Hi Partoutatix, I need a bit of help as I cannot imagine playing this game without your mods anymore, and I use most of them, cannot thank you enough! About a question I'm truly hoping you can answer, I would like to exclude a raw meat as loot or at least significantly reduce the chance it drops, so making a food supplies much more hard to accumulate before the battle. I remember I managed to include pelts and hides as drops by tweaking some lines, could this be achieved as well???
Hi, there is an issue with the quest The Lord of Undvik, the man on the boat request some Twine and Nails, the Nails are considered Quest item so they can be found easily, but the Twine is considered as junk item and therefore not found anywhere on the isle
The "twine" is entirely bugged and the quest always works as if you found it [...] Almost everything around Octo's requested twine and nails is bugged or has weird quirks:
So it sounds like the quest shouldn't even care whether or not you have twine or shackles unless it's changed with newer patches or some other mod you're using.
I'm also not sure what Undvik enemy would even be dropping twine or shackles as loot for this mod to have any effect on it. At any rate you could also use a console command to add yourself some Twine or q202_shackles items.
I can't confirm if it was bugged before, almost all playthroughs I have done for this quest I had Twine with me in my inventory. I do use BiA so this could be fixed by that mod. The twine was not dropped by enemies in the vanilla game, it was found on the wooden boxes lying around, I guess this isn't the correct mod but it was one of the LEGO mods that makes boxes and barrels non-lootable
Edit: it's "No Decorative Container Looting" Edit 2: Sorry, I'm always reporting stuff in the wrong place.
Question. Does this at all interfere with "Junk" items that are also considered a quest item? For example, Iron Nails? There are a big handful of items that I can give you as examples (have them stashed in my inventory until I get around to finishing related quests), but it baffles me they're outright part of the Junk category still.
It doesn't remove quest items that are tagged as such, updated mod description.
If you know of any quest item drops that aren't tagged as such(don't have the exclamation mark) and can't be reliably obtained otherwise please let me know. AFAIK the Iron Nails for the mad jarl are tagged as quest items, are of the misc rather than junk category and are looted from containers rather than enemy drops.
Actually, you're correct, they are marked as "Other" rather than "Junk" in the game. Just now noticed that. Thanks for the confirmation though, just glad to know for sure that this won't hurt anything important.
I've noticed, after adding the mod, that a lot of enemies are still dropping fistech. It's considered a junk item and, as far as I know, not a part of any quest. See it particularly often on the Fallen Knights in NE Velen, but random other enemies have it too.
Fair enough, missed that part about the drugs, sorry. As for how often, not terribly so, just noticeable when that's really the only thing of note being dropped besides coins. Mostly bandits and gang members in the city, I believe, so what you should expect normally.
I'm not opposed to the change but I'd first have to do a playthrough with all my mods up to that point before I could be sure that it's an improvement, and I'm not gonna do that until I've got ALL my mods out. The itemization overhaul is still missing at least one mod (appropriately reducing runewright/corvo bianco moneysink costs for instance) and well as a couple of improvements to existing mods(alchemy refilling for instance), and that's without even starting with the other 2 aspects of the game(exploration and combat).
I switched it so that junk items tagged as valuable(drugs) and collectible(fossils) no longer drop off enemies. The point being that only items that are of a clear benefit to any player (some might not want to deal in fisstech) should drop as enemy loot.
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About a question I'm truly hoping you can answer, I would like to exclude a raw meat as loot or at least significantly reduce the chance it drops, so making a food supplies much more hard to accumulate before the battle.
I remember I managed to include pelts and hides as drops by tweaking some lines, could this be achieved as well???
I'm also not sure what Undvik enemy would even be dropping twine or shackles as loot for this mod to have any effect on it. At any rate you could also use a console command to add yourself some Twine or q202_shackles items.
The twine was not dropped by enemies in the vanilla game, it was found on the wooden boxes lying around, I guess this isn't the correct mod but it was one of the LEGO mods that makes boxes and barrels non-lootable
Edit: it's "No Decorative Container Looting"
Edit 2: Sorry, I'm always reporting stuff in the wrong place.
If you know of any quest item drops that aren't tagged as such(don't have the exclamation mark) and can't be reliably obtained otherwise please let me know. AFAIK the Iron Nails for the mad jarl are tagged as quest items, are of the misc rather than junk category and are looted from containers rather than enemy drops.
The fallen knights are supposed to be fisstech dealers. How often does it happen otherwise?
Just open ModNoJunkyJunkDropsRemoveJunkyJunk.ws, find the following line:
if(!inventory.IsItemQuest(itemIds[i]) && !inventory.ItemHasTag(itemIds[i], 'mod_precious') && !inventory.ItemHasTag(itemIds[i], 'mod_valuable') && !inventory.ItemHasTag(itemIds[i], 'mod_collectible'))
and replace it with:
if(!inventory.IsItemQuest(itemIds[i]) && !inventory.ItemHasTag(itemIds[i], 'mod_precious') )
No re-merging needed.
I'm not opposed to the change but I'd first have to do a playthrough with all my mods up to that point before I could be sure that it's an improvement, and I'm not gonna do that until I've got ALL my mods out. The itemization overhaul is still missing at least one mod (appropriately reducing runewright/corvo bianco moneysink costs for instance) and well as a couple of improvements to existing mods(alchemy refilling for instance), and that's without even starting with the other 2 aspects of the game(exploration and combat).