Just tired the non lucky version in my new play through this morning. Works fine for me and my game is up to date so it should work for you too. Cheers friend ❤
Just wondering if this mod can be safely uninstalled midgame? To be clear, I haven't used it yet, just curious because there were no description about uninstalling.
I think it can, I still have it running with the ancient armory/weaponry/jewelry/cloaks mod. For load order, I have No empty chest first, followed by the ancient packs, and REL last. Note that I am using the 'relaxed' version that only adds new equipment to vendors, if you use the full version, I am not sure if this mod would still work since it alters loot tables globally and may override this mod. Seems to work anyways as I still am getting decent drops of potions, scrolls, gold, etc in chests and the like.
I love this mod. I wish there was also an easy way to add more herbs / ingredients / rocks you could just pick up from the floor like in the act 1 forest, it's so silly to approach a lucious patch of herbs and only 1 ingredient is actually lootable... and as others have said, it would be nice if instead of rarity generic items tables we had some sort of "themed tables" so we could expect loot that actually made sense, like stacks of books or desks actually containing books, quills and scrolls rather than cheese wheels and rotten eggs... i remember when i found my first intellect devourer with actual lootable cerebellum i was so happy, i thought so far i had just be unlucky with the chance for it to spawn, but it seems it's only ever in the same exact one and nowhere else to be found. i hope some kind modder can one day add loot tables with context, i likec that all the books in the crypt were mostly death/undead themed for example, it gives flavor. i wonder how hard they would be to make. and maybe some random encounters after long resting could popup in areas you already explored just to add some more immersion and something to do in between big boss fights. i rarely use the fast travel option for fear it would advance some quests, and the places you already explored feel so empty and lonely (and it's also pretty silly that the corpses would stay there indefinitely, lol... the uncivilized goblins i understand, but the guys at the grove should either hide the corpses from the first encounter, or accept they'll start attracting scavengers after 3 days, like hyenas and possibly other goblins or just rats and stinky clouds, ew!). but i'm guessing those are far more difficult to mod in, as they aren't in a container with a precise location. I also really liked that in the base game you could just encounter some animals and tell them to meet you at camp or become their new owner after a quest, i wish it was also possible to befriend the addled frog and nessa and similar creatures in the same way, if you help them, rather than just spawning stuff with cheats in a very un-immersive way. i love that this mod adds stuff for you to do in the world and not just to the tutorial chest. wish more mods worked like that.
I'm still getting a LOT of empties... I'd say... 80% of containers are empty... I find some areas where this mod seems to work properly, but most places it doesn't seem to proc. Any reason?
Does this add loot to empty bookshelves? Is the loot relevant to the container or is it just going to be shirts and swords appearing in alchemy containers and bookshelves?
I've been using the Lucky version and finding all kinds of different things inside bookshelves and stacks and rows of books. No idea about the regular version.
69 comments
10/10
Would loot again.
anakin- 😐
right?
I feel even in base mod drops are too good.