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Joined: Jan 2015
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stranger
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Hello,

Does anyone know of a mod that increases the drop rate to insane levels? I'm talking 5 legendary items from every chest kinda thing?

I'm planning on finishing my first playthrough this weekend but want to try and get another full playthrough done before Pillars of Eternity releases. One of my main gripes with Divinity is the inconsistency of item drops and it's something I don't want to have to manage on subsequent playthroughs.

Thanks for any help.

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old hand
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There's a couple of "phat loot" mods on the steam workshop, though they may not work with the current patch. You can easily modify the treasure tables for lucky charm (at the bottom of the treasure table text) to always proc on a container and give you 5 legendary items every time. You'll probably also want to modify the "itemtypes.txt" file to make legendary items drop before level 5. Frankly I don't know why you want to do that because the game is not at all balanced for characters fully decked out in the best legendaries you can find, but if you want, it's not that hard to make the changes yourself.

See this thread for a general intro to modding stats (though it doesn't really talk about treasure tables specifically, it'll get you started).

http://steamcommunity.com/workshop/discussions/-1/616198623973649136/?appid=230230

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I've managed to get the modified TreasureTable.txt to work in-game but only if I run it from the data/public/main folder but then I cannot play multiplayer with my partner as the main game files are modified.

I've managed to make my own module and can activate it in-game but I can't for the life of me get the TreasureTable.txt modifications to work via this method.

Any ideas? Thank-you.

Last edited by dreamstation; 03/02/15 08:02 AM.
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stranger
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I also downloaded LS Tools linked in the resources thread here but I get a "failed to unpack archive" error saying Unknown PAK file version.

Not sure what the go is there but linking an out of date utility seems a bit silly.

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old hand
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Well the patch just came out, and you posted on a really old thread. Norbyte needs to update LSTools, yes, but give him a few days. You shouldn't have to unpack main anyway.

I'm not sure why your treasure table mod isn't working.

It's in the Data/Public/yourmod/Stats/Generated folder? I've had some trouble with the crates early on dropping magic items, so test in the editor in Cyseal before you try ingame. Also, did you lower the level requirement for legendaries in the "item types.txt" so that a level 1 character can actually get the legendary drops?


Possibly it would work if both of you had the treasure table text in your data/public/main folder, but I'm not quite sure.

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Has anyone gotten a modified TreasureTable to work in the Main Campaign without using the Main folder? I mean actually changing the treasure table itself, rather than just making the RootTemplates point to MegaBoss loot rather than the common stuff.

I ask this because once upon a time when I tried testing it out, I couldn't get any modifications to the TreasureTable to stick ingame.

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old hand
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Works for me. There's a few mods that modify treasure tables on the worskhop. I'm not sure why you had problems, but maybe you should give it a try again.

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stranger
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Originally Posted by Baardvark
It's in the Data/Public/yourmod/Stats/Generated folder? Also, did you lower the level requirement for legendaries in the "item types.txt" so that a level 1 character can actually get the legendary drops?


Yes I have put the TreasureTable.txt file in Data/Public/Mymod/Stats/Generated folder. I've tried editing the ItemTypes.txt file and put it in Data/Public/Mymod/Stats/Generated/Data folder and still nothing for a level 1 character. I also tried just putting it in the same folder as TreasureTable.txt and it didn't work either. I assume it needs to be in the Generated/Data as that's where I got it from.

It's hard to know what some of the values mean in the text files as there's no explanation. I just copied the values next to the Common item type as I assumed they would be correct as they can drop from level 1.

The code I used was:

new itemtype "Legendary","FF9600","Item_Legendary","1",1

I know that FF9600 refers to the colour, Item_Legendary refers to the outline of the item? and boost groups refer to how many and what type of bonuses the item will get. No idea what the numbers at the end mean as changing both to 1 seems to have no effect on item drops in-game. At least not in the first crates on the beach when starting a new game.

I'm not very skilled in this sort of thing but if I've done something wrong then I would be grateful for any help.

Thanks.

Last edited by dreamstation; 04/02/15 06:17 AM.
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Originally Posted by dreamstation

It's hard to know what some of the values mean in the text files as there's no explanation.


The excel sheets are where the information is contained.
steam\SteamApps\common\Divinity - Original Sin\Data\Editor\Templates\Stats

It's much easier to read, understand and it has value lists, examples, colors.
You can generate the .txt files from the excel sheet you modify OR modify the .txt sheets themselves and use the excel sheet as reference, up to you.

It's a rainbow of pleasure!

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Thanks for that. I just had a look and as I suspected the number at the end is required level, and even after changing it to 1 they still do not drop from the crates on the beach of Cyseal at the start of the game.

I have work now but I will try the value 0 later but I don't suspect anything will change.

I have the file in the correct directory as I modified the boost groups as an experiment and they worked in-game so there's no confusion with placement.

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old hand
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I'm not sure why it isn't working for you. I just tested it, worked for me. What's your treasure table look like? I just modified the luck tables (at the very bottom) to always give 6 legendaries. This means you have to have a point in luck, but that's not much of a cost for infinite legendaries, and you could even put a rabbit's belt or amulet at the start.

Screw it, here's a link to a modified version of my artifacts mod, which also includes a few changes to the number and type of boosts you can find on legendaries, and a few locked, indestructible chests lying around, but you won't have to mess with those since you'll have all the gear you need anyway. There will be a lucky rabbit's belt lying right there as well so you don't even have to put a point in lucky charm if you don't want. There will probably be some things I've accidentally left around from testing, but they shouldn't be any more immersion breaking than finding six legendaries in every barrel.

https://www.dropbox.com/s/ij285veze8ow3b4/Infinite%20Legendaries.rar?dl=0

new treasuretable "_Luck"
new treasuretable "Luck1"
new subtable "-3"
object category "Scroll",25,100,0,0,0,0,0,0
object category "Arrow",30,100,0,0,0,0,0,0
object category "Gold",30,100,0,0,0,0,0,0
object category "Precious",15,100,0,0,0,0,0,0
new subtable "-6"
object category "T_ST_SecGearLegendary",100,100,0,0,0,0,0,0
object category "T_ST_WeaponLegendary",100,100,0,0,0,0,0,0
object category "T_ST_ArmorLegendary",100,100,0,0,0,0,0,0
object category "ST_RingOrAmuletLegendary",100,100,0,0,0,0,0,0
new treasuretable "Luck2"
new subtable "0,96;1,4"
object category "Scroll",25,100,0,0,0,0,0,0
object category "Arrow",25,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",25,100,0,0,0,0,0,0
object category "Precious",25,100,0,0,0,0,0,0
new subtable "-6"
object category "T_ST_SecGearLegendary",100,100,0,0,0,0,0,0
object category "T_ST_WeaponLegendary",100,100,0,0,0,0,0,0
object category "T_ST_ArmorLegendary",100,100,0,0,0,0,0,0
object category "ST_RingOrAmuletLegendary",100,100,0,0,0,0,0,0
new treasuretable "Luck3"
new subtable "0,95;1,2;2;3"
object category "Scroll",20,100,0,0,0,0,0,0
object category "Arrow",20,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",20,100,0,0,0,0,0,0
object category "T_ST_ArmorNormal",20,100,0,0,0,0,0,0
object category "Precious",20,100,0,0,0,0,0,0
new subtable "-6"
object category "T_ST_SecGearLegendary",100,100,0,0,0,0,0,0
object category "T_ST_WeaponLegendary",100,100,0,0,0,0,0,0
object category "T_ST_ArmorLegendary",100,100,0,0,0,0,0,0
object category "ST_RingOrAmuletLegendary",100,100,0,0,0,0,0,0
new treasuretable "Luck4"
new subtable "0,93;1,3;2,4"
object category "Scroll",20,100,0,0,0,0,0,0
object category "Arrow",20,100,0,0,0,0,0,0
object category "GoldBig",10,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",10,100,0,0,0,0,0,0
object category "T_ST_ArmorMagic",10,100,0,0,0,0,0,0
object category "Precious",20,100,0,0,0,0,0,0
new subtable "-6"
object category "T_ST_SecGearLegendary",100,100,0,0,0,0,0,0
object category "T_ST_WeaponLegendary",100,100,0,0,0,0,0,0
object category "T_ST_ArmorLegendary",100,100,0,0,0,0,0,0
object category "ST_RingOrAmuletLegendary",100,100,0,0,0,0,0,0
new treasuretable "Luck5"
new subtable "0,92;1,3;2,5"
object category "Scroll",10,100,0,0,0,0,0,0
object category "Arrow",10,100,0,0,0,0,0,0
object category "GoldBig",10,100,0,0,0,0,0,0t
object category "T_ST_SecGearMagic",10,100,0,0,0,0,0,0
object category "T_ST_ArmorMagic",10,100,0,0,0,0,0,0
object category "T_ST_WeaponMagic",10,100,0,0,0,0,0,0
object category "Precious",10,100,0,0,0,0,0,0
new subtable "-6"
object category "T_ST_SecGearLegendary",100,100,0,0,0,0,0,0
object category "T_ST_WeaponLegendary",100,100,0,0,0,0,0,0
object category "T_ST_ArmorLegendary",100,100,0,0,0,0,0,0
object category "ST_RingOrAmuletLegendary",100,100,0,0,0,0,0,0
new treasuretable "Luck6"
new subtable "0,90;1,5;2,5"
object category "Scroll",15,100,0,0,0,0,0,0
object category "Arrow",15,100,0,0,0,0,0,0
object category "GoldBig",15,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",5,100,0,0,0,0,0,0
object category "T_ST_ArmorMagic",5,100,0,0,0,0,0,0
object category "T_ST_WeaponMagic",5,100,0,0,0,0,0,0
object category "Precious",10,100,0,0,0,0,0,0
new subtable "-6"
object category "T_ST_SecGearLegendary",100,100,0,0,0,0,0,0
object category "T_ST_WeaponLegendary",100,100,0,0,0,0,0,0
object category "T_ST_ArmorLegendary",100,100,0,0,0,0,0,0
object category "ST_RingOrAmuletLegendary",100,100,0,0,0,0,0,0

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stranger
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It wasn't working because I didn't have 1 lucky charm... It clicked as soon as I read your post. I had a Luck0 entry in treasuretable.txt but I guess you can't have 0 lucky charm? Well you can, but it won't proc the drops it seems.

Modifying characters.txt so MaleHero and FemaleHero have 1 lucky charm worked. Don't think I will keep that change as I'd prefer to keep stats on par with base though.

I think that's all I needed - thank you very much for taking the time to guide me. Appreciated.

Joined: Aug 2014
old hand
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old hand
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Ah, yeah, luck probably only draws from the treasure tables if you have at least 1 luck. It's often something little like that that can make something not work. Glad I could help.

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stranger
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Baardvark please can you upload TreasureTable Scales - Gameplay Overhaul and Difficulty Mod - Enhanced Edition WOW you are the maker of the mod TY :thankyou: .
PLEASE a TreasureTable mod from you that give always 6 Legendary DIVINE Weapons for Scales 1.9.32 - Gameplay Overhaul and Difficulty Mod
Here some tricks i did with your update from dropbox
TreasureTable selected all copy and paste in > Scales 1.9.32
TreasureTable it worket fine he give DIVINE weapons for EE Edition and Scales 1.9.32. With 1 big broblem it has to many BUGS inside because it is for original Divinity Original Sin.

And i find a TreasureTable that merchants always sell Legendary DIVINE Weapons armor and accessory items
here is the site
http://bbs.3dmgame.com/thread-4963867-1-1.html



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enthusiast
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It's not so easy for modders to massively blow up treasure tables.
Doing that can become dangerous and result in crashes.

We drifted away a bit from the original theme in this thread
Trouble with dialog system
where the later pages were mostly about possible crashes due to item overflow.

In the end a modder who blew up treasure tables would be blamed for upcoming crashes and could do nothing to prevent them other than reverting the massive blow ups.

So while a mod that changes only quality of drops does not change anything in comparison to the original game, one that massively increases amounts of drops like '5 legendary items from every chest' can quickly use up all available item handles. Add some crafting and you have your 'out-of-handles-crash' ;-)
The reported crashes occured when people did lots of trading and crafting and were long into the game. (i.e. when there was enough time to spawn new items)
Adding a lot to treasure pushes the limit further down towards average gameplay. So be careful.

(I'm already thinking of harvesting a mine in a single step instead of five steps so that mine respawn does not add significantly to the problem ;-)

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stranger
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FrauBlake ty for your advice


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