About this mod
Adjusts how items look in the overworld so that you don't get trolled as much by really bad items set to display as Rare and Legendary.
- Requirements
- Permissions and credits
This is meant to be used with the Item and Enemy Randomizer, though you could use it on its own if you really wanted to I guess. The changes are made with the randomizer in mind, making sure all the items you could need to unlock meaningful progress are at least Rare (most already were except for the Sewer-Gaol Key), so as to help you not miss those things. In addition items that have very low utility as far as beating the randomizer have had their Rarity turned down, usually all the way down, for example all of the multiplayer items.
Weapons and Armour haven't been touched, mostly because I am attempting to maintain the sense of randomness and difficulty of the randomizer. Setting it so that key items are legendary and everything else isn't for example would make it a bit easier to get through the randomizer, and I didn't want to do that. This mod exists because I personally have been trolled by Legendary Gloveworts too many times.
For reference the 4 rarities of items are in increasing order: Default, Common, Rare, and Legendary. The different rarities render in game as follows:




Note that it seems that specific item locations can set a rarity that is used instead of the rarity of the item. The data shows 9 of these item locations in total but I don't know if those are all actually placed somewhere in the world. There are also a few item pickups like the Small Golden Effigy on top of the summoning statues that have their displayed rarity adjusted by some hidden means I'm not yet aware of, but this seems to also be a small set of items.
I also haven't touched the gestures because even though they are in the list of items, you don't can't pick them up the same way as items (though there are a small number that use interactable objects disguised as items to make it seem like you can).
Summary of Changes
The full list of changes is included in the edits.tsv file in the mod.
The following categories of items have had every item in them set to Default rarity:
- Crafting Materials
- Notes and Letters (excepting those that are actually key items)
- Spirit Ashes
- Gloveworts
- Glovewort Bell Bearings
- Multiplayer Items
- Prattling Pates
In addition the following key items also have their rarity set to Default as they don't actually unlock anything. See the notes in edits.tsv if any of these are surprising.
- Chrysalids' Memento
- Black Knifeprint
- Beast Eye
- Celestial Dew
- Igon's Furled Finger
- Tonic of Forgetfulness
- Irina's Letter
- Lord of Blood's Favor (White version)
The following Legendary items have been bumped down to Rare because lets be serious now:
- Regal Omen Bairn
- Blessing of Marika
Most consumables and greases that were previously Common have been set to Default for consistency. Though anything that was actually useful was left unchanged.
The Bewitching Branch was buffed up a level to Rare, as there are only two drops of them and it has enormous utility, especially in the randomizer.
The following key items got a bump up to Rare because they unlock something.
- Rusty Key
- Rya's Necklace
- Sewer-Gaol Key
- Sewing Needle
All multiplayer items have had their rarity set to Default except for the one that appears in the very first room of the game, because you do have to pick that up.
Installation
For use with the randomizer simply unpack the mod folder wherever you want then pick the regulation.bin file included for the "Merge other mod" option in the randomizer.
So if you are using the Fog Gate Randomizer as well you will have the three mods set up referencing each other like so:
Randomizer Item Quality Adjuster <- Item and Enemy Randomizer <- Fog Gate Randomizer
Mod Compatibility
This mod edits the game params, which end up in regulation.bin, so it is unlikely that it will work with any other mod that has a regulation.bin file except those like the randomizer where you have an application that takes a regulation.bin and modifies it to generate a new one.
Every other kind of mod probably won't be impacted though
Merging
If you want to combine this mod with another one with a regulation.bin you can however break out Smithbox and make your own merged mod out of them pretty quickly.
If you open the folder for this mod in Smithbox you can go into the ParamEditor, select "Common > EquipParamGoods" in the left bar then use the following to output a CSV file with all of the changes from this mod.
Data > Export CSV > modified rows > Export to file... > Export specific field > rarity
Then if you open the other mod you want to merge with in Smithbox you can select the same param and use the matching import to load in the CSV. After you import the CSV you can simply save the modified parameters from the File menu and you will have created a merged mod.