I rebalanced the loot and loot table as a personal use modification, but thought why not share it for other likeminded players. A simple modification that adjusts value and respective loot chance of items to hopefully correct the ridiculous abundance of high-value loot in ERAS mod. So far Only Jewellery, Weapons, Pistols have been tweaked.
End result is that you will no longer find hundreds of thousands of gold worth of loot each dungeon run or in general loot. The high-end valuables, especially Jewellery are still relatively valuable but are far less common. You will still find a decent amount of middling items of middling worth.
In the base mod you can reliably walk out from a single generic dungeon with over a million worth of loot. In this mini-mod, expect a typical yield of about 15-50k depending on chance of course. It's still profitable and a worthwhile endeavour to run dungeons, but unlike base ERAS you will not make end-game gold simply by doing a handful of low level dungeons. You should be able to make enough in loot to sustain a few hundred crew on your ships with regular visits to the brothel as well as stocking of potions. But not much beyond that unless you get insanely lucky.
I've only made a single passes over items so its likely not perfect yet. But it feels so much better in my tests so far.
You will need to re-initialize items for an existing game/save. Currently the only way I know of doing that is to toggle the following in OnLoadReinit.c:
bool bInitItems = true;
(You want to save after toggling, then exit and restore the default value >false)
End result is that you will no longer find hundreds of thousands of gold worth of loot each dungeon run or in general loot. The high-end valuables, especially Jewellery are still relatively valuable but are far less common. You will still find a decent amount of middling items of middling worth.
In the base mod you can reliably walk out from a single generic dungeon with over a million worth of loot. In this mini-mod, expect a typical yield of about 15-50k depending on chance of course. It's still profitable and a worthwhile endeavour to run dungeons, but unlike base ERAS you will not make end-game gold simply by doing a handful of low level dungeons. You should be able to make enough in loot to sustain a few hundred crew on your ships with regular visits to the brothel as well as stocking of potions. But not much beyond that unless you get insanely lucky.
I've only made a single passes over items so its likely not perfect yet. But it feels so much better in my tests so far.
You will need to re-initialize items for an existing game/save. Currently the only way I know of doing that is to toggle the following in OnLoadReinit.c:
bool bInitItems = true;
(You want to save after toggling, then exit and restore the default value >false)