"/players 1" means no changes to drop rates. The "Fix Countess" setting is independent of that and won't be affected (though with "/players 1", it'll have very little effect.)
Hi, thanks for all your mods! Just wondering if "fix countess" option decreases the chance of "key of terror" drop given that she prefers to drop runes now?
I cannot select Sunder Charms option to 0. I want to get sunder charm guaranteed. But, If I write Sunder Charms option 0, and install mods, it turns back to 1.
If it is impossible to make Sunder Charms option 0, What is the best option to get Sunder Charms?
I figured out how to get guaranteed Sunder charm Just using v1.2 of this mods, and /players 0 option was the solution I don't get Sunder Charms from every monster, but from every unique and champion monster in TZ. I can save a lot of time. Thanks for leaving the previous version.
Reading one of the other posts on here I saw you mention non floating point numbers such as /players 4.5. Does this do anything below the first normal players threshold that would normally make a drop difference (players 3)? Like... if I set my mod to /players 2.5 does it do nothing at all? Or just a little less than players 3 normally would?
If you specify an integer, the mod will do its best to simulate the behavior of /players (so, drop rates would only increase on odd numbers).
If you specify a floating point number, the mod will use a smooth interpolation curve instead (e.g. "2.0" will be half way between /players 1 and /players 3, and "2.5" will be 75% of the way from /players 1 to /players 3).
Since both mods change the same NoDrop column, what happens depends on your mod load order.
My guess is: - If this mod is first, then everything that pseudo loot filter doesn't filter out is guaranteed to drop. - If this mod is last, then pseudo loot filter wouldn't work at all.
Did some field test :D My set up is players 0 in mod and players 8 in game, filtered out a lot of stuff in pseudo loot filter, pit run.
As far as I can tell, the result is more or less the same, regardless of load order. It seems this mod is just not working when having pseudo loot filter present, because I am still getting a lot of Nodrops. Pseudo, on the other hand, works normally.
But I have a feeling that the result is a little different than having only pseudo loot filter, the drop chance of items that pseudo doesn't filter out may be a bit higher, but I am not sure, limited test case.
Anyway, thank you for your reply and your awesome mods!
Hi. Thank you for your hard works. Just wondering if I set to 'players 1' in D2RMM and set to 'players 8' in game, what am I playing? What is actually stronger command to control the game? Is it going to be like...drop rate as 1 player but difficulty as 8 players? or drop rate will also change to players 8?
for example, so, if I set 'players 4' in d2rmm, is it going to be drop rate as 4 players, no matter I change number of players in the game?
and can you please tell me how to disable this funtion? to be honest, it is great but i just need 'Fix Countess' lol.
/players 1 in the mod is the same as not having the mod installed.
The /players command in game will work as normal. If your mod is set to /players 4, then the base chance for you to get drops is the same as if your game had /players 4. If you game also has /players 4, that further increases the drop chance.
If the mod has /players 0, then the nodrop is already as low as possible (0), so the in-game /players command will have no further effect on drop rates.
1. D2 only affects drop rates at odd numbers of players (/players 1/3/5/7/etc...). The mod follows this behavior as well (unless you use a floating point number such as /players 4.5 in which case the mod would use a smoother interpolation than vanilla D2).
2. Applying the /players modification to NoDrop rate twice isn't quite the same thing as applying it once with a higher value. /players 3 + /players 3 is not quite the same thing as /players 6.
The math is pretty complex (you can check out the "treasureclassex.txt" section of this article for more details), so there's no easy way to understand it, but applying /players twice with half the value is more effective than applying it once.
For example, if there is a treasure class with total drop values of 100, and NoDrop value of 100 (so, 50% of the time, nothing drops), then: /players 1 gives you NoDrop = 100 /players 3 gives you NoDrop = 33 /players 5 gives you NoDrop = 14 /players 7 gives you NoDrop = 6 /players 3 + /players 3 gives you NoDrop = 6 (more than /players 5) /players 3 + /players 5 gives you NoDrop = 1 (more than /players 7)
57 comments
Is Players 0 messing with superchests somehow?
Player 0 for me drops too much loot so I have the mod set to 1.
Does this mess with the setting that says "Fix Countess"?
Just wondering if "fix countess" option decreases the chance of "key of terror" drop given that she prefers to drop runes now?
I want to get sunder charm guaranteed.
But, If I write Sunder Charms option 0, and install mods, it turns back to 1.
If it is impossible to make Sunder Charms option 0, What is the best option to get Sunder Charms?
I'll set 8 then. thx
Just using v1.2 of this mods, and /players 0 option was the solution
I don't get Sunder Charms from every monster, but from every unique and champion monster in TZ.
I can save a lot of time. Thanks for leaving the previous version.
If you specify an integer, the mod will do its best to simulate the behavior of /players (so, drop rates would only increase on odd numbers).
If you specify a floating point number, the mod will use a smooth interpolation curve instead (e.g. "2.0" will be half way between /players 1 and /players 3, and "2.5" will be 75% of the way from /players 1 to /players 3).
My guess is:
- If this mod is first, then everything that pseudo loot filter doesn't filter out is guaranteed to drop.
- If this mod is last, then pseudo loot filter wouldn't work at all.
As far as I can tell, the result is more or less the same, regardless of load order. It seems this mod is just not working when having pseudo loot filter present, because I am still getting a lot of Nodrops. Pseudo, on the other hand, works normally.
But I have a feeling that the result is a little different than having only pseudo loot filter, the drop chance of items that pseudo doesn't filter out may be a bit higher, but I am not sure, limited test case.
Anyway, thank you for your reply and your awesome mods!
Conflicts with this mod. After installation, additional enemies disappeared. I got very lonely
https://www.nexusmods.com/diablo2resurrected/mods/288?tab=description
https://www.nexusmods.com/diablo2resurrected/mods/184?tab=files
Fix countess is not working. (Only these two are in use.)
for example, so, if I set 'players 4' in d2rmm, is it going to be drop rate as 4 players, no matter I change number of players in the game?
and can you please tell me how to disable this funtion? to be honest, it is great but i just need 'Fix Countess' lol.
The /players command in game will work as normal. If your mod is set to /players 4, then the base chance for you to get drops is the same as if your game had /players 4. If you game also has /players 4, that further increases the drop chance.
If the mod has /players 0, then the nodrop is already as low as possible (0), so the in-game /players command will have no further effect on drop rates.
The Drop Chance will be at /player 8 and monster difficulty will be at /player 3?
There are two caveats:
1. D2 only affects drop rates at odd numbers of players (/players 1/3/5/7/etc...). The mod follows this behavior as well (unless you use a floating point number such as /players 4.5 in which case the mod would use a smoother interpolation than vanilla D2).
2. Applying the /players modification to NoDrop rate twice isn't quite the same thing as applying it once with a higher value. /players 3 + /players 3 is not quite the same thing as /players 6.
The math is pretty complex (you can check out the "treasureclassex.txt" section of this article for more details), so there's no easy way to understand it, but applying /players twice with half the value is more effective than applying it once.
For example, if there is a treasure class with total drop values of 100, and NoDrop value of 100 (so, 50% of the time, nothing drops), then:
/players 1 gives you NoDrop = 100
/players 3 gives you NoDrop = 33
/players 5 gives you NoDrop = 14
/players 7 gives you NoDrop = 6
/players 3 + /players 3 gives you NoDrop = 6 (more than /players 5)
/players 3 + /players 5 gives you NoDrop = 1 (more than /players 7)