Although my mods were created and designed for DAI Mod Manager, they can all be imported and used by Frosty EXCEPT for the configurable ones such as More Loot Remade. Unfortunately Frosty does not support configurable mods and is unlikely to do so anytime soon.
Mod manager says this mod is not compatible with my patch.
My mods were created with various versions of the modding tools and with various game patches up to and including patch 11 (internal version number 12). If you synchronise your game with Origin you will not get this error message. The game is pretty cheap now so please consider buying it.
I'm getting infinite loading on returning to Skyhold/fast travelling.
This is a known issue with some texture/mesh replacer mods. None of my mods fall into that category. The usual culprits are companion mods/cosmetic changes or texture replacers. The only way to track the issue is to remove those mods and add them back in individually. Check the comments section on all mods before you download them.
Do your mods work with Trespasser/JoH/The Descent/Black Emporium?
As far as I can tell all of my mods work in all of the DLC apart from the "investigate the bodies" scene in The Descent when all mods have to be disabled. Do that by incrementing the patch number in package.mft by 1 (usually in C:\Program Files (x86)\Origin Games\Dragon Age Inquisition\Update\Patch) then downgrading it again when you're past that scene. All hex edit mods, as opposed to texture and mesh replacer mods, will work fine in the DLC. The other option is to use Frosty and import your Daimods or use both mod managers. You can find tutorials for this on the DAI Modding Discord.
Do you take requests?
Usually no, I don't have the time, but if it's an addition or a natural extension to one of my existing mods then I'll consider it.
I'm getting a error message from Mod Manager - something about zlib/mscorlib/blah blah
There are many things that can cause Mod Manager to crash and refuse to build a patch for you. Sometimes just reinstalling it can fix the problem. Sometimes you're trying to install an old mod that's not compatible with the latest game patch. Check out the troubleshooting guides on the DAI Modding Discord.
I'm still having problems getting your mod to work.
You can post a comment here, but I have made a lot of mods and don't always have the time to provide support. First try this troubleshooting guide DAI Modder Central on tumblr. If that doesn't solve your problem, then try the DAI Modding Discord server: https://discord.gg/wzJG7Mq
I figured I would share my configuration for this mod. I started with the Extreme version and felt it was too much, so I edited the values to be as such, using the mod description as a guide:
Override Drop Probability: Low (I don't like when a lot of enemies drop loot, it slows down pacing when I have to pick up everything. It's still more than vanilla.) Increment Probability: 0 Gold Probability: Medium Gold Quality: High X Override Armor, Weapon, and Jewelry: Medium Override Valuable: Override Disabled (The valuables seemed to spawn all the time at Medium, and they kind of just clogged my inventory anyway.) Override Upgrade, Material, and Schematic: High (I like crafting, and this gave me plenty to work with.) Use Material Quantity Overrides: Checked Override Min: 5 Override Max: 10 Boost Override Weights: Unchecked Log Verbose: Unchecked
I've been playing with these settings for a while and I get a decent amount of loot that's not overwhelming. Don't follow this if you want insane amounts of loot, but rather if you want a reasonable boost that doesn't feel cheaty.
Hmm I think I want the opposite; EVERY dead thing should drop SOMETHING, while to keep it balanced - what gets drops should remain (mostly) unchanged. eg a lot of little drops instead of a few big drops... so what do you think of something like...
Override Drop Probability: Very High Increment Probability: 0 Override Schematic: Very High Override Everything Else: Override Disabled Use Material Quantity Overrides: Unchecked Boost Override Weights: Unchecked Log Verbose: Unchecked
Wanted to add to this as well. It's pretty easy to go into the mod itself using Notepad++, and change the values so that you don't have to configure the mod every time you merge a new patch with DAIMM. The stuff below probably looks scary but it really is an easy change, all you have to do is change some numbers.
Say I wanted these values:
Override Drop Probability: Low Increment Probability: 0 Gold Probability: Medium Gold Quality: High XX Override Armor, Weapon, and Jewelry: Medium Override Valuable: Low Override Upgrade, Material, and Schematic: High Use Material Quantity Overrides: Checked Override Min: 5 Override Max: 10 Boost Override Weights: Unchecked Log Verbose: Unchecked
Open the DAIMOD file with Notepad++, which in my case is "TMMMoreLootFlexExtreme"
Go down to line 9997. You'll see "Public enum Probability" and "Public enum Quality". To the right are values you would recognize from the mod when you configure it.
These values correspond to a number you'll want to change further down the line. Probability is numbered 0, 1, 2, 3, 4, 5, which is Override Disabled, Very Low, Low, Medium, High, Very High. Quality is numbered 0, 1, 2, 3, 4, 5, 6, 7, 8 which is Override Disabled, Low X, High X, Low XX, Med XX, High XX, Med 1XX, High 1XX, Med 2XX.
Lines 10031-10047 are the default configurations for the mod. As in, when you go to configure it through DAIMM and choose from the drop-down menu options, these are the default ones you would see before making your own configurations.
You'll see the names of the options you configure in DAIMM, which in this format are numbered. On the far right you'll see "typeof(Probability)" or "typeof(Quality)" with a number next to them. All you have to do is match the number with the value you want, that's all you'll have to change.
Using my values above, it will look something like this once you've changed the numbers:
7. The ones with "true" and "false" mean if you want those to be "checked" or "unchecked", as there are 3 configurations where you just check a box or not. The number you want to change for "Increment Probabilities By (0-4)" and "Override Material Min/Max Quality" is the first one, the other two numbers shouldn't be changed.
8. Don't forget to save the file when you're done, and keep a backup of the mod in case something goes wrong and you need a clean slate. Once it's saved you just have to put your edited version in whatever folder your DAIMODs go.
Now when you go to configure your mods and merge them, you'll see that the mod is already configured to how you like it and you won't have to change it anymore when you merge mods. Saved me a ton of time and one less thing to remember when changing out mods :)
I loved this mod until I started a playthrough on PS4, where got loot I never got with this (Enhanced Winter Grasp rings, for example). When I uninstalled this mod and started a new playthrough, I got such items on PC as well. So I am not sure, but it seems to me that this mod messes with some treasure tables somewhat, making certain items less likely to appear (if at all).
Just gonna leave this here after reading the comments....
I've been using this mod since the start of the game. outside of the prologue, it works perfectly. I have adjusted the settings to increase drops of jewelry, and I get tons of rings dropping from enemies, and amulets and belts in most chests.
I turn it back to "no override", and rings drop less than 20% of the time.
I turn all overrides off but leave schematics at very high? any chest that CAN drop a schematic, does so, often 2 instead of one.
here's the thing:
1. not all enemies drop jewelry. if they don't, this mod will NOT force them to all of a sudden drop jewelry. it can only increase the chance it will if jewelry is something already in the drop table. 2. not all chests drop schematics, if it doesn't, this mod will not force a chest to suddenly start dropping schematics. 3. if you are getting errors in DAI mod manager, it's because you have a conflict with another mod, period. remove mods one at a time until you find which it is in conflict with. 4. it does not work for EVERY enemy, and EVERY chest in the game. but it does work for almost all of them, obvious exceptions being chests with pre-set loot.
these are the facts. I have spent dozens of hours experimenting with this mod, and how it reacts with other mods.
this mod... works. there is nothing wrong with it. if it isn't working for you, the trouble is NOT with the mod.
For anyone interested, this mod DOES work with the latest Frosty Mod Manager. I know tirnoney says otherwise in the FAQ above, but the latest version (pretty sure it came out after tirnoney's statement, v1.0.6.0 - Beta 5 & v1.0.6.1) does allow configurable DAIMODs to be installed correctly. Just tried it with this one. Enemies are dropping mid 200s in coin. And I don't have to deal with the DAIMM again. Love it!
Don"t know why people need this mod, It ruined all my drop rate for epics and other non whites and even the extreme file i went through an entire play through without finding a single ring to epuip, if you need this mod for crafting just get their other amazing mods that turn crossroads or redcliffe into a one stop shopping mod.
Does this mod still work with the newest patch? I am getting a lot of errors in the merging process saying things like: [4/5/2022 12:53 PM] *** Warning: da3/equipment/loot/creatures/warriors/ltbl_creature_war_tier_b_8_11 not found for MoreLootFlex
Yes, the mod was made with the latest patch from October 2015. Nothing has changed since then. You won't get these errors if you are using a legitimate copy of the game fully up to date with Origin.
The drops works, gold works, materials mostly affect the sacks that are present everywhere
BUT
IF YOU USE THIS MOD
All of the rare items, such as ability rare rings, and all epics/rares that are no at random loot table would be unavailable to you. Every enemy will drop only common white items, if they don't have a specific loot before hand - example - giant will drop 4 white items + gold + craft/research
After I disabled the mod, Rifts started dropping ability rings, giants started dropping blue items, etc etc
Use this mod only if you want to have all craft items
dude, you're right. I rarely get blues or purples. Also, even tho I get tons of gold, I still only get 1 crafting item in kill loots. I know only half the loot tables are affected so maybe I'm just not noticing, or maybe cuz I'm still in early zones like Fereldar.
**Edit: ok I put in Extreme and now I'm getting lots of blues. I guess the configs needed to all be modified to High. I figured the mod would do as it said without changing it (built-in config), but it seems you still have manually change each option to what you want because the Extreme version has everything set to Very High whereas the Standard version I was using had everything set to override disabled. Probably caused by game updates affecting the mod. But with everything set to Very High, I get lots of stuff including blue's. tons of gold. Corpse loot is less affected than chest/sacks/static loot. I still pretty much get only 1 or 2 hide from killing somthing, but I will a bunch from a sack. Metals and rares a lot in the static loot too. This mod is so great and still works so long as you manually change everything to High+. Use the Extreme version, and go from there. (I'm past Skyhold now)
Yep, that's what I experienced also. But as evilslayer72 says, the solution for those who want to use the mod is to use the extreme version. Personally, I think the drops are alright in the vanilla game, at least as far as bosses and rifts go.
can anyone help me to configure this mods so that the mats drop form killing animals or mining stone give more than vanilla values. im using this mod mainly for craft mats and gold only but the things is mats from sack i found give values that i set(6-13) but when i killed animals or mining the stones its always give vanilla values (1-3 only) is there anythings that i missed configure i want the stone and animals loot also give the desired amount rather than vanilla values. help please much appreaciated
I'm not sure what I'm doing wrong, but other than the money amount, which is great ngl, the rest of the loot is just the same than in vanilla game, and everything is in very high
There are a lot of restrictions as to what can be changed with the loot tables. If you set certain items to high it can exclude other things from dropping. Nothing has been added to the loot tables as that was not possible with the modding tools at the time of making the mod. This simply rebalances things. If you don't want to follow the manual tweaking examples in the comments, then I'd suggest using one of the presets.
You can't have tons of crafting stuff, tons of items and lots of money all at the same time unfortunately. And what the game classifies as high quality items in the loot table are often grey items that are more level and stat appropriate. It's a quirky system I'm afraid.
I tried this mod with the extreme settings to see if it works. The game itself is a fresh install through the Origin.
The only mods that I have enabled are the "Official Patch" and the "TMMMoreLootFlexExtreme" (for testing purposes). I'm using the Mod Manager v1.0.0.59
It does boost gold drops (increasing drops e.g. from 20 - 50 to 200 - 250 ish) and jewelry drops, from enemies, and the probability of doing so.
Materials gathered (plants, metals), containers etc. that are not "from enemies" however, it doesn't seem to work with (leathers from enemies also only drop in vanilla amounts). It's unfortunate, as this is the only mod so far I've had issues with so far, and the only mod that I know that increases materials gathered.
I don't know, this is a weird one for me. No matter what version i use or what settings i put in the config, i get the same outcome in terms of items dropped. I made a save just before looting 3 chests and went to testing. Everytime i loot the chests, i find white standard items inside. I loaded the save 10 times/test and it was the same, different items, but still standard crap. I even disabled everything in the mod(i set it so that it did absolutely nothing, like it was not even installed) and merged it like that. Same result as i had when all settings were maxed out: white standard items. When i had it set to reasonable values, i do believe the gold and materials from some mobs were increased, but that's about it, they came accompanied by white standard items, if that. I deactivated the mod completely and bingo; i get blue items, valuables... So yeah, not sure what to make of it. The compiler never gave me any errors. I see a lot of issues like this in the comments. Maybe someone figured something out that i missed.
Way back when, I messed around with Divinity's loot system; it was defined as "you get X number of drops from a weighted list" so if you eg increased the chance of crafting materials from 10% to idk 90% - you could still roll something else, but 90% of the time you'd get crafting materials. I wonder if something similar isn't happening here... aka increasing one probability relatively reduces the probability of anything else... tho schematics shouldn't matter since you can only get a given schematic once and the system trying to give you a duplicate (ought) to just result in a re-roll
187 comments
Updated 26th February 2022
Do your mods work with Frosty Mod Manager?
Although my mods were created and designed for DAI Mod Manager, they can all be imported and used by Frosty EXCEPT for the configurable ones such as More Loot Remade. Unfortunately Frosty does not support configurable mods and is unlikely to do so anytime soon.
Mod manager says this mod is not compatible with my patch.
My mods were created with various versions of the modding tools and with various game patches up to and including patch 11 (internal version number 12). If you synchronise your game with Origin you will not get this error message. The game is pretty cheap now so please consider buying it.
I'm getting infinite loading on returning to Skyhold/fast travelling.
This is a known issue with some texture/mesh replacer mods. None of my mods fall into that category. The usual culprits are companion mods/cosmetic changes or texture replacers. The only way to track the issue is to remove those mods and add them back in individually. Check the comments section on all mods before you download them.
Do your mods work with Trespasser/JoH/The Descent/Black Emporium?
As far as I can tell all of my mods work in all of the DLC apart from the "investigate the bodies" scene in The Descent when all mods have to be disabled. Do that by incrementing the patch number in package.mft by 1 (usually in C:\Program Files (x86)\Origin Games\Dragon Age Inquisition\Update\Patch) then downgrading it again when you're past that scene. All hex edit mods, as opposed to texture and mesh replacer mods, will work fine in the DLC. The other option is to use Frosty and import your Daimods or use both mod managers. You can find tutorials for this on the DAI Modding Discord.
Do you take requests?
Usually no, I don't have the time, but if it's an addition or a natural extension to one of my existing mods then I'll consider it.
I'm getting a error message from Mod Manager - something about zlib/mscorlib/blah blah
There are many things that can cause Mod Manager to crash and refuse to build a patch for you. Sometimes just reinstalling it can fix the problem. Sometimes you're trying to install an old mod that's not compatible with the latest game patch. Check out the troubleshooting guides on the DAI Modding Discord.
I'm still having problems getting your mod to work.
You can post a comment here, but I have made a lot of mods and don't always have the time to provide support. First try this troubleshooting guide DAI Modder Central on tumblr. If that doesn't solve your problem, then try the DAI Modding Discord server: https://discord.gg/wzJG7Mq
Override Drop Probability: Low (I don't like when a lot of enemies drop loot, it slows down pacing when I have to pick up everything. It's still more than vanilla.)
Increment Probability: 0
Gold Probability: Medium
Gold Quality: High X
Override Armor, Weapon, and Jewelry: Medium
Override Valuable: Override Disabled (The valuables seemed to spawn all the time at Medium, and they kind of just clogged my inventory anyway.)
Override Upgrade, Material, and Schematic: High (I like crafting, and this gave me plenty to work with.)
Use Material Quantity Overrides: Checked
Override Min: 5
Override Max: 10
Boost Override Weights: Unchecked
Log Verbose: Unchecked
I've been playing with these settings for a while and I get a decent amount of loot that's not overwhelming. Don't follow this if you want insane amounts of loot, but rather if you want a reasonable boost that doesn't feel cheaty.
Override Drop Probability: Very High
Increment Probability: 0
Override Schematic: Very High
Override Everything Else: Override Disabled
Use Material Quantity Overrides: Unchecked
Boost Override Weights: Unchecked
Log Verbose: Unchecked
Say I wanted these values:
Override Drop Probability: Low
Increment Probability: 0
Gold Probability: Medium
Gold Quality: High XX
Override Armor, Weapon, and Jewelry: Medium
Override Valuable: Low
Override Upgrade, Material, and Schematic: High
Use Material Quantity Overrides: Checked
Override Min: 5
Override Max: 10
Boost Override Weights: Unchecked
Log Verbose: Unchecked
ConfigElementsList.AddEnumElement("dProb", "Override Drop Probability", typeof(Probability), 2);
ConfigElementsList.AddIntElement( "pIncrement", "Increment Probabilities By (0-4)", 0, 0, 4);
ConfigElementsList.AddEnumElement("gProb", "Gold Probability", typeof(Probability), 3); ConfigElementsList.AddEnumElement("gQual", "Gold Quality", typeof(Quality), 5); ConfigElementsList.AddEnumElement("aProb", "Override Armor Probability", typeof(Probability), 3); ConfigElementsList.AddEnumElement("wProb", "Override Weapon Probability", typeof(Probability), 3); ConfigElementsList.AddEnumElement("jProb", "Override Jewelry Probability", typeof(Probability), 3); ConfigElementsList.AddEnumElement("vProb", "Override Valuable Probability", typeof(Probability), 2); ConfigElementsList.AddEnumElement("uProb", "Override Upgrade Probability", typeof(Probability), 4); ConfigElementsList.AddEnumElement("mProb", "Override Material Probability", typeof(Probability), 4); ConfigElementsList.AddEnumElement("sProb", "Override Schematic Probability", typeof(Probability), 4); ConfigElementsList.AddBoolElement("mOverride", "Use Material Quantity Overrides ", true);
ConfigElementsList.AddIntElement( "mMin", "Override Material Min Quantity", 5, 1, 255);
ConfigElementsList.AddIntElement( "mMax", "Override Material Max Quantity", 10, 1, 255); ConfigElementsList.AddBoolElement("wBoost", "Boost Override Weights", false); ConfigElementsList.AddBoolElement("logVerbose", "Log Verbose", false);
7. The ones with "true" and "false" mean if you want those to be "checked" or "unchecked", as there are 3 configurations where you just check a box or not. The number you want to change for "Increment Probabilities By (0-4)" and "Override Material Min/Max Quality" is the first one, the other two numbers shouldn't be changed.
8. Don't forget to save the file when you're done, and keep a backup of the mod in case something goes wrong and you need a clean slate. Once it's saved you just have to put your edited version in whatever folder your DAIMODs go.
Now when you go to configure your mods and merge them, you'll see that the mod is already configured to how you like it and you won't have to change it anymore when you merge mods. Saved me a ton of time and one less thing to remember when changing out mods :)
So I am not sure, but it seems to me that this mod messes with some treasure tables somewhat, making certain items less likely to appear (if at all).
I've been using this mod since the start of the game. outside of the prologue, it works perfectly. I have adjusted the settings to increase drops of jewelry, and I get tons of rings dropping from enemies, and amulets and belts in most chests.
I turn it back to "no override", and rings drop less than 20% of the time.
I turn all overrides off but leave schematics at very high? any chest that CAN drop a schematic, does so, often 2 instead of one.
here's the thing:
1. not all enemies drop jewelry. if they don't, this mod will NOT force them to all of a sudden drop jewelry. it can only increase the chance it will if jewelry is something already in the drop table.
2. not all chests drop schematics, if it doesn't, this mod will not force a chest to suddenly start dropping schematics.
3. if you are getting errors in DAI mod manager, it's because you have a conflict with another mod, period. remove mods one at a time until you find which it is in conflict with.
4. it does not work for EVERY enemy, and EVERY chest in the game. but it does work for almost all of them, obvious exceptions being chests with pre-set loot.
these are the facts. I have spent dozens of hours experimenting with this mod, and how it reacts with other mods.
this mod... works. there is nothing wrong with it. if it isn't working for you, the trouble is NOT with the mod.
I was looking for configurations on how to adjust the mod to my liking and with this you gave me the idea on how to do it.
But of course if you can share your configuration and give your insights on how each option works, I'd be grateful.
Thanks again!
if they were material it would be much better
anyway thanks for your work
BUT
IF YOU USE THIS MOD
All of the rare items, such as ability rare rings, and all epics/rares that are no at random loot table would be unavailable to you.
Every enemy will drop only common white items, if they don't have a specific loot before hand - example - giant will drop 4 white items + gold + craft/research
After I disabled the mod, Rifts started dropping ability rings, giants started dropping blue items, etc etc
Use this mod only if you want to have all craft items
Also, even tho I get tons of gold, I still only get 1 crafting item in kill loots. I know only half the loot tables are affected so maybe I'm just not noticing, or maybe cuz I'm still in early zones like Fereldar.
**Edit: ok I put in Extreme and now I'm getting lots of blues. I guess the configs needed to all be modified to High. I figured the mod would do as it said without changing it (built-in config), but it seems you still have manually change each option to what you want because the Extreme version has everything set to Very High whereas the Standard version I was using had everything set to override disabled. Probably caused by game updates affecting the mod.
But with everything set to Very High, I get lots of stuff including blue's. tons of gold. Corpse loot is less affected than chest/sacks/static loot. I still pretty much get only 1 or 2 hide from killing somthing, but I will a bunch from a sack. Metals and rares a lot in the static loot too. This mod is so great and still works so long as you manually change everything to High+. Use the Extreme version, and go from there. (I'm past Skyhold now)
You can't have tons of crafting stuff, tons of items and lots of money all at the same time unfortunately. And what the game classifies as high quality items in the loot table are often grey items that are more level and stat appropriate. It's a quirky system I'm afraid.
The only mods that I have enabled are the "Official Patch" and the "TMMMoreLootFlexExtreme" (for testing purposes). I'm using the Mod Manager v1.0.0.59
It does boost gold drops (increasing drops e.g. from 20 - 50 to 200 - 250 ish) and jewelry drops, from enemies, and the probability of doing so.
Materials gathered (plants, metals), containers etc. that are not "from enemies" however, it doesn't seem to work with (leathers from enemies also only drop in vanilla amounts). It's unfortunate, as this is the only mod so far I've had issues with so far, and the only mod that I know that increases materials gathered.
When i had it set to reasonable values, i do believe the gold and materials from some mobs were increased, but that's about it, they came accompanied by white standard items, if that.
I deactivated the mod completely and bingo; i get blue items, valuables... So yeah, not sure what to make of it. The compiler never gave me any errors.
I see a lot of issues like this in the comments. Maybe someone figured something out that i missed.