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NWN2 SCRIPTS

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Name  cdaulepp's random loot generator version 2.0 BETA
Author  cdaulepp
Submitted / Updated  07-22-2007 / 05-14-2008
Category  Scripting routines
Type  Type - Trade Skill and Item Creation
Format  Module and Code
Patch  1.12
NWN2Game  All
Description
cdaulepp's random loot generator VERSION 2.0 BETA

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.

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
rar220.09Kb1122
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.)
cdaulepp_random_loot_generator_VERSION_2.0_BETA.rarcdaulepp_random_loot_generator_VERSION_2.0_BETA.rar
Submitted: 07-22-2007 / Last Updated: 05-14-2008
rar392.47Kb2735
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.
cdaulepp_random_loot_generator_version_1.2_FINAL.rarcdaulepp_random_loot_generator_version_1.2_FINAL.rar
Submitted: 07-22-2007 / Last Updated: 10-19-2007
rar336.95Kb2326
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.
SCORE OUT OF 10
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63 votes
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Comments (30):

1 2 3

Posted by Ryodenkitahoshi at on07/11/09
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 12:01:45    Voted10.00
Nope. No ETA.

Posted by NecromanX2 at 2009-07-0309:42:33    
Do you have an ETA for the update? I found a staff that makes you immune to

Posted by cdaulepp at 19:15:20    Voted10.00
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. cdaulepp

Posted by NecromanX2 at 2009-06-2919:08:57    
cdaulepp, 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? Thanks in advance!!

Posted by Khanquer at 2009-06-2310:19:43    
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 20:06:34    Voted10.00
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. cdaulepp

Posted by Khanquer at 2009-06-2216:32:44    
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 10:45:45    Voted10.00
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 16:57:08    Voted10.00
Please ignore my previous post. I had emptied my override folder, thus causing the problem.

1 2 3

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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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