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Magoo

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magoo2851

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About this mod

Randomize almost all Loot found in Chests, with Tiered Progression and no Duplicates

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This mod was easier to make than it should have been thanks to BetterChests Tiered (from abeardedpirate) which was made from Better Chest (from xyzkljl1). So please check their respective mod first. And that's why I'm naming it BetterChest Tiered (Region Based)  even if the code should be completely different by now.


That being said, what does mine do ?

Glad you asked ! I really wanted to give people an excuse to explore more, if you are exploring everything each run, perfect, but me I just stick to the same routes I know and the chests I happened to be passing by. Be warn the progression is at the bare minimum a bit slower than regular Vanilla, especially if you use Wild Loot as well (but more on that later). So then I spent a lot of time figuring out how to remove vanilla loot from chests completely and add randomized loot.

I decided to use tiers to sort world/vendor loot then randomize it on every chest. With each Region of the game having higher and higher tiers the mod could pick from. So basically Borderwatch Outpost/Melve starting Region, have everything from tier 0, 1 and 2. If you already used BetterChest Tiered or checked the mod page (or the json shipped with the mod) you know that tier 0 is mostly junks, tier 1 and 2 being small gathered materials or small consumables, and armor/weapon from the start of the game. Nothing too fancy. (Note : you won't find endgame loot in first chest you open)

Each chest has 20% chance to get a second loot from the same tier as the guaranteed loot.

On top of that I play like some with Custom Difficulty Tweaks, changing the economy a bit, notably upgrade cost 8 times the gold cost. Which made me want to add a chance to get gold from chests. In the vanilla game, some designated chests are made for gold and only gold, but with Better Chest changing all that and upgrading a good weapon costing more than a house I decided to add a chance to every chest to give gold. Again amount is based on Region. For now the chance to get gold (30%) and amount can only be customize (pretty easily) by editing the lua. But I may add this to the GUI later.

Also added a way to track loot found in chests by players to avoid duplicates, basically it's a list that prevents duplicated loot based on each tier, you'll get duplicates of a tier as soon as you finished the whole tier of course.

And finally the last change I made before starting to write this description, I made sure my mod would not override chests with "quest items"  inside them.

So it goes like this : 

• Borderwatch Outpost, Melve, Verworth and Est : tiers = 1, 2 | gold = 300
• Nameless Village, West of Verworth, Harve : tiers = 1, 2,3 | gold = 700
 Checkpoint + Marsh + Battleground : tiers = 2, 3 | gold = 1200
Sacred Arbor and Malachite Forest : tiers = 2, 3 | gold = 1200
• Battahl : tiers = 3, 4, 5 | gold = 1500
Volcanic Island + Shrine/Ruins Underwater : tiers = 4, 5 | gold = 2000
Unmoored World : tiers = 4, 5, 6 | gold = ? (Untested, most likely not working for now, more on that below)

All these are of course subject to change, and can be already change pretty easily in the code, don't be scared. But I'm gonna certainly add those into the GUI to be honest.

To-do list : 
- remove quest items from the tiers, you might stumble upon rare books in the chests, which trivialize some quests but I want to fix that.
- GUI more GUI options !
- Unmoored World Fix if necessary. Should be good now, let me know how it goes !
- Maybe edit vendors inventory to better suit my vision, but probably will stick to Wild Loot it's already great as it is.
- Add more quest items to the list of things the mod should not replace. (If I missed some)
- For now the no dup system is quite clunky in my opinion, if you open a chest and die with good loot, it will count as looted, while you have in reality lost it, so you won't get it before this tier loot table is full and empties out again. I need to figure a way to make it more fair, maybe wait for a save before adding it to the list.
- Sphinx chests should be ignore by the mod.

Compatibility :
Should be compatible with any mod that edit the game through pak files, though in case of Wild Loot, chests will be modified by my mod and vendors by WL.
Not compatible with scripts mods that edit chests like Better Chest and BetterChests Tiered etc .. At least it shouldn't be.

Final notes :
Yes I soft removed tier 0 items, though it's simple as putting a 0 in the right polygons and you can have them back in the Regions defined by those polygons really quickly. I did that cause they were mostly fake and junk items. 
Quests items includes Marcher's Set, Courtly Set, Wakestone shards, Key for the vault, the mirror shield, ferrystones etc ..

If you decide to restart your save or go into new game + I would highly suggest to use the button in reframework to reset the SeenData.
(If you want to make a backup of your seen data it's located here (Dragon's Dogma 2/Reframework/Data/BetterChest_Seen.json).


I'm opened to suggestion on the mod :)