Loot Luck Equalizer
Should work on multiplayer.
Tested on build 41.
Can be added or removed mid-game. (But wont fill containers you already explored by being within about 50 square tiles).
- Tired of Luck determining the success of your runs, rather than skill?
- Want to compare your skill more competitively?
- Has loot become a little too predictable from house to house?
- Want only "light touch" mods that stay true to the base game?
- Do the RNG gods hate you?
Then this mod is for you!
If a container is empty or under-filled, there is a ~65% chance the container will (essentially) "re-roll" adding loot to itself.
This makes each run more balanced while still feeling random, realistic and true to the base game.
+ Any car part can appear in garage/warehouse containers.
I tried to make the items that spawn as useful to early game as well as late game (skill books, food, meds etc for early game and parts, material, weapons, ammo etc. for late game).
While adding a few little surprises here and there e.g. candy in kitchen cabinets, spiffo cups, gang jackets, etc.
That’s all you really need to know.
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See "Change Log" (top-right on this page) if you want to see the full list of items that can be spawned by this mod. Or click here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2936635985
1) If the 65% (+/- 15% based on Lucky/Unlucky trait) chance to fill the container is passed:
If the container is empty, then 1 to 4 items are added (equal/25% chance for each).
If the container has 1 item, then 1 to 3 items are added, if 2 items, then 1 to 2 are added, if 3 items, then 1 item is added.
2) Just to clarify: Yes, you will still encounter randomly empty containers, just not as often.
3) The mod is tested and tuned for the loot rate of both "rare" (default) and "extremely rare" (CDDA challenge). This mod may make loot more common overall, but it mainly effects games where you would have been finding very little loot so it moreso balances runs / sessions out rather than just make the game easier. Keep in mind even with "extremely rare" loot, most of these containers aren’t empty.
4) If the mod is adding skill books to a shelf, there is a 40% chance the skill book will be Vol.1, 30% Vol.2, 20% Vol.3, 10% Vol.4, and the mod wont add Vol.5 books (It’s left to the base game to add those).
5) This mod is compatible with Eliaz Fitness and Strength skill books. This mod can attempt to spawn those books.
6) Please keep in mind that the loot wont be 100% the same as the base game because A) It would take time to keep up-to-date B) It’s cool to have a bit more loot variety and little surprises here and there (e.g. bourbon can spawn in bedside tables, all car parts can be spawned in garage/warehouse crates, gang jackets can be found in wardrobes).
7) The items that spawn take container type (shelf, cabinet, locker, etc.) into account and room type (livingroom, bedroom, kitchen, bathroom etc.) into account.
But this mod doesn’t take into account whether the house or room is labeled as "rich", "poor" or "child" etc. so keep in mind you may see some unusual items from time to time. But I don’t think it is too immersion breaking or unexplainable (e.g. a child may have bourbon because they stolen their parent’s alcohol, a bedroom has a military shirt and ranger jacket because the resident had multiple careers etc.) It is fun to speculate.
8) Some rare houses will have all containers empty because they are "themed" to be empty (similar to "cops and robbers", "party", "moving in/out" houses which you may have seen).
If you notice items like candy or mints spawning in kitchen counters, or not normally seen car parts spawning in garage crates, then you know the mod is working.
I mainly made this mod because I replay the CDDA challenge a lot (and only survive in the West farm rather than North) and noticed that some runs have a lot of amazing loot and other runs have terrible loot from start to finish. I had the suspicion that maybe there is a "weighted" dice mechanic which is determined at the start of the run which determines the quality/quantity of loot you find in a run but wasn’t able to confirm that in the game’s code other than of coarse the sandbox loot rarity setting.
Less Fire at start of CDDA challenge:
https://steamcommunity.com/sharedfiles/filedetails/?id=2937011330
Fire Damage Re-balance:
https://steamcommunity.com/sharedfiles/filedetails/?id=2908846234
Fire Ignites Player Slower:
https://steamcommunity.com/sharedfiles/filedetails/?id=2908902180
Workshop ID: 2936635985
Mod ID: JCD_LLE