Not Strictly Necessary but it makes Vendors less OP so you have to explore to get their items in chests now !
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Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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File credits
xyzkljl1 for Better Chest, abeardedpirate for Better Chests Tiered Nickesponja for pointing me in the right direction and giving good advices
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Changelogs
Version 3.0
The mod will now remember the loot you get in one chest just in case the game doesn't have time to save before a reload or a game crash. After that if you reopen the chest you will get the same loot.
Added customization for Unmoored World, hopefully everything works there, haven't tested it yet.
The settings for each zones are now stored in the code, which means your own settings in the BetterChest.json won't be erased between each updates.
Version 2.0
I've redo a good portion of the mod so it's really easy through the GUI to tweak what loot you get in which zones etc.. see new screenshot.
I've fixed the mistakes I did for T1 and T6 loots breaking their loot table and by definition disabling their drop...
Version 1.4b
Updated one polygon, which was just out of reach of two chests close to nameless village.
Added Fallback in case the player has seen all the loot for one region, and has no duplicate set to max 1 of each.
Almost forgot : I've added a bunch of 'quest items', two-hander and grievous horns for 'vocations frustration' and the trusty swords + iron sword for Melve uprising quest.
Version 1.4
No more Pawn Essences and Specialization Books in all tiers.
No more rare books in all tiers. Should keep the integrity of certain quests, and how you obtain their items.
No more Portcrystal in tiers 3, 4 and 5, now it's only tier 6 (Unmoored World)
No more Unmaking Arrows in tier 5 (only tier 6)
No more DLC? items in all tiers (not really DLC items just shitty item duplicates basically)
No more tier 4 items in Sacred Arbor and Malachite Forest. (Only tiers 2 and 3 )
Extra GUI options : a reset button to delete all SeenData, slider to set how many items you want before disabling it from chests (keep in mind this is per tier, if an item is in two different tiers, you might still see multiple of it) And finally a checkbox to disable completely the no duplicate feature.
Version 1.3
The mod will simply ignore the Sphinx Chests now.
Version 1.2
Sorry I didn't take the time to test the mod properly after 1.1, my bad ! Now everything is tested and should be working, up until UW, which I will be going asap to test it properly.
Version 1.1
The Unmoored World should be supported now, but keep in mind I haven't tested it yet !
This version completely changes how the Seen Loot is stored, your data will be erased, your settings from 2.0 should stay though.
V3.0 -- As you can see a lot of changes happened again. I decided to rename the mod and change everything on its nexus page. I finally managed to find a way to save the already seen loot only after an auto-save or a manual-save. Which required a lot of work, as I'm still learning. The mod is now far out of the scope of what I had in mind at the start, and also of what Better Chest is originally. They are now two vastly different mods. The only thing left is for me to test the unmoored world and make sure I didn't make mistakes.
• The basic idea of this mod is to let you customize the loot you find in chests throughout the whole game. Using pre-defined zones, the GUI allows to select exactly what tiers of loot you want in each zone, then the sliders let you set a drop chance for each tier. The drop chance on the right of the slider is the final result (e.g : if you select only one tier with the slider on 0% the final result will be/show 100%)
• The mod removes the vanilla loot completely and replace it with 1 item, or 2 if you are lucky (20%chance). You have also 30% chance to get gold with the item(s). Quest items shouldn't be remove/replace.
• The loot when generated by the mod will be saved in "BetterChest_Seen.json". Now the loot gets written multiple times. The first time to ensure if you die/reload/or your game crash, all this before saving or even reload to the Inn, you'll get your loot back when you open the same chest. The second time occurs right after saving without any complication. To ensure you never get the same loot twice before at least completing the tier of the item. You can disable this mechanic or allow a set amount of potential repeat of loot in the settings. Note that there is a button to reset the loot seen, if you restart your game or go to new game plus etc..
The 9 different zones are as follow : • Border-watch outpost + Melve and everything in between/around that. • Vernworth and the East of Vermund (excluding the little block where nameless village is) • Nameless Village with its surroundings • West of Vermund and Harve Village • Sacred Arbor and Malachite Forest • Checkpoint Rest Town + Ancient Battlegrounds + Misty Marsh • Battahl • Volcanic Island + Seafloor Shrine • Unmoored World
The 7 tiers of items can be found in the json shipped with the mod, but the general idea is : • T0 Junk/Rotten/Duplicated Items (not used in default settings) • T1 Food/Arrows/Herbs etc.. • T2 Really early gear • T3 end of Vermund gear, great to start Battahl with. • T4 Battalh loot • T5 Items mostly found in Volcanic Island and the two dwarves blacksmith • T6 items, all the post game items vendors sell there.