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@ Dragon32:
Those are good suggestions for the LW2 resource values. I changed the grenade values for LW2 since flashbangs and smoke are infinate:
;grenades
ItemLootTable[0]="AcidGrenade";
ItemLootTable[1]="Firebomb";
ItemLootTable[2]="GasGrenade";
Dragon32 Jan 22 @ 3:52pm
@Phantom:
You can change how much you get rewarded in the INI. In my last (vanilla) campaign I just had Alloys, Crystals, Intel and Supplies. And at much lower amounts:
ResourceLootTable[0]="Supplies,5,20";
ResourceLootTable[1]="Intel,4,12";
ResourceLootTable[2]="EleriumDust,2,5";
ResourceLootTable[3]="AlienAlloy,3,10";
I'd probably decrease those even more if using this mod with LW 2
; RESOURCE LOOT
;---------------
ResourceLootTable[0]="Supplies,5,15";
ResourceLootTable[1]="Intel,5,10";
ResourceLootTable[2]="EleriumDust,2,4";
ResourceLootTable[3]="AlienAlloy,2,6";
;ITEM LOOT
;---------------
;grenades
ItemLootTable[0]="GasGrenade";
;pcs
ItemLootTable[1]="CommonPCSConditioning";
ItemLootTable[2]="CommonPCSSpeed";
ItemLootTable[3]="CommonPCSFocus";
ItemLootTable[4]="CommonPCSPerception";
ItemLootTable[5]="CommonPCSAgility";
;weapon upgrades
ItemLootTable[6]="AimUpgrade_Bsc";
ItemLootTable[7]="CritUpgrade_Bsc";
ItemLootTable[8]="ClipSizeUpgrade_Bsc";
ItemLootTable[9]="ReloadUpgrade_Bsc";
ItemLootTable[10]="MissDamageUpgrade_Bsc";
ItemLootTable[11]="FreeKillUpgrade_Bsc";
ItemLootTable[12]="FreeFireUpgrade_Bsc";
;misc
ItemLootTable[13]="BattleScanner";
ItemLootTable[14]="NanofiberVest";
ItemLootTable[15]="PlatedVest";
ItemLootTable[16]="MindShield";
;RARE ITEM LOOT
;----------------------
;pcs
RareItemLootTable[0]="RarePCSConditioning";
RareItemLootTable[1]="EpicPCSConditioning";
RareItemLootTable[2]="RarePCSSpeed";
RareItemLootTable[3]="EpicPCSSpeed";
RareItemLootTable[4]="RarePCSFocus";
RareItemLootTable[5]="EpicPCSFocus";
RareItemLootTable[6]="RarePCSPerception";
RareItemLootTable[7]="EpicPCSPerception";
RareItemLootTable[8]="RarePCSAgility";
RareItemLootTable[9]="EpicPCSAgility";
;weapon upgrades
RareItemLootTable[10]="AimUpgrade_Adv";
RareItemLootTable[11]="AimUpgrade_Sup";
RareItemLootTable[12]="CritUpgrade_Adv";
RareItemLootTable[13]="CritUpgrade_Sup";
RareItemLootTable[14]="ClipSizeUpgrade_Adv";
RareItemLootTable[15]="ClipSizeUpgrade_Sup";
RareItemLootTable[16]="ReloadUpgrade_Adv";
RareItemLootTable[17]="ReloadUpgrade_Sup";
RareItemLootTable[18]="MissDamageUpgrade_Adv";
RareItemLootTable[19]="MissDamageUpgrade_Sup";
RareItemLootTable[20]="FreeFireUpgrade_Adv";
RareItemLootTable[21]="FreeFireUpgrade_Sup";
RareItemLootTable[22]="FreeKillUpgrade_Adv";
RareItemLootTable[23]="FreeKillUpgrade_Sup";
;misc
RareItemLootTable[24]="HazmatVest";
RareItemLootTable[25]="StasisVest";
RareItemLootTable[26]="Hellweave";
RareItemLootTable[27]="MimicBeacon";
;PERCENT CHANCE TO GET ITEM LOOT
ChanceForItemLoot=20
ChanceForRareItemLoot=5
;ENABLE TERROR MISSION REWARD
GiveTerrorRewardFlag=Y
BaseTerrorRewardChance=20;
Maybe a separate loot table for evacuated missions? One that excludes big items and maybe even uses a different pool of flavor text.