank even though I have many equipment mods that are working. Is there any other place to find the actual loot list?
thanks for the help!
+ No, you need to run REL Generator, found on Nexus, it reads them items from other mods and put them into files REL_SE can use, note that reviewing everything is reccomended, since the its author seems to no longer active, and at its present state the tool have some misidentification issues regarding item rarity and type (handaxe for gloves, etc.)
+ The loot list is stored in AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender\LootList.txt, if it's empty, then you either haven't run the Generator, or the Generator gave every item to REL instead
what error does the generator give you ? can i see a screenshot ?
Not sure what I have to change, ive seen people talking about this issue but am not totally sure what I need to fix to make the program work.
How do you organise your mod ? via BG3MM ? Try save the current order and export it again ?
First off, ritual and gacha stuff doesnt work. Ritual quite literally does nothing, Ive tried on multiple different containers and sometimes 1 item just gets poofed or nothing happens. Reroll kinda works, gold get taken and the loot distributed tag is gone, but the chest is always empty anyways. I wanted to set up loot so that we get a lot of items (we have about 1000+ extra magic items including other mods so ye), but today's session dropped us nothing. Please help mate.
what 'dice roll' are you refering to ? if it's dice size then it's there for edge cases wherea a roll that is decidedly 1 tier with a small size can become 1 tier higher due to rounding error
if you set all 4 tiers to add up to 100% you always get something when REL_SE in involved, if you want 50/50 then adjust them so their total is 50%