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Paramonov

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Paramonov95

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About this mod

Truly unique mod that revolutionizes the way you play Baldur's Gate 3. Game becomes one that isn't boring to start playing over and over again, for you can always expect a unique start and progression that is driven by the ever-changing set of magical artifacts you obtain. There's nothing better than testing your skills as a tactician!

Requirements
Permissions and credits
Changelogs


What's the First Thing I Should Know?
  • This mod will allow you to randomize almost all sources of obtaining unique magical equipment of rarity above Uncommon.
  • If you just want to play with my 4 equipment mods(Ancient Collection), install REL Ancient and read no further.
  • This mod may be of interest to you because there are many great mods with equipment on nexus, but their authors place them in awkward places, or put them simply in the Tutorial Chest. With REL you can smoothly distribute even 2000 artifacts, balanced and clear. Just imagine how wide the variety of your runs will be, as they will truly become unique in terms of creating builds.
  • The main version(Full/Light) will require you to use a third-party app named REL Generator Tool, which will allow you to integrate any custom gear mods, and insert them into a random pool with deleting from Tutorial Chest and placing randomly around the world. REL is strictly about balance! No cheating, design follows the balance of vanilla clearly.
  • Using REL Generator Tool after Patch 7 has been complicated by the fact that the structure of the game has changed, and the author of the program is in no hurry to update it. However, you can download a script-fix in the optional files, using which you can fix Generator.
  • Mod order is very important with this mod! If something doesn't work for you, it is most likely due to the order you have set.
  • About 50 artifacts from the cut content are also contained in the REL loot lists by default!

Which Version Would I Like?
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- I just want to use your 4 mods without affecting vanilla loot and am strict about progression balance - REL Ancient.

REL Ancient
This version adds random loot on top of the regular loot lists without replacing them. The chance of items drops is overall moderate. You may not expect to get even half of all the items of my collection. It doesn't do anything other than that and can be used with anything.

- I want to just use your 4 mods, but I want to see more loot - REL Ancient (Busted).

REL Ancient (Busted)
This version is similar to the regular Ancient, but you get 12 random artifacts instead of 1 at the dead illithid on game start, and the drop chances are 2-3 times more generous overall. Based on my calculations, artifacts from my collection will be pouring in like a cornucopia.

- I want to use all sorts of different equipment mods to integrate them into a common pool, randomizing all the magic loot in the game. It doesn't matter to me if I get Ketheric armor not from Ketheric etc - REL Full.

REL Full
This is the most leading version. It requires the Generator Tool so you can insert absolutely any custom equipment into the common item pool. Full replaces absolutely (98%) all sources where you get vanilla magic loot, and adds a little bit on top where the original loot was not - using small chances so as not to break the economy. Pretty heavy on game file replacements and will probably conflict with a huge number of mods affecting loot, which of course won't cause any crashes or the like.

- I want to use all sorts of different equipment mods to integrate them into a common pool, randomizing all the magic loot in the game. The spirit of vanilla is important to me, and I'd rather not get items logically related to the story in a random crate - REL Light.

REL Light
Unlike Full, does not randomize quest rewards. Light also does not randomize a huge list of artifacts that can be considered important to the plot (for example, the ogre's headband, which gives him intelligence).

- I'd like to randomize just the merchant assortment and slightly get randomized custom loot on top of the regular one - REL Relaxed.

REL Relaxed (Deprecated)
A very old version that behaves almost like a modern REL Ancient, but with a bunch of other integrated mods (list below). I don't recommend using it because of its outdated concept.

- I would like to live like a normal person, but due to different OS, I can't run Generator Tool - REL 2.8 versions.

REL 2.8 versions (Deprecated)
Deprecated versions Full and Light, which can still be downloaded from the archive. This is the last patch that did not use Generator software to integrate mods - at that time I added about 500 artifacts manually(list below), in the following patches all this was cut out. This REL works out of the box, unlike v3+, but has many problems that I am no longer able to solve.


Compatibility and Load Order
Mods that change loot lists, for example Better Loot or some amateurish Random Treasure, should be placed ABOVE REL, so it doesn't inadvertently break anything in REL. All mods integrated by you(via Generator Tool), should be ABOVE REL also, or it won't be able to see them. If you want to save something in the Tutorial Chest or world loot lists, put the respective mod BELOW REL - so REL can't affect it.

An example of what the order looks like in BG3MM.
Since Patch 7, the game has introduced its own mod manager, which forcibly puts the mod order in alphabetical order! If you enter it, it will rearrange the order and you will break REL. To prevent this, you need to go into BG3MM and re-export the correct order to the game. I've heard there are simpler solutions, such as mods that extend the manager itself, but I'm not aware of it.

Figuring Out the Generator Tool
Using the main versions of REL(Full or Light), you need to use this software to integrate any gear mods into the loot lists. When you integrate any custom items, always check the slots an app has assigned to the items, even if they are my mods! Starting with Patch 7, Larian changed the modsettings.lsx structure, so when you try to use the REL Generator Tool, it will give you an error that REL is missing.

First make sure that REL Full or Light is actually present in the mod folder, then check that you have loaded REL in the mod order of the game. After that, use the instructions for the fix.

Redghost4 - How to solve the problem by hand
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The main issue is modSettings.lsx. This file is located in your AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public folder.
1. Make a backup copy of your current modSettings.lsx file and save it somewhere else. You will need it.
2. Open your actual modSettings.lsx with a text editor. You'll have to replace these words:
- all occurrences of "guid" with "FixedString".
- Replace "Mods" with "ModOrder".
- Replace "ModuleShortDesc" with "Module".
3. Open the Generator Tool - it should work now. Generate your REL and loot list files as normal.
4. After you've used it, go and restore your modSettings.lsx back to normal or your game won't load.


mjthefirst - The .bat solution
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1. Download the .bat script in the optional files, move it to the appropriate folder where modsettings.lsx lies, already configured by you in BG3MM and exported to the game.
2. Run the script - it will turn your mod order into Pre-Patch 7 version, thanks to which Generator Tool will be able to see your REL v3+(Full/Light) file.
3. Run Generator Tool, wait for it to generate a list of found artifacts to integrate.
4. Select all the artifacts you want to integrate into the random pool and which ones you want to put in the Tutorial Chest, check if the application has assigned the correct equipment slots and rarity to all items.
5. After successful integration, all necessary custom items have been injected into your REL.pak file! But you still need the included mods with equipment, because they contain visual and stat assets - place them above REL.
6. Run the .bat script again to reverse the modsettings.lsx changes. You can now play the game.
7. Don't forget that REL removes all items from Tutorial Chest by default, if you want to keep something and it is outside of REL integration - put such mods below REL.


Geek Info About REL
  • For integration, it is better to use mod versions that add as few items to the world loot lists as possible, as REL does not replace everything, but only those where magic loot used to exist in vanilla. Accordingly, Tut Chest versions are best, as REL clears the Tut Chest.
  • Carefully check the list generated by Generator Tool, mod authors often disregard basic logic and have a huge mess in their items.
  • Generator Tool by default replaces all item prices with vanilla ones, corresponding to their rarity and equipment slot, and assigns them a unique tag, thanks to which artifacts cannot appear more than once.
  • REL also adds to the common pool all 50-100 (I don't remember exactly) artifacts removed in Early Access. Pay attention to mods like Vanilla Armour Overhaul when integrating, as they can duplicate vanilla artifacts.
  • REL always follows the logic of balance laid down by Larian. I can't say that all their decisions lend themselves to common sense, so in some places I may have accidentally given free rein to the author's edits.
  • One major drawback to this whole random system is that you can't generate a random artifact on the ground. So, I had to remove all the artifacts lying on the floor, and place a random artifact of the same rarity (and sometimes type) to some chest or NPC nearby that I could find. So don't be surprised if for example you don't notice the helmet near Ansur, because I just added +1 legendary loot to Ansur itself.
  • The worst thing you can do using REL is to use other mods that change loot lists. If you do that, at least try to put REL lower.

Frequently Asked Questions
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Q: Can I install the mod in the middle of the playthrough?
A: You can do this. However, the changes will not apply to locations you have already visited, as the static loot lists for them have already been generated. The traders you visit will also have predetermined loot (but will start adding random loot if you take long rests).

Q: If I don't like this mod later, can I delete it safely?
A: Absolutely, you can uninstall it whenever you want. However, the exact same rule works here as with installation - changes to already visited locations will not be applied.

Q: How do I check that the mod is working?
A: When starting a new game, check a dead illithid nearby - it should contain a random Uncommon item. This definitely means that the mod is working, unless you have overlapped REL with other mods that change the loot lists.

Q: Where were the loot changed in Main versions?
A: This is 100% of all simple loot lists edited through Treasuretable, as well as 95% of all deep-coded items lying on the ground outside of the loot lists. Loot from all characters has been replaced, but you have to realize that they use most items as their equipment, so it's just been blocked from being dropped and randomized loot appears instead. So you can still order a character to drop a weapon with a spell and get a vanilla static loot. Some item sources have not been replaced, such as things associated with quest chains like Netherstones or Nightsong equipment or Lathander Mace etc. Assembled artifacts have not been changed either (it's just not possible), nor have certain legendary artifacts.

Magic loot is also randomly dropped in places where it wasn't in vanilla, I call these Special Loot Lists: they are strictly balanced and affect the appearance of artifacts in various places such as chests, backpacks, crates, minor creature loot, etc. Somewhere the chance is around 1%, somewhere extremely high, it depends on the rarity of the source.

The Light version doesn't randomize rewards from quests, nor does it have about 80-100 artifacts in the random pool, which some players found too important to the story atmosphere to get at random.

Q: Why are sometimes chests or rewards empty where I expect to get loot?
A: It is connected with the unfinished system from Larian (and which they apparently will not finalize). The system pulls items from a random pool and puts them in your loot. Since artifacts are unique, they cannot appear a second time. So, the system tries to pull an item from the pool again, but cannot do so, thus giving you an empty loot. The further you play - the worse the situation will be, because the pool is getting smaller and smaller. How to deal with this? Expand the random pool by integrating a large number of custom equipment.

Q: Why do traders now have so little magic loot?
A: Due to a flaw in the original loot system, if you make a random item appear 100% at the trader, every long rest they will add more and more items until game run out of loot. Because of this, I had to severely lower the chances of loot appearing there. So, when you take a long rest or level up, you can go to the trader and see a new random loot. Remember, the trader will give artifacts back to the random pool if you don't check in with them and take a long rest or level up. Therefore, the best solution to save the pool is to stop by merchants not so often, especially if you don't plan to buy something.

Q: As far as I understand it, I won't be able to get all the items for the game?
A: That's what REL is all about. Each of your playthroughs is unique and can be done without having certain artifacts. That's the beauty of it, when you can't assemble some ultimative build, but are forced to play from what is available to you.



(OLD) Mods Integrated in v2.8

My Other Mods
Ancient Jewelry(adds 111+ new jewelry pieces to the game)
Master's Cloaks(adds 100 new cloaks to the game)
Poor Adventurer (Economy Overhaul)

Ancient Weaponry(adds 104 new weapons to the game)
Ancient Armoury(adds 80+ new armor pieces to the game)


Thanks to the bg3.wiki website for its user-friendly interface, which helped me a lot in my development! Also thanks to the active random-loot-enjoyers who helped me significantly in finalizing this mod! Also, a big kudos to Rilissimo for his software, which solved the huge problem of integrating a large number of mods!
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