UPDATE: I have uploaded a new version that should fix this issue. If you encounter the bug mentioned below please update to the new version. If you came here from Bethesdas Creations - this update has also been uploaded there.
I have encountered a bug that is preventing legendary items to spawn in (might be locked to NG+) at higher levels. I DO NOT KNOW WHY THIS HAPPENS. I am currently investigating this (as I am using my own mods as well and want it to work).
If you are above level 35 and do not get legendaries from the boss chests, reply to this post, with your level and the level of the planet the chest was on. This might help me. Thank you!
hello i love the mod and am using it through creations on xbox. works brilliantly. just wanted to add another request if we could get it updated/patched for shattered space please? thanks for the awesome work and making my starfield experience even better
I'm not quite sure I have a full understanding of how this mod works, Even with the description page it's a bit vague . Does this mod affect Expert level chest that aren't in a dungeon? With it installed, I just wasted more time than I would have liked to on an expert level chest only to receive 25 rounds of Arc welder ammo, pissed me off.
Yeah I'm a little confused as well and not sure if it's my game or this mod but more times than often during a dungeon run, I'm seeing a lot of chests that are either worthless items or huge chests that are just downright empty. IDK
Hi there. I'm trying to troubleshoot something - would your mod have any interaction at all or affect https://www.nexusmods.com/starfield/mods/9477 - Minimum Enemy Level and Dynamic System Level? I'm not getting the level of weapon drops I should (level 23 and only getting basic - not even Calibrated).
The first one, Minimum Enemy Level, is a mod I am using myself (50% variant). I was thinking about trying out Dynamic System Level as well but decided against it. So, I can say that at least for the first one, there are no issues I am aware of from my experience at least.
Now, to answer your question: this mod only touches on the rarity (e.g. rare, epic, legendary) outcome of the roll. All other factors work as they do in vanilla - I have not touched anything else. That means for chests, the loot is usually based on the level of the zone (aka the planet/star system) it is in while for loot from enemies (which my mod does not even touch btw) is based on the level of the npc it spawns on. To make it short, this mod only makes it so you get a rare item, but not that it is the highest tier of item, e.g. an AA-99 drops from a boss chest and because you are 45 it will be a legendary, but if it will be a normal one or calibrated or advanced is still based (and rolled) on vanilla loot rules.
Any chance you can upload without flagging as light? It's currently impossible to patch light or light-flagged modules in xEdit. So if any other mod has even a small conflict, there is no way to make them compatible with either mod is flagged as light.
This mod does not change any rules about how the level of loot is determined, only if the gear that drops is rare/epic/legendary (and if there is guaranteed Astra in the case of the optional version).
I've made a mod I'm testing that lowers the sale value of guns drastically, while increasing bounty payouts dramatically. Going for a world where you work for credits, instead just sell loot all the time.
This mod compliments my game nicely. I get genuinely useful loot I might actually pick up and use once per mission now, and ample credits.
I have been churning out a couple of very small mods over the past days that each fix very specific, small in scope aspects of the game. But I consider all of these only stopgap measures really.
I have a vision for a very involved mod ever since the game launched that overhauls the economy drastically, but with the state the CK/modding stability/compatibility is in right now and the lack of resources in regards to what does work and what does not I have shelved that. Kinda glad to not be the only one having issues with the vanilla item economy and it's balance ^^
The only*** way to guarantee (besides maybe scripted injection, but afaik from what I read that's not stable/safe atm) is to alter the flag of the loot table to force it so it will give out 1 of each item every time. In vanilla gameplay, the boss chests actually roll 5 (I think it was 5, might have been 4) items out of the 6 it can roll. Then it will put those in the box. Astra is one of those. Technically this means with this mod there should be 1 Astra in every boss chest - but for some reason in my testing that was not always the case. For reason I don't know. But it did feel like Astra dropped more consistently. So yes, this does affect your Astra gain positively ^^
***there would have been an alternative method that could be achieved in CK, by wrapping the current loot tables in a new, custom loot table to better control drop behavior and only affect rare/epic/legendary items. But this would have in turn required to touch every single chest associated with this - something that I wanted to avoid at all costs. Not only would it be more work, edits like that are hard edits that (even IF Starfield wasn't a mess regarding plugin load order) would be very incompatible between mods. So I decided against that ^^
This all makes very good sense, thanks! Not a big fan of container edits, except in the really big overhaul mods where they're expected. Because, yeah...compatability nightmare.
Thanks for the response. Again, absolutely great mod.
I am aware there are currently some unfortunate incompatibilities between some of my mods (which touch on some leveled lists) and others - but I always try to implement the feature from the root up, so to speak, so as to make as little actual changes as possible.
Thank you and may you have a lot of fun in Starfield :)
I took another look at the vanilla Astra distribution - It is a packed in two wrapped leveled lists that control how many Astra are spawned in. And, it turns out, if you go down far enough in the lists you can find the Astra actually having a double roll - one with a 50% chance and one with a 10% chance - in the same leveled list. This list is basically used in ALL places Astra can spawn. Meaning, it is not my mod that is responsible for Astra not spawning every time. It is how it was intended all along by Bethesda (although I really have to question that decision, considering you have an additional chance to not even GET Astra as a loot slot in the base game because of how the distribution rolls in the main leveled list work).
This means that, like I posted my mod does make Astra drop more frequently, but only by proxy because it eliminates the first top level roll (aka, does this item slot 'Astra leveled list' get used or not).
That also means if there is a mod that makes Astra guaranteed the same way I do my mods, then they should be compatible :) If you want me to upload a "100% Astra" drop version that guarantees at least one Astra per chest, I can do that.
EDIT: I just went ahead and made an optional version. Should be live in a sec :)
38 comments
UPDATE: I have uploaded a new version that should fix this issue. If you encounter the bug mentioned below please update to the new version. If you came here from Bethesdas Creations - this update has also been uploaded there.
I have encountered a bug that is preventing legendary items to spawn in (might be locked to NG+) at higher levels. I DO NOT KNOW WHY THIS HAPPENS. I am currently investigating this (as I am using my own mods as well and want it to work).
If you are above level 35 and do not get legendaries from the boss chests, reply to this post, with your level and the level of the planet the chest was on. This might help me. Thank you!
Andreja quest
COM_Quest_Andreja_Q01
Thanks!
The first one, Minimum Enemy Level, is a mod I am using myself (50% variant). I was thinking about trying out Dynamic System Level as well but decided against it. So, I can say that at least for the first one, there are no issues I am aware of from my experience at least.
Now, to answer your question: this mod only touches on the rarity (e.g. rare, epic, legendary) outcome of the roll. All other factors work as they do in vanilla - I have not touched anything else. That means for chests, the loot is usually based on the level of the zone (aka the planet/star system) it is in while for loot from enemies (which my mod does not even touch btw) is based on the level of the npc it spawns on.
To make it short, this mod only makes it so you get a rare item, but not that it is the highest tier of item, e.g. an AA-99 drops from a boss chest and because you are 45 it will be a legendary, but if it will be a normal one or calibrated or advanced is still based (and rolled) on vanilla loot rules.
Hope that answered your question.
Destiny 2? Not so much.
I've made a mod I'm testing that lowers the sale value of guns drastically, while increasing bounty payouts dramatically. Going for a world where you work for credits, instead just sell loot all the time.
This mod compliments my game nicely. I get genuinely useful loot I might actually pick up and use once per mission now, and ample credits.
Thanks for making this!
I have been churning out a couple of very small mods over the past days that each fix very specific, small in scope aspects of the game. But I consider all of these only stopgap measures really.
I have a vision for a very involved mod ever since the game launched that overhauls the economy drastically, but with the state the CK/modding stability/compatibility is in right now and the lack of resources in regards to what does work and what does not I have shelved that. Kinda glad to not be the only one having issues with the vanilla item economy and it's balance ^^
One quick question: does this mod affect Astra drops at all? It's the trackers guild currency that drops in boss containers and other places.
Thanks!
The only*** way to guarantee (besides maybe scripted injection, but afaik from what I read that's not stable/safe atm) is to alter the flag of the loot table to force it so it will give out 1 of each item every time. In vanilla gameplay, the boss chests actually roll 5 (I think it was 5, might have been 4) items out of the 6 it can roll. Then it will put those in the box. Astra is one of those. Technically this means with this mod there should be 1 Astra in every boss chest - but for some reason in my testing that was not always the case. For reason I don't know. But it did feel like Astra dropped more consistently. So yes, this does affect your Astra gain positively ^^
***there would have been an alternative method that could be achieved in CK, by wrapping the current loot tables in a new, custom loot table to better control drop behavior and only affect rare/epic/legendary items. But this would have in turn required to touch every single chest associated with this - something that I wanted to avoid at all costs. Not only would it be more work, edits like that are hard edits that (even IF Starfield wasn't a mess regarding plugin load order) would be very incompatible between mods. So I decided against that ^^
Thanks for the response. Again, absolutely great mod.
I am aware there are currently some unfortunate incompatibilities between some of my mods (which touch on some leveled lists) and others - but I always try to implement the feature from the root up, so to speak, so as to make as little actual changes as possible.
Thank you and may you have a lot of fun in Starfield :)
This means that, like I posted my mod does make Astra drop more frequently, but only by proxy because it eliminates the first top level roll (aka, does this item slot 'Astra leveled list' get used or not).
That also means if there is a mod that makes Astra guaranteed the same way I do my mods, then they should be compatible :)
If you want me to upload a "100% Astra" drop version that guarantees at least one Astra per chest, I can do that.
EDIT: I just went ahead and made an optional version. Should be live in a sec :)