Destroying a crate will award all gear / appearances / runes / decor/ codex entries / mementos in the game. Optional files also include materials, stat increases, faction strength, companion approval, Altars (Evanuris and Fen'Harel) , and max level xp! May require you to destroy more than one crate to get all items and rarities, so go on a rampage!
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File credits
Frosty Mod Manager Team for making modding possible in the first place!
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Changelogs
Version 1.3wolf
As the statues only grant a skill point if unlocked in the region they exist in, the unlocks have been split up for each region, meaning you must travel to each region to unlock all statues.
The crossroads statues would cause a bug with the "Regrets of the Dread Wolf" quest if unlocked with this method, so the 5 crossroads statues are not included with this mod.
See the "Crates Max Companion Approval" image on the mod page for an example of crates in each region.
Version 1.3safewolf
Same as the main version of the mod, except one statue is removed from Dock Town (Behind the Chantry). You need to manually activate this statue to make a bridge appear.
If you are willing to use the "No Teleport While Falling" mod by Gabett, this version is not needed. Otherwise, use this safe version to make the bridge appear.
Version 1.3safememento
Removed the "Shifting Map" memento from Dock Town, which is needed to be picked up to remove a barrier. While not essential (as you can still fast travel out), it is removed from this safe version of the mod.
Version 1.3rune
Duplicate runes should no longer drop. Also, Mod has been merged from 3 classes into 1.
By using conditionals in the mod, I can check the players class to see which runes they should be awarded. Also, I can check to make sure that the rune DOESN'T already exist in the inventory before awarding it. That way, you should get no duplicate runes from crates with this version.
Version 1.3companion
Destroying a crate will max out ONE companions approval at a time, based on the region that you are in. See the "Images" tab for an example of crates in that region.
Harding: The Crossroads Neve: Dock Town Bellara: Arlathan Forest Lucanis: Treviso Davrin: Hossberg Wetlands Emmrich: Grand Necropolis Taash: Rivain Coast
Version 1.3codex
Reexported the mod for the most recent patch. Optimized the code slightly to improve the chances of the mod working for later game saves.
Version 1.3altar
Destroying a crate will unlock all of the Evanuris Altars in the region that you are in.
Only one region at a time will unlock. To get all altars, you must travel to all 5 regions and destroy one crate in each. See the "Crates Max Companion Approval" picture on the mod page for an example of a crate in each region. There are no altars in Treviso or The Grand Necropolis.
The Crossroads: 4 Altars Dock Town: 1 Altar Arlathan Forest: 4 Altars Hossberg Wetlands: 2 Altars Rivain Coast: 3 Altars
Version 1.3a
Missing Appearances for Hawke/Champion armor added to the list. All armors and majority of weapons have been migrated over to a "collectibles" unlock, rather than a "partsappearance" item unlock: This is more similar to how the base game handles unlocks and should be a lot more stable.
Version 1.3.1
Slight tweak to the loot table which *should* fix the gear not dropping for some people.
Version 1.3
Main file is merged into one for all classes. Thanks to conditionals in Frosty Editor, only the gear appropriate to your class should be added to your inventory. Same benefits as the "appearance only" mod apply to this version as well.
Also, fixed an issue which prevented late game saves and saves which had used the mod before from reusing another version of the mod later on. This issue was likely due to a hidden levelled list overriding this mod. I have overridden more lists with this loot table to overcome this. NOTE: This might not work for some saves. I have tested on saves given to me. I will keep testing to see if any more needs to be done for other saves.
Version 1.2a
Multiple Missing appearances added.
Version 1.2
Main file split into 3: One for each class. This should reduce the amount of useless items dropped and decrease pop-up spam. Multiple Missing appearances added.
Version 1.1memento
Added all mementos in the game. Using this method, only a handful will give power. To bypass this I increased the amount given for all to 10000, so that the few that do work will max your Caretaker level out.
Version 1.1decor
Added the class/race/background specific decorations to the mod, which now brings the appearances showing up in the menu to 100%
Version 1.1a
Multiple missing appearances have been added. Loot table has been tweaked slightly, hopefully leading to increased compatibility for more people.
Version 1.1.2
Temporary upload of next version of the mod. Will update again with missing appearances tomorrow. New mod is split into 3 classes to prevent "useless" items from being added to inventory.
Version 1.1.1a
Added Missing appearances for the weapons on the rogue class.
Version 1.1.1
Added Missing appearances for the weapons on the rogue class.
Version 1.1
Multiple missing appearances have been added. Loot table has been tweaked slightly, hopefully leading to increased compatibility for more people.
Version 1.0decor
Additional missing items were added to the list.
Version 1.0
I found a quicker way of merging lists so that they trigger at the same time, rather than competing with each other. This should speed up how quickly you can unlock the items.
Version 0.9
This version has all items in one list, rather than each in its own category. This means that you can get all rarities after destroying only a few crates, rather than destroying dozens.
OLD VERSIONS ARE AVAILALBE IN THE "OLD FILES" SECTION IF YOU CAN'T GET THE CURRENT 1.3 VERSION TO WORK.
REMEMBER TO UNINSTALL THE FILE AFTER USE TO RESTORE THE ORIGINAL LOOT TABLE FOR DESTRUCTIBLES.
Mod currently contains options for:
>All Gear and Appearances (Including companions) >Appearances on their own (No Gear) (NEW)>All Runes - (Now Duplicate runes shouldn't drop from crates!) >Lighthouse Decor and Themes >Codex Entries >Mementos (All mementos with optional "Safe" version with quest related ones removed) >Crafting Materials *>Every crate gives +1% to Attack, Defence, and Resistances, +25 to Health* >Faction Strength (3000 per crate) >Crates give enough xp for max level (NEW)>Max Companion approval, based on the region that you destroy the crate in (NEW)>All Evanuris (+100hp) Altars (NEW)>Fen'Harel Altars (All except 5 in Crossroads, as these are tied to a quest)
*Currently affected by a base game bug where the stat boosts can disappear after a while. We will have to see if Bioware fix this in a future patch.
Mod still in development: Now that all of the obvious collectibles are now added I am mainly working on filling in any items that are reported missing, and potentially reworking the rune mod to reduce the amount of duplicates. Other "items", such as the Wolf Statuettes, will be tested at some point to see if those can safely be added.
I previously tried adding gear to vendors, which didn't work out as the gear was visible but not purchasable. I then found a debug table in frosty editor which contains rolls for all gear. A mod by Padme4000 gave me the idea to manipulate the roll of destructible objects, as it is an easily repeatable process.
Currently working on:
All gear to drop at max rarity *and rank 10*, using a "catch-up" script that act 3 chests use. This would streamline the mod so that you only need to break one crate. Could take a while to find all the relevant data and copy it across, so not expected any time soon™. *Will probably wait until the next patch before finishing the version, so that I can make sure it is compatible before I spend hours copying the list across. *Not working in testing. The game seems to override the value with whatever your caretaker rank is, regardless of what I set value as.
If I can make runes only drop once, I will eventually test an "all-in-one" version of the mod, with all of the items together (Gear, appearances, runes, decor, mementos, codex).* May be difficult. There seems to be a max amount of items that can drop in one go. Will look into it at a later date.
In the process of changing the appearance unlocks to use the "collectibles" system. The previous version used "partappearances" items, which were added like a normal item. These were enough to trigger the game to unlock the appearnce.
New method unlocks appearances directly. This is much more similar to how the base game works, and should be slightly more stable.
Potentially fixed an issue which caused the mod to not work on late game save, or on saves which had previously used the mod before.
-Fen'Harel statues are being tested. So far they work (count as collected on the map), however they only grant the skill point if you use the mod in the area/map where the statue is (5 skill points in crossroads, 2 in Minrathous etc...) so mod will have to be split into 6. Will keep testing to make sure it is safe to use.*Might take a week or so as I have to test compatability on my own save file for the "Solas memory" quests. If you have a save before or during the Regrets of the Dread Wolf quest that does not currently have more than 6 statues, please send it to me and I can test sooner™.
Statues have been tested. They gave a skill point, and counted as complete on the map. Unfortunately they did not count for quest completion for the "secret ending quest". To avoid soft locking anyone's save, I'll avoid posting the statue mod until further testing. Thanks to xcrstfallenstrx for providing a save file for the quest!
Potentially making runes only drop once. I am experimenting with "Conditional" tags in the editor, such as checking if an item already exist in your inventory before granting it (Might take a while as I need to copy all of my old data across). Also testing to see if I can check for player class so that I can release only 1 mod instead of 3.
-Streamlined Main mod, with a version for each class. This will massively reduce the number of "useless" items that drop, reducing the number of pop-ups. Might fix issues for some late game players who can't get mod to work. *Also with last 3 missing shield appearances.
-Reworked the rune mod: Removed duplicates of endgame rune, split file into 3 (one for each class).
-Found Missing appearances for multiple items. If you notice any missing appearances (other than the N7 and Hawke ones) please post about it so that I can add them.
If possible, setting runes to unique so that only one of each will drop. Unfortunately not possible, at least with current understanding of how the blueprints in Frosty Work.
Now looking at codex entries. Might be possible, but could be difficult.
Update: I found a debug entry that, when used, got me up to 46% of codex completion. Unfortunately, this looks like the last debug entry that I can use in this way.
I will now have to search through the files and create my own debug list and add the rest of the codex entries to it. The same is true for caretaker mementos. Looking at adding mementos. Found 60 so far, still have more to find. Harder than I thought. Mementos don't work like decor/codex or items, but somewhere in-between. Will keep looking for a solution.
-Found method to add caretaker mementos. You get the memento and codex entry, but don't get the power (I will work on a solution). It will take some time to copy all 180+ across to the file.
You must use the latest version of the Frosty Mod Manager. Please make sure to extract the .fbmod from the archive if you are running into problems with installation.
This guide by PinkyDude should help with setting the mod manager up.
If you notice any missing items, please feel free to post in the comments or submit a bug report, and I will attempt to find the itemID and add it to the list.