0 of 0

File information

Last updated

Original upload

Created by

Eumeta

Uploaded by

mjthefirst

Virus scan

Safe to use

Mod articles

  • How the config and MCM menu works

    The only REL_SE file meant for configuration is REL_SE_Config.txt, if you don't use MCM. All other files are meant to be read and written by the script only.
    Check the Documentation tab for the latest version of the config file. Either copy paste it to your config, or delete your current one, a new config will be made once a save is loaded.

    Below is the explainations of what each configurable variables in the config file do:
    *all rates assume you have given the value in percentage, so cosmetic=50 means it's 50/50 to drop, you can add decimals into them, maximum is 15, more can be added but the script round them to 15th anyway.

    Dicesize / Dice size : determine the maximum number randomly generated, it's always between 1 and Dicesize. This number is used t...

  • How the mod works

    This mod requires Paramonov95's REL v3 and Rilissimo's REL generator to function.
    Why REL ? Technically it can be run with the generator alone, but it can't delete pre-generated items from containers in vanilla or in the integrated mods, and REL does that. Plus, the unique tag added by the generator into REL.pak help with a mod setup where you want some items randomised (unique) and some guaranteed (usually non-unique)
    Why generator ? The mod requires data only the generator can output at the time you press the 'Generate' button, it will not work without.

    Note that it doesn't alter REL's treasuretable drop chance of any item/container. So using REL with or without REL_SE is essentially the same in functionality. What it does is to take half (by default) of all the i...

  • MATH TIME

    OK, this page is for math nerds like myself.
    When we made REL_SE, we realised there must be a default rate setting to provide an average mod user the sense of progression without overwhelming them with excessive or dirt-poor loots. Here's how we cooked up those numbers:
    *At the time of writing this i didn't know the wiki has a gear locator page, i'll see if that changes the calculations

    Assumptions:
    + By the end of act 1, after 100% everything, the player has a 4-member party with fully decked gear setup, that means ~ 44 total unique items (11 per person, with both weapon slots taking 3 as average of 2 for 2 2H weapon and 4 1H dual wielding)
    + 4 items with each equipment slot for 8 slots (4 people), 12 (8-16) weapons  (32+12=44)
    + The player can o...