In vanilla Diablo 2, when a monster drops some loot, they drop a treasure class. That treasure class can be one of many items (or other item groups) with different probabilities. It can also drop nothing at all. The chance of "nothing at all" dropping decreases with more players (that's one of the things that "/players 8" etc... controls). This mod allows you to control this "nothing at all" behavior.
Please go look at a Diablo 2 item generation tutorial, there's lots of info on this out there.
This mod doesn't control if a monster will drop an item, it controls if a treasure class the monster has decided to drop turns into nothing or not via the NoDrop column.
"/players 1" means no changes to drop rates. The "Fix Countess" setting is independent of that and won't be affected (though with "/players 1", it'll have very little effect.)
Hi, thanks for all your mods! Just wondering if "fix countess" option decreases the chance of "key of terror" drop given that she prefers to drop runes now?
I cannot select Sunder Charms option to 0. I want to get sunder charm guaranteed. But, If I write Sunder Charms option 0, and install mods, it turns back to 1.
If it is impossible to make Sunder Charms option 0, What is the best option to get Sunder Charms?
I figured out how to get guaranteed Sunder charm Just using v1.2 of this mods, and /players 0 option was the solution I don't get Sunder Charms from every monster, but from every unique and champion monster in TZ. I can save a lot of time. Thanks for leaving the previous version.
Reading one of the other posts on here I saw you mention non floating point numbers such as /players 4.5. Does this do anything below the first normal players threshold that would normally make a drop difference (players 3)? Like... if I set my mod to /players 2.5 does it do nothing at all? Or just a little less than players 3 normally would?
If you specify an integer, the mod will do its best to simulate the behavior of /players (so, drop rates would only increase on odd numbers).
If you specify a floating point number, the mod will use a smooth interpolation curve instead (e.g. "2.0" will be half way between /players 1 and /players 3, and "2.5" will be 75% of the way from /players 1 to /players 3).
Since both mods change the same NoDrop column, what happens depends on your mod load order.
My guess is: - If this mod is first, then everything that pseudo loot filter doesn't filter out is guaranteed to drop. - If this mod is last, then pseudo loot filter wouldn't work at all.
Did some field test :D My set up is players 0 in mod and players 8 in game, filtered out a lot of stuff in pseudo loot filter, pit run.
As far as I can tell, the result is more or less the same, regardless of load order. It seems this mod is just not working when having pseudo loot filter present, because I am still getting a lot of Nodrops. Pseudo, on the other hand, works normally.
But I have a feeling that the result is a little different than having only pseudo loot filter, the drop chance of items that pseudo doesn't filter out may be a bit higher, but I am not sure, limited test case.
Anyway, thank you for your reply and your awesome mods!
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This mod doesn't control if a monster will drop an item, it controls if a treasure class the monster has decided to drop turns into nothing or not via the NoDrop column.
Is Players 0 messing with superchests somehow?
Player 0 for me drops too much loot so I have the mod set to 1.
Does this mess with the setting that says "Fix Countess"?
Just wondering if "fix countess" option decreases the chance of "key of terror" drop given that she prefers to drop runes now?
I want to get sunder charm guaranteed.
But, If I write Sunder Charms option 0, and install mods, it turns back to 1.
If it is impossible to make Sunder Charms option 0, What is the best option to get Sunder Charms?
I'll set 8 then. thx
Just using v1.2 of this mods, and /players 0 option was the solution
I don't get Sunder Charms from every monster, but from every unique and champion monster in TZ.
I can save a lot of time. Thanks for leaving the previous version.
If you specify an integer, the mod will do its best to simulate the behavior of /players (so, drop rates would only increase on odd numbers).
If you specify a floating point number, the mod will use a smooth interpolation curve instead (e.g. "2.0" will be half way between /players 1 and /players 3, and "2.5" will be 75% of the way from /players 1 to /players 3).
My guess is:
- If this mod is first, then everything that pseudo loot filter doesn't filter out is guaranteed to drop.
- If this mod is last, then pseudo loot filter wouldn't work at all.
As far as I can tell, the result is more or less the same, regardless of load order. It seems this mod is just not working when having pseudo loot filter present, because I am still getting a lot of Nodrops. Pseudo, on the other hand, works normally.
But I have a feeling that the result is a little different than having only pseudo loot filter, the drop chance of items that pseudo doesn't filter out may be a bit higher, but I am not sure, limited test case.
Anyway, thank you for your reply and your awesome mods!
Conflicts with this mod. After installation, additional enemies disappeared. I got very lonely
https://www.nexusmods.com/diablo2resurrected/mods/288?tab=description
https://www.nexusmods.com/diablo2resurrected/mods/184?tab=files
Fix countess is not working. (Only these two are in use.)