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 your game is up to date you wont get this message.
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.
I don't want to be "that nerd", but I was looking at the code... as one does! Or not... anyway... } else if (ltbl.itype == IType.Valuable) { if (vpb == 0) { use_increment = true; } else if (vpb > iProbCurr) { Writer.Write(wpb); Log(" iProb: " + iProbCurr.ToString() + " => " + wpb.ToString()); }
Am I correct here? Should it write vpb (valuables) here and not wpb (weapons), which was written in the previous section?
I am getting "Warning: da3/equipment/loot/creatures/warriors/ltbl_creature_war_tier_b_8_11 not found for TMMMoreLootFlex" over and over again. More or less the same. Everything after "loot/' changes but its more or less the same.
I recommend this mod but as other posters have said, you need the extreme version of it or it seems all you'll get are white items (i.e. the most basic tier of items). It's a great mod for replaying the game and getting on with the story, but you should choose the extreme version or be trapped in getting only the most basic items - and getting many types of items shut off from you, like ability rings.
Judging on what I am reading in description reagrdless of which set-up you prefer all of them drop more loot and gold, just at different intervals is that correct?
What values in the mod config would represent the DAI defaults (as they would be without the mod)? E.g. what are the default Override material Min/Max Quantity and Drop Probability?
If I were to set any of the overrides for, say, Gold Probability/Quality or Valuable Probability to Low, would the math then be something along the lines of (DAI-Base default) + (1 increase in chance)
E.g. Low = Base + 1 Medium = Base + 2 High = Base +3 ? I.e. all Overrides represents the base chance with the added mod chance, and that any adjustment will always be on top of the default value.
Ye it does make sense. I am wondering the same too. Would want to use this mod to get everything to default value except higher drop rate only for crafting materials.
195 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 your game is up to date you wont get this message.
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!
edit: likely a nexus issue, saw someone on a cyberpunk mod getting the same warnings just now
I don't want to be "that nerd", but I was looking at the code... as one does! Or not... anyway...
} else if (ltbl.itype == IType.Valuable) {
if (vpb == 0) {
use_increment = true;
} else if (vpb > iProbCurr) {
Writer.Write(wpb);
Log(" iProb: " + iProbCurr.ToString() + " => " + wpb.ToString());
}
Am I correct here? Should it write vpb (valuables) here and not wpb (weapons), which was written in the previous section?
Fixed in the current version.
More or less the same. Everything after "loot/' changes but its more or less the same.
I'm curious though:
What values in the mod config would represent the DAI defaults (as they would be without the mod)?
E.g. what are the default Override material Min/Max Quantity and Drop Probability?
If I were to set any of the overrides for, say, Gold Probability/Quality or Valuable Probability to Low, would the math then be something along the lines of
(DAI-Base default) + (1 increase in chance)
?E.g.
Low = Base + 1
Medium = Base + 2
High = Base +3
I.e. all Overrides represents the base chance with the added mod chance, and that any adjustment will always be on top of the default value.
Does my post make any sense? xD