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alex-c-i

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icalexci

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37 comments

  1. CaesarMachado
    CaesarMachado
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    How do I install this loot filter?
  2. CrisHealing
    CrisHealing
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    hi, very useful mod thank you. Quick question: why is it not possible to do this with amulets and rings?
  3. sh3riff
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    Would be interesting but why disabling unique and set items and not able to disable common or rare items?
  4. djzephy
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    I also wanted to ask, is there a way to reduce how often gold drops, but increase the amount? Is it possible to make a mod that, for example, makes gold drop 99% less often, but be 100x the amount? Thanks.
    1. icalexci
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      I believe it could be possible to achieve this because gold drop supports a multiplier, for example:

      Andy N -> "gld,mul=1280"
      Andy NM -> "gld,mul=1536"
      Andy H -> "gld,mul=2048"

      How exactly the parameter value is taken into account in a formula I am not yet aware but I'm sure it's public information at this point.

      As for making gold drop x% less often that I think might involve quite a bit of maths for adjusting the drop odds for absolutly every single thing that drops, for example:

      Andy N can drop the following: "No drop" (19), "gld,mul=1280" (11), "Act 2 Equip A" (19), "Act 2 Junk" (15), "Act 2 Good (3)"
      So Andy can drop 'nothing' (aka noDrop), gold, or something from a TC (treasure class). TC themselves can pick noDrop, reference another lower treasure class (making them recursive) or an auto TC (the ones that actually contain D2 items).

      So Andy N seems to drop gold with a probability of 11 (gold's chance) / the sum of all chances (19 + 11 + 19 + 15 + 3) = 16.4%.
      However thats not quite the end of the story because if one of the other TC is selected then that one may have gold drops itself or may reference other TCs that can also drop gold. And as a side note of course if the gold selected is not the main one from Andy, but rather from one of its available TCs, then it will likely have no multiplier for the gold value.

      When I will have the time I can play around with the concept and see what I can achieve but I think many people will not be very excited about the need to adjust all the drop odds in a somewhat deep way in order to simply change gold drops.

      On top of that there is also a Gold TC that seems to have no reference in any other modifiable TCs so it must be used somewhere in the code, in fact it's the first line in the TC file and it is explicitly stated that it should not be moved or removed, so the game might crash if we modify it but we will see if that will be the case.
      The more important problem is that if this Gold TC is referenced in code than there might be some drop odds computed in code as well for it and therefore we will not be able to modify its drops.
    2. qd0t
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      hello,

      "How exactly the parameter value is taken into account in a formula I am not yet aware but I'm sure it's public
      information at this point."

      from my tests it seems like:

      1280 -  5x
      1536 - 6x (with exceptions)
      2048 - 8x
      3072  - 12x

      if you go below 1280 there is some weird behaviour that i wouldn't rely on. and personally i use 5x so i can't guarantee the higher amount accuracy.

      "As for making gold drop x% less often that I think might involve quite a
      bit of maths for adjusting the drop odds for absolutly every single
      thing that drops"

      you are overthinking this. just make a new TC with odds 8 No Drop and 2 for
      prob1 and you got P=0.2, with 5x (1280) you get the same amount of gold
      on avrg. i use it in my personal mod.

      also when i was calibrating my mod (few years ago) i remember there was a statistic difference between putting the values form Prob# into NoDrop. this game is coded very bizarrely (huehue), and while i can't recall the details there is a difference between the two.

      -cheers
  5. Caedendi
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    Hey dude, D2RMM v1.6.x has just been released and now has sub-section support! Some ideas to improve the settings menu:
    - create top-level sections for Misc, Armor and Weapons
    - create a section for Class-specific Items
    - create sub-sections for each item quality (Normal, Exceptional, Elite) in most equipment sections, except for small collections like like circlets, throwing, etc
  6. djzephy
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    Hello! First of all thanks for making this mod! It makes things way easier when trying to complete a holy grail. Reducing all the clutter makes the game much more enjoyable. 

    However, I'm having an issue with direct mode. I'm running the game in direct mode to reduce loading times. I know there is an option in d2rmm settings to have it work with direct mode, which I enabled. All my other mods (except light pillars expanded) are working perfectly, but this one doesn't work. None of the items are being filtered out. 

    Is this a known issue? Any idea about how I could fix this or find a workaround? I think, for now, I'll just go back to NOT using direct mode, since this mod is a game changer. Thanks!
    1. icalexci
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      Hello and thanks for your kind words!

      While I was aware of what direct mode is and I was also aware its meant to be supported with D2RMM I never tried it myself.
      I will make a few tests and come back with some feedback but it might be a week or two if I can't manage to squeeze it in in the next 2 days.
    2. djzephy
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      Thanks!!
  7. Caedendi
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    Sparkly chests still drop potions and gold, for instance the one in The Pit lvl 2 and Tal Rasha's Tombs.
    1. icalexci
      icalexci
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      Yeah I did notice that but I just didnt get around to learn how they drop loot yet, I can only assume it's somehow done outside of the treasureclassEx. I'll try to have a look this weekend but no promises just yet.
    2. icalexci
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      According to some threads from the phrozen keep modding forums sparkly chests have their drops computed in code only therefore they cannot be altered by soft mods. I will add a note for them when I will release a new version.
    3. Caedendi
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      And superchests should be the same then I guess. So if they're fully computed in code only and not influenced by the txt files at all, we don't have to worry that their patterns change either, like for Lower Kurast superchest rune hunting.
    4. icalexci
      icalexci
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      Well not quite. The thing is all chests do use TCs and in a way they drop items from TCs just like monsters do, however sparkly chests have a special algorithm to pick TCs and a sort of 'fallback' if they do not drop anything to instead spit out normal items like potions and gold.

      Regular chests drop very similar to how monsters drop items and as for super chests I am not 100% sure, according to the internet knowledge they are meant to have a fixed numbers of drop combinations, 2^16-2 to be exact,  so in a way they do have a special algorith too.
      However from my testing in LK this mod seems to affect super chests just like it does regular chests and monsters so in the end they seem to do drop from TCs even though somehow they are also meant to be restricted to a fixed number of combinations of drops. 

      So I'd say there is a bit of a knowledge gap for superchests on my side but since the TCs themselves are not meant to be altered, except for making some items have a 0% drop chance and increasing noDrop with the removed items chances, I for one would not worry about superchests not working properly. I might do an LK session 'just for fun' :) 
  8. Erolhtaed
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    Does this mod change terror zones drop rates in any way?
    Running tz Hell Andy and wondering if the chances of TC87 dropping alters when I remove health and mana pots.

    The reason I'm asking is because I can get the same drops from Andariel like 6 times in a row. Then it is a bit random and then I get back to back the same few drops for a few runs. It's like I get the same drops for a few runs and then it switches for a pair of new items.
    1. icalexci
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      This mod does not work differently for terror zones vs non terror zones.

      Each monster, based on its level, has a chance to drop base items of different qualities (aka treasure classes) and also a chance to not drop anything (aka noDrop).
      Each treasure class can itself have chances to drop either items or chances to recursively select lower treasure classes or again a chance to not drop anything.

      What the mod does is take the drop chance of an item you select to be removed and moves it to noDrop in all treasure classes that can drop that item.

      When a zone is terrorized the only thing that happens is that monsters are given a higher treasure class. Those higher treasure classes themselves are also altered by this mod in the same way, if they can select item X to drop and you removed item X then those terrorized treasure classes will have a higher chance to not drop anything because they can no longer drop item X.

      Please note that item quality (unique, set, rare and magical) is selected after the item base is selected and this mod does not touch item quality odds at all. So even if there might be a bug in what I did for base item selection I dont think there is any interaction that would lead to what you are describing, it's certainly not something that I see and I play a few hours most days since I published the mod.

      Please also check the questions I left for nicoc77 below and please give more specific feedback to make sure that I can check if there is indeed a bug.
    2. Erolhtaed
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      Thank you for the reply. I fixed it and it had nothing to do with your mod :)
      I removed my saved map seed from commands, rerolled a new map and haven't experienced the same thing since.
    3. icalexci
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      I'm glad we figured it out.

      Also as far as I know you can use a seed to get a map you like and then exit the game, remove the seed and start it again. By doing this you will keep the map but since the seed won't be set the drops should be natural. If someone has more knowledge on the topic please correct me.
  9. tetraknightus
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    Hail friends. Stay a while and listen...

    This mod seems really amazing. Is it possible to run this mod without getting ban hammered by blizzard? Seems like it might be against tos, but I'm new to these types of things and I'd really appreciate the game play around this mod.

    Cheers.
    1. icalexci
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      I'm afraid I have no expertise on running mods online or a perfectly clear understanding of the tos.

      But a clear argument can be made that if this even works online than you get a clear advantage over other players therefore I am pretty sure you will get banned. And my first guess is that it won't work online anyway because the odds for item bases must surely be kept server side and not be taken from your local files.

      I suspect in a few years D2R will be opened up for more powerful  mods and tools and we may get 3rd party tools for true item filters that will be silently ignored by Blizzard. Or maybe it's all just wishful thinking on my part :)
  10. nicoc77
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    Hi this is an amazing mod, thank you! This maybe just RNG but I disabled the majority of Body Armor with your mod beside the usefull ones like Serpentskin Armor, Mage Plate, Dusk Shroud, Archon Plate, Laquered Plate and Sacred Armor, now I'm farming Meph and got like 10 Vipermagi, I don't know if this is something to do with the mod or just luck.

    edit: same thing with Shako, got like 5 of them.
    1. icalexci
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      This does sound way way too fishy but its worth looking into.
      As far as I understand the mechanisms of the game, and most importantly the item generation algorithm, your result should not be obtainable at all using this mod. I played many many hours before releasing the mod to make sure everything is stable and the drop chances are not altered. You may get lucky and have the bases you want drop more but the chances of getting unique / set / rare / magic items are not touched.I think its unlikely you get double lucky and get both the bases you want and the item quality too but please answer the questions below first.

      How many runs did you do to get 10 vipermagi ?
      How many runs did you do to get 5 shakos ?

      Are you playing on p1 or something else ?

      Was Mephisto terrorized ?

      Were you using at least one sunder charm ? (I ask because I just started using one and it seems like I get a bit more uniques than I used to - could very well be due to RNG - nothing even close to what you are describing though)

      Are you using any other mods ?

      Are you using a seed ?

      On most runs do you even get any items from Meph with your configuration ?
      Bosses have 7 'picks' but can drop at most 6 items. However onece you remove an item its chances are moved to no drop therefore its unlikely to get many items per boss kill if you only keep very few of them enabled.

      Can you share your 'Diablo II Resurrected\mods\D2RMM\D2RMM.mpq\data\global\excel\treasureClassEx.txt' in a paste bin link or whatever you prefer ?