@title No Loot Luck: Better Loot Edition @version 1.0.0 @author Apocalyptech @contact https://apocalyptech.com/contact.php @categories enemy-drops, loot-system @license Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) @license-url https://creativecommons.org/licenses/by-sa/4.0/ ### ### Completely removes Loot Luck's impact on the loot quality throughout ### the game. Loot will be equally as good at the beginning of the game ### as it is at the end, regardless of how much your Loot Luck stat ### increases. This should also nerf any improvements which would be made ### via Chaos Mode or the like. ### ### The loot quality for this mod is roughly on par with what BL3's Better ### Loot mod uses, which was in turn inherited from the 'Very Good' preset ### of my BL2/TPS Better Loot mods. Legendaries are maybe a *bit* too ### common, but I prefer too much to too little. ### ### Note that the 'Better Loot' in the title *only* refers to the base ### loot quality weights. This mod does *not* alter any other aspect of ### Wonderlands loot, like boss uniques, etc. ### ### This mod also ensures that Blue + Purple gear can spawn in early game. ### ### Generated by gen_no_loot_luck.py ### # Zero out Loot Luck GrowthExponent SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,Common,GrowthExponent,0,,0 SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,Uncommon,GrowthExponent,0,,0 SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,Rare,GrowthExponent,0,,0 SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,VeryRare,GrowthExponent,0,,0 SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,Legendary,GrowthExponent,0,,0 # Adjust rarity weights to Better Loot levels SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,Common,BaseWeight,0,,15 SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,Uncommon,BaseWeight,0,,35 SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,Rare,BaseWeight,0,,25 SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,VeryRare,BaseWeight,0,,13.5 SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,Legendary,BaseWeight,0,,1.1 # Ensuring Blues and Purples can spawn in early game # (may not be necessary, but no reason NOT to do this) SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,Rare,IntroductionLevel,0,,0 SparkPatchEntry,(1,2,0,),/Game/GameData/Loot/RarityWeighting/DataTable_ItemRarity.DataTable_ItemRarity,VeryRare,IntroductionLevel,0,,0