Included: readme, folder for the override directory that will handle random loot generation, and a DEMO module.
All you do is download the folder 'cdaulepp' and put it in your override directory and random loot will start appearing on monsters immediately.
New to this version: --Works with monsters and placeables (e.g. treasure chests).
--Random name generator so that magical items get unique names every time.
--All Mask of the Betrayer material added.
--More switches added to let you turn on/off haste, darkvision, holy avenger, freedom of movement, true seeing, keen, and improved evasion.
--Separate probability tables for Boss loot, placeable loot, and monster loot. Gives you more control.
--Magical Rods
--Lots of other fixes. See the readme file for more information.
--The DEMO module has had a lot of new things added. Mr. Identify has several new conversation nodes that explains some things. Also, I added examples of some placeables using the random loot generator in the DEMO module. On the placeables in the DEMO module I turned off the respawn timer so that you can open/close the placeables in rapid succession and spawn loot very quickly. Normally there would be a respawn timer preventing that from happening.
Key Features A. Easily added to the Official Campaign (OC) for a whole new
gaming experience. You can add this at the beginning or
in the middle of a game and start getting random loot immediately
The random loot generator does not stop the unique boss
loot drops from happening. You will get the unique drops plus
there's a chance of getting additional loot.
B. Literally billions of combinations possible.
C. Save time because you don't have to create hundreds or
even thousands of unique items in the toolset.
D. You can build a larger world. Getting rid of the need for
thousands of unique items in the toolset means you don't
have thousands of .uti files anymore. .Uti files take
up space.
E. End-User Switches and probability tables gives you
complete control. You can allow/disallow any item property
you do/don't want and set minimum/maximum values for the
things you allow.
F. Easy to use. Just import one file and put it in your override
directory and random loot will start appearing on monsters.
G. CR scaling lets your loot go up in power as the monster's get
tougher. You have complete control over every single monster
challenge rating from level 0 to 41. Easily set upper and
lower limits on the item properties. Choose between constant
based CR scaling or formula based CR scaling.
H. Easily set gold piece limits for items dropped for each monster
CR from 0 to 41. A switch turns gold piece limits on/off.
I. Race specific loot drops. Choose what types of loot each race
of monster can drop.
J. All material types of weapons (generic, dark steel, duskwood, etc)
and armors (adamantine, mithril, etc) included in this version.
K. All the missing Damage Shields that Obsidian left out have been
implemented.
L. Includes everything from Mask of the Betrayer.
M. Updated to work with treasure chests or any placeable with an inventory.
N. All magical loot is given a unique random name in version 2.0. There
are hundreds of billions of combinations of names possible.
O. Boss specific loot drops. Choose to mark your bosses with a variable
and the random loot generator will use special tables for boss loot.
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.)
Included: readme, DEMO Module, and a folder you drop in your override directory. Once the folder 'cdaulepp' is in your override directory, random loot will appear on monsters when they spawn. New: MotB material added. Works with placeables (including treasure chests) and a lot more. See the readme.
Included: readme, DEMO Module, and a folder you drop in your override directory. Once the folder 'cdaulepp' is in your override directory, random loot will appear on monsters when they spawn. New: formula based CR scaling of loot, overall gold piece scaling of loot based off the CR of the monster, and custom loot categories so you can easily add your custom items.
Posted by shockwolf at 2012-04-20 20:08:56 Voted 9.00
Hi Cdaulepp
Is there any way I can convert this to generate scaled loot based on player HD rather than enemy CR? Baring in mind that I'm not much of a scripter, I'm hoping it will be an easy tweak.
I think it would be more efficient and balanced that way, especially since some modules like mine actually scale the NPC's to the player using XP scans off the player. This makes it impossible to tell the CR as the game cannot automatically generate CR after a creature has been levelled up via a script.
Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.
Posted by cdaulepp at 2012-02-02 17:34:53 Voted 10.00
The random loot generator will not work with NWN 1 because many of the functions in the script are not present in NWN 1.
Posted by Ravine_hu at 2011-09-17 03:43:02 Voted 10.00 on 09/17/11
Very nice. Sadly, i found it 2 days ago - nwvault is a bit messy now.
@Ugly_Duck: well, dunno about nwn2 (i'll use it under nwn1), but in nwn1 the 2da file is bad. The first line is "2DA v2.0". The space between them is a TAB or something, which is wrong - Get2daString doesn't work. Change it to space char (but under nwn2 it isn't a problem).
Posted by Ugly_Duck at 2011-08-21 11:57:27 Voted 9.25 on 08/21/11
Fantastic system! My only gripe is the naming of items. Scrolls & potions seem to name fine, but weapons and armor get named poorly. Example: " Armor of 's " .
I hope this is still being worked on.. _________________________ Ugly_Ducks Portfolio
New Releases: Item Icon Booster: Gore Galor: Click Here Item Icon Booster: Loot & Treasure: Click Here Combat City 24x24: Click Here Mine Quarry & 2 Level Mine: Click Here
[Other Endeavors] Terrain Texture Pack: Volume 1Click Here Item Icons: Volume 1Click Here Loadscreen Pack: Vol.2 (Includes Vol.1)Click Here Longer Names Override:Click Here
Hopefully someone in the know will read this. Will this work for the OC and expansions and if so how do I go about making that happen? I added it to my override directory and tested a vanilla save and the loot dropped never changed.
Posted by Grail Quest at 2011-06-15 02:49:35 Voted 10.00 on 06/08/11
@BigBadWolf - re: compiling changes
Try this:
(1) Uninstall the mod from your ...\override
(2) Open the NWN2 editor, and load the demo module
(3) Edit the script files that you want to change
(4) Compile the script files you edited, starting with script files that are just "includes" -- that is, files that are basically compilations of definitions. These are typically the ones that the author said can easily be changed to tweak how things turn out.
(5) Use the menu and find "compile all scripts in the module"
(6) When a script is compiled, you get a message about where it is stored. This is a TEMPORARY directory. Go to that directory and copy all the .NSS and .NCS files out of it to save them for later.
(7) Exit the editor. Save the module to save the scripting changes you made, in case you want to tweak more later.
(8) Reinstall the mod into your ...\override
(9) Copy the .NSS and .NCS files you saved in step 6 over the .NSS and .NCS files in the ...\override where you installed them mod. This should overwrite the original with those that you have changed.
(10) Start up the game and see if the changes work.
Posted by Grail Quest at 2011-06-08 01:48:47 Voted 10.00 on 06/08/11
Still needs work on naming items as the names are often weird. Also, some named items have no special attributes -- not sure if it is supposed to be this way.
Overall, however, an excellent idea and easy implementation for the OC. Plus, two really nice side effects are:
(1) Sleight of Hand is now much more interesting. You can use it on villagers and the like whereas it used to do next to nothing. (OTOH, the things you can get from them can be really weird as well.)
(2) Encounters are now much more random as what is spawned on a creature is available to them for use. _________________________ PC Game Reviews, Hints, and Walkthroughs -- The Fantasy Art of Computer Games
I tried it through the toolset. Compliling the .NSS-Files is definitly not enough for any changes. I hope there´s still someone who can help me out. :(
Wow, the last comment is pretty old...well, i´ve reinstalled my game after a long break, and i really loved the old version of your script. But i´ve problems with changing the end-user-files: I have no idea how to chance the .NCS files. I´ve actually found an .NSS editor, but changing only the .NSS-Files does not work out. Could you please help me?
But may I have a question?
I got a problem in some script, in fact I found some of the scripts have no .ncs file, did you have compiled it?
However it works well, but when I modified something in the scripts by using Toolset(Something you said I can change it myself).After recompiling there is only a .nss file left, and it shows no effect at all. What happened to it? I have tried some other scripts and the recompiling works well.
For example, I want to change some probability percentage in the fw_inc_probability_tables_misc.NSS, after modified, the Toolset tells me that recompiling is successful, but I only find fw_inc_probability_tables_misc.NSS in my override file,where is the fw_inc_probability_tables_misc.NCS?I have seen this file in your scripts, but only in old version,how can I compile it?Without the .ncs file, the modification seems no effect.
thanks appreciately!I like this script!
Posted by Developer Silver at 2010-01-24 09:02:45 Voted 9.00 on 01/24/10
Great and useful system! _________________________ Developer Silver Faerûn Nights Admin
Posted by drliebs at 2009-10-12 19:04:26 Voted 8.00 on 10/12/09
I am having trouble adjusting the probability that a monster drops loot. I am getting random loot, I am just trying to scale down how often loot drops from a creature.
To test it I have have edited "fw_inc_probablity_tables_misc" and set the values for FW_PROB_LOOT_CR_* to 0 for CR 0-4.
const int FW_PROB_LOOT_CR_0 = 0;
const int FW_PROB_LOOT_CR_1 = 0;
const int FW_PROB_LOOT_CR_2 = 0;
const int FW_PROB_LOOT_CR_3 = 0;
const int FW_PROB_LOOT_CR_4 = 0;
I have creatures with CR rating 0-4 and I am expecting 0 drops since the value has been set to 0. It seems this is not the case as drops are frequent.
I set the values to 100 for FW_PROB_LOOT_CR_* for CR 0-4 and creatures drop with the same frequency as when it was set to 0. I was expecting drops 100% of the time.
I installed by adding the cdaulepp folder to overide, and at the very least random loot is spawning...I have compiled and recompiled several times before saving and testing. Reinstalled, compiled, tested...I am wondering what I am missing. Any help?
Posted by drliebs at 2009-10-12 18:24:50 Voted 8.00 on 10/12/09
Really sweet!
Posted by thorns at 2009-08-27 16:51:45 Voted 10.00 on 08/27/09
Little suggestion why not remove the "." at the end of each random item. so they blend in better with the rest of the items.
Posted by MCMunroe at 2009-08-19 08:38:56 Voted 9.75
cdaulepp
Glad to here your still around and thinking about updating this wonderful loot system.
As a builder one feature has been missing. The ability to call it as a function to produce a specific type of treasure. Much like the built in loot system.
For example, I'd like to be able to spawn consumables (potions, healing kits, scrolls, etc) on our henchman. I'd like our Earth elementals to spawn with only jems for treasure.
You can see how the ability to call your system with a specific loot type would be very useful.
Posted by la_crampe at 2009-07-26 06:54:20 Voted 9.00 on 07/26/09
Definitely waiting the update.
Any ETA would be nice? ;-)
Posted by overground at 2009-07-24 22:00:17 Voted 9.50 on 07/24/09
Nothing to add other than - nice work, much appreciated
Posted by cdaulepp at 2009-07-18 16:37:19 Voted 10.00
To all those who are curious...
Obsidian FINALLY gave us the opportunity to change the item's icon dynamically. I've been waiting for this for two years. This means that I can finally add in functions that will change the icon you get. The next version of the random loot generator will still spawn random loot, but will no longer use the same icon each time. :-)
Posted by cdaulepp at 2009-07-18 16:34:39 Voted 10.00
Ryadenkitohoshi,
It sounds like you figured out the immunity to death magic thing. You must compile all the scripts TWO times and then save. I know I mention that several times in the readme.txt file that accompanies the download. Anyway, I'm glad you got it figured out.
As to your second question: If you take treasure out of a chest and put it back in and then reopen the chest, the treasure stays in the chest. Likewise, if you just leave the treasure in the chest and close it then reopen it, the treasure stays in the chest. That is functioning correctly. Treasure should stay in a chest once spawned.
I don't know if you've read the notes about the treasure chests in the demo module. Those treasure chests have no respawn timer. In other words, you can open/close them over and over again in a span of a few seconds and every time you open the open/close the chest more and more loot is spawned inside. The loot spawned from previous opening/closings remains in the chest.
I explained in the notes that normally there is a respawn timer that stops players from doing this. In fact, I included a switch that controls the respawn time limit so that you, the end-users, would have control over how long/short of time passes until the chests can respawn loot.
If you have any other questions, let me know.
Posted by Ryodenkitahoshi at 2009-07-11 01:25:27 Voted 10.00 on 07/11/09
Update - Assuming that is the only switch I needed to set to false then I think the problem may have been related to compiling all scripts (again) since I havent seen an immunity come up since. I voted 10 as I think that even with some minor niggles it is fairly groundbreaking.
Another question: If you take treasure out of a chest and then put it back in or just leave it in there and then reopen does that treasure stay or dissapear? During testing it staid in there, I imported your test area to my mod. _________________________ Life is an Illusion - Death is the only Reality
Posted by Ryodenkitahoshi at 2009-07-11 01:01:09 Voted 10.00 on 07/11/09
Hi, great piece of scripting, I am not sure if I did something wrong but I have installed the 2.0 Beta version and changed the values in fw_inc_loot_switches as shown and set several of them to false including allow immunity misc but I came across a random item drop that gave immunity to death magic, is there another switch i missed or is that not controlled there? _________________________ Life is an Illusion - Death is the only Reality
Posted by cdaulepp at 2009-07-03 12:01:45 Voted 10.00
Posted by cdaulepp at 2009-07-01 19:15:20 Voted 10.00
It's not a conflict with anyone else's mod. There is an error with the model being drawn. Your character has a staff equipped, but for some reason it does not show up. I have it fixed for the next release.
I'm finding that the staffs generated by this mod don't appear in the hands of the characters when equiped. I can see the icon in the inventory in my hand, but my character is swinging in battle with empty hands.
Any idea where I could look to see if there is a conflict with TonyK, Ladydesire, or Sexy OC reloaded?
Well, now, thanks for the quick reply! This system sounds like something Im wanting to use. Gonna start tinkering with it asap. Email me through the site here if you want. _________________________ I am just a mid level building nub (commoner), so ignore my human bratiness!
Posted by cdaulepp at 2009-06-22 20:06:34 Voted 10.00
Khanquer,
First, thank you for the question. Loot is generated in the creature's inventory when the creature spawns. So, once the creature appears in game it has the loot in its inventory and may use the loot against you, provided the creature has the proficiency to equip or use the item.
Using your example, suppose that level 15 CR monster spawned a +3 enhancement dagger that also has +5 fire damage on the dagger. Also assume the creature has proficiency with simple weapons. If the creature decides to equip the spawning loot instead of its normal weapon, you'll see it switch weapons and the flaming dagger will appear in its hand.
The dagger will drop when the creature dies, but during the fight, it may use it against you. Of course, all items appear in the monster's inventory as unidentified, so the creature would have to have a high enough lore score to identify it before it could use it. So I guess that is two qualifications for the monster to use the loot that is generated (1) creature must have proficiency with whatever is spawned, and (2) creature must have a high enough lore score to identify whatever loot spawns.
When you use this and a random weapon/armor/item is generated as loot on a creature, does that creature also use the item(s) against you in battle or is it an 'after the battle' ordeal that never becomes useable by the creature? Example: If Im lvl 15 and I attack a CR 15 creature that is generating loot off of this system and it gets a Flametongue rolled up as loot, will it have the option to equip and use the Flametongue against me in the battle? (provided it has all the feats etc...) I just want to know if the creature has the option to use its randomly generated items against me or if the loot is generated after its dead. _________________________ I am just a mid level building nub (commoner), so ignore my human bratiness!
Posted by cdaulepp at 2009-06-06 10:45:45 Voted 10.00
XxRalxX,
The loot is based off the CR (Challenge Rating) of the monster. So, yes, the loot is automatically set to scale with the power of the monster. This insures that you do not get epic loot early in the game.
There is one caveat though, in a few very rare instances, items that the toolset thinks are worth zero gold (e.g. Orb of Lightning) may drop on low level monsters. In reality, the orb of lightning is probably worth a hundred thousand gold. I do not know of a way to overcome this. Because it is a rare occurrence though, I do not know how much of an issue that is.
cdaulepp
Posted by Seryn at 2009-03-23 16:57:08 Voted 10.00
Please ignore my previous post. I had emptied my override folder, thus causing the problem.
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