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No Wasted Equipment

CJ Kucera edited this page Oct 10, 2022 · 7 revisions

No Wasted Equipment

Author: Apocalyptech

Contact: https://apocalyptech.com/contact.php

Last Updated: October 09, 2022

Most Recent Version: 1.0.0

In Categories: Other Gameplay Changes, Loot System Overhauls

License: Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)

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No Wasted Equipment
OHL (local file): Right click and "Save Link As"
OHL (web loading): Create a shortcut by dragging into a folder

README

This mod makes it so that class-specific attributes in Armor and Amulets will only ever spawn in a version which is useful to a player currently in the game. This doesn't support class-specific Enchantments directly, but it does apply if used in conjunction with my Enchantment-Spawning Tweaks mod.

In a singleplayer game, before speccing into a secondary skill, the secondary class buff on Purple/Legendary armor should be evenly random across all possibilities (the primary will always match your primary class). Once you spec into a secondary class, armor drops will start being correctly restricted to both classes, and should swap which one's primary/secondary, depending on how the drop rolls.

This should adjust itself automatically whenever players enter/leave a co-op session, though that is currently untested by myself. Note that armor classes in co-op will pull from the entire pool of current classes, so not all armor will 100% match each player.

There are a few class-specific balances which aren't covered by this mod, such as the Armor That Sucks and the Harmonious Dingledangle. Those are ordinarily quest rewards, and are given "correctly" by the game already. My Expanded Legendary Pools mod makes them world-droppable, though, and if you use No Wasted Equipment in conjunction with Expanded Legendary Pools, they will drop with an appropriate class.

Notes:

  • This mod makes fairly aggressive changes to Amulet definitions, due to how those objects work, starting with the DLC4 release. Any other mods which touch amulet part selection will end up being overwritten by this mod, if they show up prior to No Wasted Equipment in your mod list.
  • In order to handle Armor drops properly, before the player has spec'd into a secondary skill, we can't completely zero out the other class chances. So, very occasionally you will probably see a non-appropriate gear drop. Still, that shouldn't happen very often.

View whole README on Github

Description (from inside mod)

Adjust the character-specific weighting so that you won't get
class-specific gear for classes that you're not currently
playing, for Armor and Amulets.  Does not affect class-specific
Enchantment chances in vanilla, but *will* affect those spawns
if used along with my Enchantment-Spawning Tweaks mod.

Theoretically this should work just fine in multiplayer, though
I haven't tested it at all in that mode.

Generated by gen_no_wasted_equipment.py

Update base character weighting

Changelog

v1.0.0 - Oct 9, 2022

  • No actual functionality changes, but updated with notes about my Enchantment-Spawning Tweaks mod, and clarified how the two interact. The short story is that this mod, on its own, will not ever handle class-specific Enchantment weighting, but it does work properly when combined with Enchantment-Spawning Tweaks.

v0.9.1 - Aug 15, 2022

  • Updated for DLC4 (Shattering Spectreglass) support -- Blightcaller parts needed some extra processing, especially with regards to amulets.

v0.9.0 - Jul 28, 2022

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