Fixed Sacrifice being disabled when Duplicate is enabled Added Reset button in Optional tab, on a press the mod is reset to the state when you wake up in the nautiloid *There's no going back after pressing the button, use it with caution, or reload and back up 2 txt files *MCM settings are left as-is * Unless you tick the relevant 'Allow duplicate' to cover your current gears, the mod will immediately during the next time you save scan your inventory and remove all records of items it detects you already have from the available pool. *Also this wipes trader shuffling information, should not affect ongoing interactions, but if you have "Includes original gear items" disabled, the mod will forget who originally had what, and will recognise the trading list in the next interaction as 'original' I still scratch my head wondering why people are asking for this, but now you can do it. Splitted Duplicate option to 4 for each rarity for better customization
Version 2.7
Added optional Mob tab for users wanting loot to drop from them Added options in General tab to hide uneeded tabs to avoid clutter, hidden Boss, Mob, Cosmetic, Consumable won't trigger loot in their containers, hidden Trader tab disables Shuffle feature increased some multiplier cap to go beyond 100%
Version 2.6.1
Added "Duplicate" MCM option in the General Tab, for users wanting the item pool to remain the same *Does not add back items already removed, you'll have to manually move the contents from ShadowRealm.txt to Lootlist.txt, preferably paste in the middle. *It interferes with many existing function, I've tried my best to smooth things over. but do open bug reports if you enable the feature and something isn't working as advertised
Version 2.6
Utilise Invalid slot in the Generator, so users can assign items not in regular equipment slots (like instruments) to use a separate rate Note that in order to use this you must assign an item category as Invalid, does not work with REL *This does not guarantee the item will be assigned to REL_SE, unless you 100% REL_SE. Such change needs updates to the Generator Added 1 corresponding category in MCM for equipment rate with Invalid slot Fixed first roll of a save always gives nothing
Version 2.5
(including 2.5.x) Fixed Save Scumming Countermeasure active on saving, insteading of loading only, added adjustable timer in MCM for its active duration gear category rates now update instantly on changing Added chance log to consumable rolls fixed multi-roll penalty applying on failed rolls, now only success rolls will drag your rates further down added rate multipler on bosses so they (optionally) have higher overall chance to drop something good instead of using only general rates
Version 2.4.7
fixed script crash on non-existent entries and cases where there's no uncommon tier item left refined record checking
Version 2.4
added Gacha Pity (Optional content tab) added log to explain loot threshold for corresponding rate log added auto-hide for some MCM options if some setttings are disabled/redundant (still fixing) item record not being where it belongs Changed MCM
Version 2.3
added compatibility with Enemy Cloning if its Loot Cloning and REL_SE's Clear duplicate gear + Return item are enabled reworked Clear duplicate gear and unique check on load (potentially) fixed item record getting lost when moving
Version 2.2
Added check for when integrated mod treasure table not overwritten by REL. Item occured by such case is removed from generation pool on interaction with container/trader, if you already have it Replaced Clear Equipment / Consumable option in MCM menu with Clear loot if duplicated and Compensate option, more information in article Added handle in MCM for Ham mode to match number of options Reworked unique and added invalid ID detection mechanic
Version 2.1
Changed record keeping method, you can no longer farm Oathbreaker Knight for duplicates Trimmed script Blacklist should now take effect immediately without the need to reload
Version 2.0.0
Officially releases MattifusP's refactored modification of REL_SE fixed conflict between Force different type and Sacrifice
Version 2.0 beta
Changlog provided by MattifusP fixed Ignore failed -> now rate stay the same as description say on failed Roll (rate penalty on successfull Roll) added ignoreFail to consumable generation made multiple option packs for items (rate,total,ignore), for each type of container (Boss, Trader, Chest). Now you can adjust rates by type. made multiple option pack dedicated to cosmetic. wardrobe and non-wardrobe changed Ham Ham mode, to use a given setting (global, or one of the chest settings) multiple Roll total can now be set to 0. To make no drop to given type Reordered some tab in MCM to take account of new ones As lot of MCM options Id have changed, UserValues will be lost My changes: Added REL overriding priority option: chests with an uncommon equipable item or rarer with unique tag will prevent REL_SE from injecting items into them, it will still mark them with "Loot Distributed" status Added Non unique shuffle toggle properly back in
Version 1.8
Added merchant shuffling mechanic Added future support to restrict an item to 1 Act Fixed multiple loots per container not stopping on fail Added option to force items spawned during multiple loots generation to be of different types Removed Rescaling dependency on Randomized drop rate Added more logs
Version 1.6.4
Fixed some script crashes, Fixed Scarifice feature getting affected by scaling, not removing sacrifice items, and not spawning legendary items Added Gortash to loot trigger, somehow dude isn't a boss by SE recognition
Version 1.6
Added option to roll for loot multiple times per eligible container
Version 1.5
Added localisation-independent blacklist field, REL_SE will ignore whatever container that has its name in the list , by default has the pouch for Autoloot Aura and the containers from Simple Sorting Bags Reworked generation script Added consumable generation (arrow, potion, scroll, poison) (Requires enabling Consumable Randomization in the generator)
Version 1.4.4
Fixed script crash due to item pool not updated Properly prevented Evidence and Equipment Chest from triggering if Specific Chest is enabled Fixed wardrobes triggering unique item rolls Added wardrobes to trigger cosmetic items
Version 1.3
Added option to make cosmetic unique Added option to clear equipments from containers before looting
Version 1.2
Added ability to remotely and automatically trigger REL_SE on eligible containers, requires Auto Loot Aura
Version 1.1
Added the option to trade unwanted loots for a better one, potentially
Version 1.02
Added optional feature to drastically increase the number of containers that can trigger the script