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.
Great and useful system! _________________________ Developer Silver Faerûn Nights Admin
Posted by drliebs at on10/12/09
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 on10/12/09
Really sweet!
Posted by thorns at on08/27/09
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 08:38:56 Voted9.75
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 on07/26/09
Definitely waiting the update. Any ETA would be nice? ;-)
Posted by overground at on07/24/09
Nothing to add other than - nice work, much appreciated
Posted by cdaulepp at 16:37:19 Voted10.00
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 16:34:39 Voted10.00
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 on07/11/09
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
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