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With the update please check over the following to ensure you don't get errors. Also I added a github link to the description.
[FSF] Encounter Map Resources
- Disable the mod as it is now included in this one.
[FSF] FrozenSnowFox Tweaks
- If you use this mod disable the following settings as they are now included in this mod. (Core) Encounter Map Ancient Dangers, (Core) Encounter Map Resources and (Ideology DLC) Better Mining Worksite Resources.
I was considering offering some mod options to individually add to Quest Loot (Devilstrand, Synthread, Hyperweave and Jade). I was even considering adding More Quests as a mod option so you don't need to also have that mod. I'm also considering porting over my Better Raid Loot from my Tweaks collection maybe as a Core feature. It basically just adds more loot variety to the raider loot table so you don't always get medicine or components from dead raiders. This is kind of relevant since you do encounter this raid loot outside of normal raids since it also appears on triggered raids from visiting certain sites.
New Update
Concerning the changes I've made. Mining Worksites I think fit nicely in the mod's Better Loot theme. I think the Ancient Danger patch works well because it gives an extra loot opportunity. Now the Encounter Map Resources patch is a bit more on the iffy side but this is kind of already in the game just in an obtuse way. I think it fits the mod but I personally hate when people make a mod and then add X Y Z when you just wanted A. So I'm going to try to stay true to the Exploration Loot theme and not stray too far outside it.
This mod currently does not contain any text only loot tables.
@CrazyBlot
Sorry I don't plan to add any settings as it would be too time consuming and cumbersome. The mod is balanced around certain value thresholds I've decided on.
Camps have a decently high weight for Apparel and Weapons which can spawn as Masterwork or Legendary. However there is also a lot of other stuff in the loot table. Together Apparel and Weapons account for a weight of 2 while everything else combined is about a weight of 5. So you have about a 1 in 6 chance of an Apparel or a Weapon.
With Odyssey (without mods) you can now get quests with a guaranteed Unique weapon of Industrial or higher tech which spawns as Masterwork and Legendary with special bonuses. Early on these can be guarded by about three people. So I don't think its too out of balance to have a chance at a good weapon for travelling out early on.
If you open up the files in notepad or something like Visual Studio Code you'll see weight (how likely it is to be selected), count (how many of an item spawns) and thingdef which are in <li> nodes those are literally just the def names of the actual items which you can get by looking them up in the files. So you only need to adjust those things and if you want to add a whole new thing to the loot table just copy one of the big <li> blocks and change it. All files are neatly under folders of which DLC they come from.
If you plan to edit the files directly I suggest you run the mod from a local copy otherwise any changes you make will likely be wiped when I do another update.