The RE_Logic.pak file seems to be the one responsible for using the 8-bit tracks in the silent areas of the game (Arrantville and the area after the train) not the RE_Music.pak file. Also, I have the Gleem Drop Rate mod installed, and the RE_Logic.pak seems to take priority over it. So, long story short, if you want to play with this mod without the 8-bit music tracks and with 100% drops, ditch the RE_Logic.pak file.
What does each individual pak file do? Some are pretty obvious, such as RE_Books, or RE_HairUnlock, but overall I don't feel it's clearly explained. · RE_Arts: what is this? · RE_CraftUnlock: does this unlock all crafting recipes from the start, as the name suggests? · RE_ItemParams+Desc and RE_Params+Desc · RE_Logic: what does this individual file exactly include? · RE_Music and RE_SoundTestUnlock: The description reads "Enabled a few of the unused tracks in previously silent areas. (Now in Logic Mod)", so I'm a little confused about these two.
RE_Arts: Alters the Learn rate of "Arts" in the game. Weapon Skills. RE_CraftUnlock: Allows you to see all of the craftable items that require you to find other items to see them. RE_ItemParams+Desc: Alters item names + attributes like making the speed belt let you move faster etc... The names are altered to allow you to tell what rank the weapons you previously purchased with x-bit coins have. RE_Params: Alters things directly associated with Miriam like the underwater movement speed + luck progression rate. RE_Logic: Moves Craftwork's shard to Vespar + shifts the room to the bottom right of the waterfall up just enough to zip the player to the room above allowing access to the chair which can jump you to the top of the waterfall. RE_Music + SoundTestUnlock: Uses unused tracks in the previously no music areas like the village at the start and the area after the train ride + allows you to listen to those tracks in the sound test menu.
I'll just piggyback off this thread instead of creating a new one, but what files do RE_2XResistOverhaul and RE_Logic fiddle with? Sadly a lot of these randomizer overhaul/adjustment mods seem to be mutually exclusive with most other gameplay-affecting mods so I'm trying to combine existing mods with writing my own personal tweaks to get a better rando experience. But I can't tell what files those two mods interact with and FluffyManager doesn't seem to be able to detect incompatibilities like it does for other games.
I'm assuming 2XResistOverhaul just does what it says on the tin - any enemy that has resistances has those resistances doubled?
Did 2 runs with the mod. First run went fine, used everything but 2x EXP/Drops. 2nd run I enabled everything, but unfortunately I'm currently at a softlock. No Zangetsuto is to be found. I've checked all chests and hidden walls, nothing. None of the enemies have it available as a drop either(at least the ones I have access to). Right now it's the only thing stopping me from beating the game.
I did notice the notes says it is available to be bought in the shop, but I haven't seen it appear for me at all in both seeds.
Close out of the game and reload the save then check the shop. The shop is currently bugged even without the mod so you have to do that to get the sword to spawn in it.
Already tried that. I've tried closing the game, starting it up, loading the Randomizer save, checking the shop, and not finding it. I've tried going back to the title screen and reloading it and still not finding it. I've tried closing the game entirely and loading another randomizer file or even a non-randomizer file, going back to title screen, opening that seed, and still not finding it.
I've gone through that shop so many times on every tab. Individually and on the All tab. It's not showing up for me. When I did my 1st seed, it did show up as a drop but not in the shop. I don't know if an enemy has it on this seed as all available enemies have had every item farmed, and the only ones I'm missing are in Den of Behemoth/Glacial Tomb.
I've checked with RE_ALL, RE_LOGIC, and both RE_ALL and RE_Logic.active.
Looking through Detailed Changes.txt under Logic, it says "All Keys except Celeste's can be purchased in the shop." But for me, Celeste's Key shows up in the shop for 1 gold at times. And I messed around with both the default randomizer and the enhancer, and Morte gave a different shard with the enhancer(No mention of it).
Interesting. I had a run or 2 where the sword would not show up as well recently. When you run into those you should definitely report them to the Bloodstained folks on the Bugged seed survey.
Additionally one enemy in the game who can drop steel will also drop the sword with a .5% drop rate. If you find one steel drop you can look at it in the little archive thing to see what other enemies drop it then find each ones drops until you find it.
After some testing I think the Zangetsuto might not appear in the shop when it's shuffled. The other key items always appear, but for 3 out of 4 games with shuffled shop it just wasn't listed.
Great mod but a couple thoughts: -Is it possible to cap the speed boost from the books? It's way too much right now after a couple books. -What file is the code manipulating the drop rates? I like playing with the +10% improved drop rates mod, this code seems to overwrite that. If possible, can that be broken out so we can playu without it? I tried without the 2xXP_GP_Drop but it doesn't seem to be a part of that.
I highly doubt the books effect a mod that alters drop rates. That more than likely is either done in the parameters or the dropratemaster file which part of this mod does alter. I think the Logic part of the mod changes that to give Vespar the Craftwork shard.
Books are entirely optional so I am not sure what the problem is here. It isn't that difficult to use them in moderation to get the speeds that you are comfortable with or to avoid the few doors speeds that are too high break.
So this mod seems to force High Jump on the Morte enemy if you don't have the settings on 'chaos' for enemy drops, even if you otherwise mix shards. Odd bug (?) that no one seems to have brought up.
Ok so it turns out this is some wierd conflict with the 'RealCheatsPlus' mod, which both use the PB_DT_CheatCodeMaster.uasset file. It only happens when both are enabled, and the RealCheatsPlus code is enabled (or at least the BLUEBLUR code fromt hat mod, I'll have to do further testing). Also interesting iis that using one of the codes from THIS mod gives the 'ding' sound but doesn't work.
Seems like the latest patch changed something so the RandoEnhancer's Hair Style no longer works. When enabled, I'm still picking up the books now. Probably due to the Chroma Wheel changes.
Having Lindsey's quests be auto-accepted (not auto-completed, I just don't want to spend half a minute there every time I start a new rando) Being able to see which foods have been eaten in the shop menu Codes to start with Rhava Bural/Velar or Flying/Oracle Edge Notes for what Abigail and Susie want in their quests before you accept
Also, one of the 16-bit weapons has its title overwritten by one of the Hair Apparent book descriptions.
As for your questions only data table elements can be modded so out of all those only the cheat code one would be possible.
The gal up top tells you what she wants right in the quest description so only the food lady makes it a bit confusing and her needed items are always the same as the original game. None of the quest elements are randomized aside from the reward.
Also should probably mention you can hit X on all of the monster kill quests to accept them all at once.
One of the +1 weapons. I called them 16-bit because it takes a 16-bit coin to craft them, but eh, if the name doesn't stick, heh... I'm not 100% certain, but I think it's the Blood Grinder+1. Dunno which Hair Apparent is taking over the name though.
You should probably remove the movespeed buff that is currently on the books, or at least greatly reduce them. As it stands it actually makes them worst after stacking a few because the character gets too hard to control - This is a bigger problem after you can equip more than 3, of course, but still.
I like having luck on pretty much all of them though, I think that does wonders for drop rates, less grinding is pretty much always good.
So with that being said, it'd probably be better to place the extra move speed on just a few of them - I'd rather just have them on Tailwind and Conquest honestly - I think books tend to work better if they're more focused on a single aspect of the character that you'd like to buff - LUCK being the exception since people mostly stack it to reduce grinding and not to get stronger.
For the addition to the individual mods - I think it'd be better to separate the 2x XP and 2x droprates mods - I ended up using it but if able to chose I'd remove the extra XP, since I think the game already gives you enough.
All the other features I think are great and very welcome - preventing players from a getting softlocked on their seed, especially, is, by itself, an outstanding addition.
Yeah, I just got stuck in the Underground Waterway because of the boost to speed. When you open the door that connects you to the area under the drawbridge at the castle Entrance, your speed makes you back up and drop off the edge, into the water, where you proceed to run into the wall for a few seconds, until the game decides you can't use the door, and shuts it.
Thanks for the feedback. I did notice that door issue while playing a seed a couple days ago and will experiment with the speed to see how fast you have to be going to break them. It seems to happen anywhere that a door is placed with only 1 block near it to stand on but only at fairly high move speed boosts.
34 comments
Also, I have the Gleem Drop Rate mod installed, and the RE_Logic.pak seems to take priority over it.
So, long story short, if you want to play with this mod without the 8-bit music tracks and with 100% drops, ditch the RE_Logic.pak file.
· RE_Arts: what is this?
· RE_CraftUnlock: does this unlock all crafting recipes from the start, as the name suggests?
· RE_ItemParams+Desc and RE_Params+Desc
· RE_Logic: what does this individual file exactly include?
· RE_Music and RE_SoundTestUnlock: The description reads "Enabled a few of the unused tracks in previously silent areas. (Now in Logic Mod)", so I'm a little confused about these two.
RE_CraftUnlock: Allows you to see all of the craftable items that require you to find other items to see them.
RE_ItemParams+Desc: Alters item names + attributes like making the speed belt let you move faster etc... The names are altered to allow you to tell what rank the weapons you previously purchased with x-bit coins have.
RE_Params: Alters things directly associated with Miriam like the underwater movement speed + luck progression rate.
RE_Logic: Moves Craftwork's shard to Vespar + shifts the room to the bottom right of the waterfall up just enough to zip the player to the room above allowing access to the chair which can jump you to the top of the waterfall.
RE_Music + SoundTestUnlock: Uses unused tracks in the previously no music areas like the village at the start and the area after the train ride + allows you to listen to those tracks in the sound test menu.
I'm assuming 2XResistOverhaul just does what it says on the tin - any enemy that has resistances has those resistances doubled?
I did notice the notes says it is available to be bought in the shop, but I haven't seen it appear for me at all in both seeds.
I've gone through that shop so many times on every tab. Individually and on the All tab. It's not showing up for me. When I did my 1st seed, it did show up as a drop but not in the shop. I don't know if an enemy has it on this seed as all available enemies have had every item farmed, and the only ones I'm missing are in Den of Behemoth/Glacial Tomb.
I've checked with RE_ALL, RE_LOGIC, and both RE_ALL and RE_Logic.active.
Looking through Detailed Changes.txt under Logic, it says "All Keys except Celeste's can be purchased in the shop." But for me, Celeste's Key shows up in the shop for 1 gold at times. And I messed around with both the default randomizer and the enhancer, and Morte gave a different shard with the enhancer(No mention of it).
I do have the Iga DLC if that matters.
Additionally one enemy in the game who can drop steel will also drop the sword with a .5% drop rate. If you find one steel drop you can look at it in the little archive thing to see what other enemies drop it then find each ones drops until you find it.
-Is it possible to cap the speed boost from the books? It's way too much right now after a couple books.
-What file is the code manipulating the drop rates? I like playing with the +10% improved drop rates mod, this code seems to overwrite that. If possible, can that be broken out so we can playu without it? I tried without the 2xXP_GP_Drop but it doesn't seem to be a part of that.
I highly doubt the books effect a mod that alters drop rates. That more than likely is either done in the parameters or the dropratemaster file which part of this mod does alter. I think the Logic part of the mod changes that to give Vespar the Craftwork shard.
Books are entirely optional so I am not sure what the problem is here. It isn't that difficult to use them in moderation to get the speeds that you are comfortable with or to avoid the few doors speeds that are too high break.
Having Lindsey's quests be auto-accepted (not auto-completed, I just don't want to spend half a minute there every time I start a new rando)
Being able to see which foods have been eaten in the shop menu
Codes to start with Rhava Bural/Velar or Flying/Oracle Edge
Notes for what Abigail and Susie want in their quests before you accept
Also, one of the 16-bit weapons has its title overwritten by one of the Hair Apparent book descriptions.
As for your questions only data table elements can be modded so out of all those only the cheat code one would be possible.
The gal up top tells you what she wants right in the quest description so only the food lady makes it a bit confusing and her needed items are always the same as the original game. None of the quest elements are randomized aside from the reward.
Also should probably mention you can hit X on all of the monster kill quests to accept them all at once.
I'm not 100% certain, but I think it's the Blood Grinder+1. Dunno which Hair Apparent is taking over the name though.
EDIT: Confirmed, it's the Blood Grinder+1.
I like having luck on pretty much all of them though, I think that does wonders for drop rates, less grinding is pretty much always good.
So with that being said, it'd probably be better to place the extra move speed on just a few of them - I'd rather just have them on Tailwind and Conquest honestly - I think books tend to work better if they're more focused on a single aspect of the character that you'd like to buff - LUCK being the exception since people mostly stack it to reduce grinding and not to get stronger.
For the addition to the individual mods - I think it'd be better to separate the 2x XP and 2x droprates mods - I ended up using it but if able to chose I'd remove the extra XP, since I think the game already gives you enough.
All the other features I think are great and very welcome - preventing players from a getting softlocked on their seed, especially, is, by itself, an outstanding addition.