Is it possible to make this compatible with your own "Enemy Randomzation" mod? I used to run enemy randomization and enemy level +2 (to balance out the fact that I have an extended party with all the origin companions) and just felt like the old lucky charm was extremely annoying, forcing you to loot every single crate and sack for a good chance at loot when it should be those harder encounters that might reward you with a legendary. installed this mod but no matter if I place it below or above enemy randomization, only one of the 2 mods is ever active. never both.
Just wondering if either of the files works when using the level cap remover mod (https://www.nexusmods.com/divinityoriginalsin2/mods/131). I managed to get luck to about 25 with that mod active and I haven't seen a single bit of luck loot drop from an enemy so I'm not sure if its incompatible or just really bad luck on my part.
Hey first of all thanks for the mod, second i just want to let you know that the dependent version of this mod was not working(a least for me) and after extracting both mods i find the solution, i add this two lines in the bard mod base.charScript:
Any chance for a version that works with your Vitality Fix from Reduced Number Bloat mod? This seems like a must have mod! So tired of opening every single container with my lucky charm character and then moving items to my barter character...
Regardless, thanks for your work making so many essential mods!
I'm using a loose version of your Vitality Fix, to maintain achievements. I extracted this mod in hopes of running it in loose form as well, but both mods have Base.charScript. Will I need a merged Base.charScript to run both mods?
Really? I see DefaultCharacter.txt as my Vitality Fix mod. If somehow you have Base.charScript, then what you can do is extract my luck mod and copy all the "Luck" Events in the Base.charScript of the luck mod into the Base script of the Vitality Mod (with a text editor). There are 3 events you need to copy, just search for "Luck" and you should find them.
Yeah, after unpacking your Vitality Fix I see Base, DefaultCharacter and HealCombat .charScript files. I'll try what you suggested and report back. Thank you for once again taking the time to inform me
This is a really smart fix, but maybe 4% is too low. Considering 1 point in pretty much any other talent will get you more milage than 4% chance of better loot. This method would encourage every character to get Lucky Charm to the exclusion of all other talents across the board. If the numbers were higher, you could main one character like before and have access to Thief mains or Persuasion mains like before, while still benefitting from a character getting that random +1 Lucky Charm on a piece of gear.
It's a great step, just bump up those numbers to maybe 8-10%
4% is low, yes, but with 5+ points in lucky charm, you'll be getting loot from enemies 20% of the time, a far higher rate than the container luck (about 5% at luck 5). Nevermind if you do throw a point of lucky charm on other characters (or where luck loot). I'm almost considering lowering the chance to 3%. There are fewer enemies than there are containers, so the drop chance should be higher than vanilla luck, but not by too much. Let's see how the chances play out though before we double them
21 comments
how can i re-enable the luck charm for chest's ?
#INCLUDE LuckRedux
USING LuckRedux
And it seens to be working fine for now.
Regardless, thanks for your work making so many essential mods!
Tested it and starting a new game works fine, just the saves arent working.
Guess aslong as no one else has this problem it might just be something on my side then.
Anyway works perfectly fine in a new game
It's a great step, just bump up those numbers to maybe 8-10%
Now that should be a simple mod,