Elden Ring
0 of 0

File information

Last updated

Original upload

Created by

Fararagi

Uploaded by

Fararagi

Virus scan

Safe to use

Tags for this mod

About this mod

Lazy Alchemist is a small addon/patch for ERR that makes it so any picked-up materials are directly converted into their crafting recipe output.
For example, picking up Rowa Fruits will directly give you 2 Essential Alchemies, or occasionally 4. Works on enemy drops, overworld materials and "orb" type unique pickups.

Requirements
Permissions and credits
Changelogs
Because nothing screams laziness more than spending 5 hours automating the creation of a small mod.



Lazy Alchemist for ERR is a small patcher for Elden Ring Reforged by Kirnifr (also known as the '5 updates per day person') that enables the direct conversion of picked-up materials into their corresponding crafting recipe outputs. For instance, picking up Rowa Fruits will immediately provide you with 2 Essential Alchemy, or occasionally 4. 

  • Respawnable materials that have multiple output recipes have an equal chance of yielding each of the possible outputs.
  • Unique pickups (orbs) give each of their possible outputs at the same time, to make them more unique since they're, well, unique.
  • Monster drops have an equal chance of yielding each of the possible outputs the base drop has.

Meant to be used with the auto pickup function of Erd Tools by TNordgaren for the ultimate lazy experience, but it works just fine for manual, less lazy pick-uppers.

Demo :



Installation :
  • Unpack Installer_LazyAlchemist.zip
  • Drag & drop your ERR regulation.bin (the one inside your ERR mod folder) file into install_LazyAlchemist.bat
  • Done! 
  • You will be prompted to install .NET 6.0 Desktop Runtime from Microsoft if needed, the download page will open automatically :)
  • If your gamepath isn't something standard like something\Steam\steamapps\common\ELDEN RING\Game, you will be prompted to write the correct one inside the notepad window that'll open automatically :)

Uninstallation :
A backup of your regulation.bin will automatically be created after the patching is done, simply delete your patched ERR regulation.bin and rename regulation.bin.prev to regulation.bin
If that's somehow too complicated, just paste the regulation.bin from a freshly downloaded ERR

Compatibility :
Any ERR versions for now, probably good for the foreseeable future (Probably jinxed it now)
Anything that doesn't modify the same entries in ItemLotParam_map, pretty much every ERR modpack should work fine, maybe. I only officially support base ERR.

ERR updates may break it but it's unlikely unless some major loot rework happens, in case it does break I can "easily" generate the new files (didn't spend 10 hours automating it for nothing I guess) and will update it, comment here or ping me on ?ServerName? or the ERR discord (@fararagi) if an ERR update somehow does break it. I Will release the code to generates the entries if I somehow get too annoyed with having to support this mod. 

If you want to include the changes into your ERR modpack credit me (if you feel like it) and link to this page (if you want to).

Bugs :
This has been tested extensively for about 5 minutes so it should totally be bug free, I'm actually unable to read a csv file anymore, I only see 0s everywhere. If you find any weird things contact me in the places mentioned above.


Little tl;dr of how it's made, won't share the code because it is painful to read and also it's very basic python and also it's mine teehee:
  • get mtrlId(input item, but not the actual usable number that defines the item, yeah.), equipId(output result), setNum(quantity) of each alchemical entry in ShopLineupParam_Recipe.csv (starts at ID 34400)

  • get the actual ID that defines the input item by cross referencing our mtrlId with EquipMtrlSetParam.csv, lot of inefficient algorithmic and we somehow end up with a list of dictionaries that's basically input, ouputs(list) quantities(list)

  • we can actually do some stuff now, we open our lot_param_file either map or enemy, lot of complicated algorithm shit to repopulate the rows correctly using our list of entries created before for each lot that contains an input.

  • spread the weights correctly or create a new lot item for unique drops by finding an available ID in the same +- 10 range

  • set luck on the low weight lots (basically anything <= 100 will be luck enabled aka item discovery helps it)

enemy and map lots needs to be processed a bit differently if you write bad code since :
enemies lots often use the first lot as the chance to drop nothing, but then like 20 entries don't for some reason
map lots for the pickups with a model (think, actual rowa fruits you pickup) have a chance for doubledrop which we want to add to each possible outcome.





Credits :
Kirnifr for ERR
Mountlover for DSMSPortable
The Soulsmod team for Mapstudio
Other mods used in the video :
The Hairstyle used in the video is from Ikaros473's Erza modpack
The Torrent skin used is from ApolloHoo's Tree Sentinel's Horse (needs to be fixed with the Torrent patcher in the mod's description)
The bigger light sfx from the lantern is from orax's Custom Lantern
Airbending Staff from Clever's Clever's Moveset
Compact HUD from Linktothekraken with the modifications from m3Zz 
Faster death animation from orax