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NWN2 ENGLISH MODULES

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Name  DEMO MODULE cdaulepp's random loot generator VERSION 1.1
Author  cdaulepp
Submitted / Updated  07-22-2007 / 08-01-2007
Category  No Story (Ex: Resource, Level ups, etc.)
Module Types  None / Freeform, Other, Persistent Worlds
Scope  Small
Content  Everyone
TricksTraps  Nonexistent
Roleplay  Nonexistent
HackSlash  Light
LevelMin  Any
LevelMax  Any
Gameplay Hours  01
Categories  DEMO MODULE
Patch  1.06
Description
VERSION 1.1 Demo Module for cdaulepp's random loot generation. Included: .erf files to make your module have random loot and a ReadMe with installation instructions. The DEMO Module showcases the random loot.

Files

NameTypeSizeDownloads
cdaulepp_random_loot_generator_version_1_1.rarcdaulepp_random_loot_generator_version_1_1.rar
Submitted: 07-22-2007 / Last Updated: 08-01-2007
rar220.09Kb346
DEMO MODULE for cdaulepp's random loot generator VERSION 1.1 Included: download instructions, readme, and scripts that generate random loot. New to this version: CR scaling, race specific loot drops, and all material types added (cold iron, darksteel, etc.)
SCORE OUT OF 10
9.5
4 votes
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Comments (7):

Posted by puychaudko at 2007-09-23 08:42:32    Voted 9.50 on 09/23/07
Does what it says on the wrapper - I really like the way you can tweak to your exact requirement. Cdaulepp, apologies if the switch is in there somewhere (I have looked honest), but is it possible to exclude certain items from the drop (for example weapon molds, healing kits etc). Is it also possible to set items as identified (such as gems). I really like this, and will use it.

Posted by hakanevil at 2007-08-05 23:44:51    Voted 9.00 on 08/05/07
well..its really random! exellent work!

Posted by cdaulepp at 2007-08-01 12:15:05    
I updated today to version 1.1 The new version adds CR scaling, race specific loot drops, and adds all material types that version 1.0 didn't have (darksteel, cold iron, etc.)


Posted by cdaulepp at 2007-07-30 14:39:36    
I'll be releasing an update soon. In the update, I've added CR scaling that allows you to set upper and lower limits for each item property based on CR of the monster.

In the initial release I only have generic materials for weapons and armors. In the first update I'll have all the other types of material types (silver, cold iron, darksteel, etc.)

Last, but not least, in the first update, I'm adding the ability to control loot drops based off of race of the spawning monster. This will allow you to stop things like a rat or fire beetle dropping full plate armor.

I'll be releasing the update in a week or less.

Posted by Terame at 2007-07-30 01:00:47    Voted 9.75 on 07/30/07
Talk about time-saving!
Nicely done, this is the sort of thing I've been looking for, for ages!
Thanks

Posted by indio at 2007-07-23 22:59:15    Voted 9.75 on 07/23/07
After 30 minutes modifying things and testing the system I'm really excited about the possibilities. Time saving, genuine randomness in drops, and excellent control over what gets dropped....and next to no effort to implement!

This could become a staple of the PW community in how it revitalises loot drops to become a source of real excitement again. It's not a system specialised items, it's truly generic, and as such I see it as a powerful low-powered (Lv 1-2) loot system for me.

Thanks for the effort and clear thinking. Great system.

Posted by indio at 2007-07-23 22:11:56    Voted 9.75 on 07/23/07
Will check this out right now. Sounds very promising.

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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