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Is it possible to force mod-added items to always drop with fixed T6 quality?


FramFramson

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7 hours ago, FramFramson said:

Using the expanded weapons rare item mod and it feels a bit silly to get quality 1 versions (even though that no longer affects mod slots), especially since they're extremely rare. Is there a way to force these to only drop with maximum quality?

You can, just need to create a custom loot quality distribution table for them

 

As an example, adding a new loot table for Q6 gear only in T5 POI hardened chests:

 

    <append xpath="//lootqualitytemplates[10]">
            <lootqualitytemplate name="QLT5POI">
                <qualitytemplate level="0,999999" default_quality="6">
                    <loot quality="6" prob="1"/>
                </qualitytemplate>
            </lootqualitytemplate>
    </append>

 

and then make sure the corresponding loot groups have this new loot quality template

 

        <lootgroup name="groupT2RangeWeaponsTier5POI" loot_quality_template="QLT5POI">
            <item name="gunRifleT2LeverActionRifle"/>
            <item name="gunShotgunT2PumpShotgun"/>
            <item name="gunMGT2TacticalAR"/>
            <item name="gunHandgunT2Magnum44"/>
            <item name="gunBotT2JunkTurret"/>
        </lootgroup>  

 

Edited by BFT2020
Added example (see edit history)
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12 hours ago, BFT2020 said:

You can, just need to create a custom loot quality distribution table for them

 

As an example, adding a new loot table for Q6 gear only in T5 POI hardened chests:

 

    <append xpath="//lootqualitytemplates[10]">
            <lootqualitytemplate name="QLT5POI">
                <qualitytemplate level="0,999999" default_quality="6">
                    <loot quality="6" prob="1"/>
                </qualitytemplate>
            </lootqualitytemplate>
    </append>

 

and then make sure the corresponding loot groups have this new loot quality template

 

        <lootgroup name="groupT2RangeWeaponsTier5POI" loot_quality_template="QLT5POI">
            <item name="gunRifleT2LeverActionRifle"/>
            <item name="gunShotgunT2PumpShotgun"/>
            <item name="gunMGT2TacticalAR"/>
            <item name="gunHandgunT2Magnum44"/>
            <item name="gunBotT2JunkTurret"/>
        </lootgroup>  

 

 

In this example, probability of 1 means 100% drop chance, correct (and just a placeholder for this example, I imagine)?

 

Though that brings up another question: does 100% drop chance for a given lootgroup mean a guaranteed item from that group or do other things affect those odds, and does anything affect the subsequent roll to see which item in the lootgroup comes up?

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12 hours ago, FramFramson said:

 

In this example, probability of 1 means 100% drop chance, correct (and just a placeholder for this example, I imagine)?

 

Though that brings up another question: does 100% drop chance for a given lootgroup mean a guaranteed item from that group or do other things affect those odds, and does anything affect the subsequent roll to see which item in the lootgroup comes up?

Yes, these are just examples for you to apply to your code.

 

The probability of 1 is guaranteed since it is the only possibility (1 out of 1 chance).  So any time that item group is picked, it would give you a Q6 item all the time.

 

Drop chance is affected differently.  You would not use probability, but count in this instance.  For example:

 

<lootgroup name="groupHardenedChestT5" count="all">
    <item group="groupHardenedChestT5_01" count="5"/> <!-- Ammo -->
    <item group="groupHardenedChestT5_02" count="2"/> <!-- Weapon OR Armor -->
    <item group="groupHardenedChestT5_03" count="1"/> <!-- Medical -->
    <item group="groupHardenedChestT5_04" count="1"/> <!-- Mods -->
    <item group="groupHardenedChestT5_05" count="2"/> <!-- Books/Schematics -->
    <item group="groupHardenedChestT5_06" count="2"/> <!-- Bonus Items -->
    <item group="groupHardenedChestT5_07" count="1"/> <!-- Cash-n-Prizes -->
    <item group="groupHardenedChestT5_08" count="1"/> <!-- T5 Bonus Items -->
</lootgroup>

 

For a T5 POI chest, you are guaranteed picks from all 8 lootgroups based on count="all" for the main lootgroup.  Then each sub lootgroup, it depends on the count for each line (ammo is 5, weapons or armor is 2, medical is 1, mods is 1, books is 2, etc).

Edited by BFT2020 (see edit history)
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13 hours ago, BFT2020 said:

Yes, these are just examples for you to apply to your code.

 

The probability of 1 is guaranteed since it is the only possibility (1 out of 1 chance).  So any time that item group is picked, it would give you a Q6 item all the time.

 

Drop chance is affected differently.  You would not use probability, but count in this instance.  For example:

 

<lootgroup name="groupHardenedChestT5" count="all">
    <item group="groupHardenedChestT5_01" count="5"/> <!-- Ammo -->
    <item group="groupHardenedChestT5_02" count="2"/> <!-- Weapon OR Armor -->
    <item group="groupHardenedChestT5_03" count="1"/> <!-- Medical -->
    <item group="groupHardenedChestT5_04" count="1"/> <!-- Mods -->
    <item group="groupHardenedChestT5_05" count="2"/> <!-- Books/Schematics -->
    <item group="groupHardenedChestT5_06" count="2"/> <!-- Bonus Items -->
    <item group="groupHardenedChestT5_07" count="1"/> <!-- Cash-n-Prizes -->
    <item group="groupHardenedChestT5_08" count="1"/> <!-- T5 Bonus Items -->
</lootgroup>

 

For a T5 POI chest, you are guaranteed picks from all 8 lootgroups based on count="all" for the main lootgroup.  Then each sub lootgroup, it depends on the count for each line (ammo is 5, weapons or armor is 2, medical is 1, mods is 1, books is 2, etc).

 

Got it.

 

I know you can have decimalized entries for items you actually want to not be guaranteed, but in the case of the lootgroup, are the alternatives to using "all", just whole numbers which are less than the number of item group entries in that lootgroup?

 

So in your example here, if I wanted there to be a mixed chance for 4 of the 8 listed groups, would I use "4" in place of all, or do I need to use a different syntax?

 

I think I've got enough to edit the mod as I wish, just wondering how that works for future reference.

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