Version 4.04.1 should hopefully address most of the feedback and criticism this mod got.
Two things I'm still on the fence about:
- There are a few "unique" items that existed only as randomized loot (relic versions of common armor, books) that I handplaced in appropriate shops. On the fence on whether to also handplace them across the game's guarded treasure POIs that otherwise might only contain randomized loot. I'm afraid doing it might make the player too rich early on if he sells them and break the intended gear progression through common->master->magical tier gear before moving on to relics and witcher gear later in the game.
- Wondering if there aren't too many runes/glyphs around as I preserved one high value random loot list that contained nothing but runes/glyphs and the greater variants are still fairly valuable even with the Shops Don't Buy Ingredients mod.
Hello. Could you please help me. I am trying to edit def_loot_containers.xml for personal use based on your and some other loot reduction mods. Specifically, I am interested in reducing the chance of random recipes/schemes dropping. The problem is that the game does not react at all to any changes to loot in def_loot_containers.xml. I am using Ghost Mode, maybe that is the problem. However, I give the edited mod the highest priority, so I am completely out of ideas.
Thank you for your quick response. I figured out the problem. For some reason, def_loot_containers.xml from Ghost Mode ignored the load order and always had priority. Deleting def_loot_containers.xml and then repacking it solved the problem. But I have another problem. Changing the "Chance" value from -1 to any other does not change the chance of dropping in the game. Now I am trying to add coins to the loot list to thereby reduce the chance of rare items dropping.
Hi, I don't know if you are still interested in working on this mod, but I have a small suggestion.
While I highly enjoy the overall setup, especially if coupled with your other mods that remove all kinds of peasant containers from the loot list and especially take out precious and special items from where they don't belong, I would like to have some more valuable loot outside settlements in places where it could make sense.
Especially in places like guarded treasures, bandit camps, hidden treasures (maybe also bigger dungeons like elven ruins?), and other places where you are supposed to find something valuable, you often find only some crafting materials and some junk items. I know that you are only supposed to find items handplaced by the developers, but this is often a bit un-immersive, and it makes exploration and "adventuring" a little less enjoyable.
I don't know it if is feasible or too time-consuming, but it would be a nice improvement that would really improve immersion.
with this mod its better to hide all question mark from the map (with a mod like true exploration) so u dont have to do any of them. with improved starting gear, item level scaling and witcher knowledge mods, u can play the entire game without looting and doing PoI
Hiya, I have installed Fixed Level 100 Plus https://www.nexusmods.com/witcher3/mods/8239 and was installing Reduced Lore Friendlier Loot. I asked Lewis how to set the priorities, since their mod cannot merge with other mods. They said it would be better to ask if your mod includes the fixes in their mod (theirs replaces all the player_level_max="100" to player_level_max="0" in the XMLs files. So you can loot everything, even with level 999) *because if so, they say I can just forgo Fixed Level 100 Plus. Thank you
I did the lv100 max->lv0 switch in all the files edited by this mod for compatibility's sake, it should be in the changelog and description. Though I'm not sure if that mod doesn't edit more files than this one (i may have skipped files where the loot lists already had no randomness).
So 2 easy possibilities:
1 - don't use that mod together with this one, and hope this one similarly edited all the same files (simplest)
2 - use that mod together with this one, but in script merger untick all the fixedlv100 files that are in conflict with this one and give this mod higher load priority over fixedlv100 ( this is in case that mod edited some files this one skipped)
Can't make it work. After installing and loading an existing save, I got a message box saying that I need <a list of DLC here that I already have installed>. Moreover, options to start new game "only hearts of stone/blood and wine/new game plus" are grayed out as if I didn't have any DLC. What gives?
Thank you for the mod, Partoutatix (is that a Gallic name?). I have small request/idea for your mod. Im using it together with "Preparations" mod, so i need lot of empty battles to make lots of dwarven spirits and other potions. Sadly empty bottles i find in chests are not the same empty bottles (even though they have the same name), that can be used for alchemy. It can only be sold as junk. Could you make them usable in alchemy?
EDIT If i may one more suggestion: i think it would be even better for immersion sakes, that some chests would be completely empty instead containing useless junk like notes, books, razor, rakes etc. almost every time.
Maybe the Well Stocked Craftsmen mod adds those ghost mode-only special empty bottles you need to alchemist shops (maybe herbalist shops too). Though I think you might be able to configure preparations as to not require them.
If you pair this with No Decorative Containers with the right mod menu setting as intended most junk-only chests (such as those in peasant huts) should be empty.
Guys, if you (like me) love this mod, but want to "fine tune" a bit to be less harsh, I think I found a solution, which needs only basic modding skills and 5-10 minutes of your time. It's under testing but looks promising so far.
My aim was to remove schematics, recipes and other most valuable loot from containers, but keep some stuff (armours, swords, runestones) to be still rewarding to explore. My method was:
1. Download FRESH AND AUTOMATED VERSION of SCRIPT MERGER and activate REVIEW EACH SUCCESFUL MERGE IN KDiff3 (Menu/Options)
2. Merge this mods GAMEPLAY/ITEMS/DEF_LOOT_CONTAINERS.XML with another mod's very same file! I used Increased Creature Loot (ICL)
3. When the merging process is complete use KDiff3's manual merging option to CHOOSE ICL EVERYWHERE
4. Go then to LAST DELTA, manually deselect ICL and select LOREFRIENDLIER instead, then click GO TO PREVIOUS DELTA
5. Repeat phase 4 until you see the authors warning: <!-- Do not use those definitions without knowing what the hell are you doing please. Thank you. -->
6. Save merged file and quit. It's done!
7. You can do the same with the other DEF_LOOT_CONTAINERS file as well, if you wish.
I hope the author doesn't mind my comment. I just so happy I've found this solution and wanted to help others on the Path with it. If you find it useful, endorse the mod if you haven't already!
Is there a way to restore random loot excluding weapons and armor? I like how rare they are but I prefer the random loot for crafting components, manuscript pages, diagrams etc.
244 comments
Two things I'm still on the fence about:
- There are a few "unique" items that existed only as randomized loot (relic versions of common armor, books) that I handplaced in appropriate shops. On the fence on whether to also handplace them across the game's guarded treasure POIs that otherwise might only contain randomized loot. I'm afraid doing it might make the player too rich early on if he sells them and break the intended gear progression through common->master->magical tier gear before moving on to relics and witcher gear later in the game.
- Wondering if there aren't too many runes/glyphs around as I preserved one high value random loot list that contained nothing but runes/glyphs and the greater variants are still fairly valuable even with the Shops Don't Buy Ingredients mod.
But I have another problem. Changing the "Chance" value from -1 to any other does not change the chance of dropping in the game. Now I am trying to add coins to the loot list to thereby reduce the chance of rare items dropping.
While I highly enjoy the overall setup, especially if coupled with your other mods that remove all kinds of peasant containers from the loot list and especially take out precious and special items from where they don't belong, I would like to have some more valuable loot outside settlements in places where it could make sense.
Especially in places like guarded treasures, bandit camps, hidden treasures (maybe also bigger dungeons like elven ruins?), and other places where you are supposed to find something valuable, you often find only some crafting materials and some junk items. I know that you are only supposed to find items handplaced by the developers, but this is often a bit un-immersive, and it makes exploration and "adventuring" a little less enjoyable.
I don't know it if is feasible or too time-consuming, but it would be a nice improvement that would really improve immersion.
Thanks anyway :)
*because if so, they say I can just forgo Fixed Level 100 Plus. Thank you
So 2 easy possibilities:
1 - don't use that mod together with this one, and hope this one similarly edited all the same files (simplest)
2 - use that mod together with this one, but in script merger untick all the fixedlv100 files that are in conflict with this one and give this mod higher load priority over fixedlv100 ( this is in case that mod edited some files this one skipped)
What gives?
EDIT
If i may one more suggestion: i think it would be even better for immersion sakes, that some chests would be completely empty instead containing useless junk like notes, books, razor, rakes etc. almost every time.
If you pair this with No Decorative Containers with the right mod menu setting as intended most junk-only chests (such as those in peasant huts) should be empty.
My aim was to remove schematics, recipes and other most valuable loot from containers, but keep some stuff (armours, swords, runestones) to be still rewarding to explore. My method was:
1. Download FRESH AND AUTOMATED VERSION of SCRIPT MERGER and activate REVIEW EACH SUCCESFUL MERGE IN KDiff3 (Menu/Options)
2. Merge this mods GAMEPLAY/ITEMS/DEF_LOOT_CONTAINERS.XML with another mod's very same file! I used Increased Creature Loot (ICL)
3. When the merging process is complete use KDiff3's manual merging option to CHOOSE ICL EVERYWHERE
4. Go then to LAST DELTA, manually deselect ICL and select LOREFRIENDLIER instead, then click GO TO PREVIOUS DELTA
5. Repeat phase 4 until you see the authors warning: <!-- Do not use those definitions without knowing what the hell are you doing please. Thank you. -->
6. Save merged file and quit. It's done!
7. You can do the same with the other DEF_LOOT_CONTAINERS file as well, if you wish.
I hope the author doesn't mind my comment. I just so happy I've found this solution and wanted to help others on the Path with it. If you find it useful, endorse the mod if you haven't already!