LEGO - Loot Economy Gear Overhaul
A collection of system changes that fit together like Lego bricks, working together to overhaul and fix sub-aspects of the game.
Screenshots 8 screenshots
About this mod Machine translation
A collection of system changes that fit together like Lego bricks, working together to overhaul and fix sub-aspects of the game.
A series of adjustments aimed at fixing shortcomings in the itemization aspect of the game, including removing item levels entirely, making gear progression more discrete, rare items feeling more unique, the economy more meaningful, consistent with what's actually in the quest dialogs/exercises, and making looting a smoother process. Neither of you need to rely on the wizard's senses to do it anymore, and it takes less time.
The changes are systematic rather than small-scale and haphazard, and attempt to retain the handcrafted aspects of the original gameplay (as opposed to the randomized aspects).
Complete improvements to FCR3 game performance by Witcher 2&3 designer Flash_in_the_flesh.
What it does:
robbery:
Reduce friend draws
Removed the rarest and valuable item categories from randomized loot, only trash and coins are randomized. No random food loot and a reduced amount of portable food loot. Reduced amount of bio loot.
No duplicate artifacts
Relic-grade weapons and armor make for unique loot.
Well stocked craftsmen
The Blacksmith, Armorer, Herbalist, Alchemist, and Lunulet will always carry the appropriate common ingredients required for recipes and schematics that you know.
No frills container robbery
Containers such as buckets, baskets, bags, crates, toilets, wash basins, etc. are no longer interactive/washable. Only breasts.
Rare items glow_
Containers holding rare/unique items will automatically glow with the same blue effect as quest items.
No junk weapons dropped
Enemies will not throw away weapons as trophies unless they are relics or better quality.
Bags without a wizard feel glow
Enemy loot bags get a yellow glow without needing to activate Wizard Sense.
gray trash
Non-jewelry junk items have gray icons.
no rubbish
Enemies will not throw away junk items without jewels.
economy:
Craft alchemy base
Convert base ingredients of alchemical recipes into upper/lower versions.
Simple Alchemy Refill
Refill each alchemical item individually using the base ingredients of the recipe.
no infinite bolts
You might actually need to craft some!
Tiered Gear Prices
Item levels no longer unnecessarily increase their purchase/sale/service prices. The High Bandit Club is no longer worth a king's ransom.
Cheaper Leyou store prices
The store sells items at base prices without unreasonable markups.
Cheap repair
Repair kits no longer make repair services redundant.
Stores don’t buy junk goods
The store pays 0 kroner for junk items unless it is jewelry.
Cheap Lounureit
Save money
Cheap Covo Bianco
Saved money.
gear:
Crafting Wizards and Relic Gears requires skilled craftsmen_
Push the crafting of wizard gear back to a later stage in the game so you can work through other item tiers first.
No random gear status and status values
Bonus stat types and bonus stat values for common weapons are no longer randomized.
Item level standardization (optionally hiding premium items in the store)
Upgrade/downgrade weapons and armor to match your level.
Gear level hidden and stepless requirements
Gear level no longer appears and is not a factor.
Start work for NG and NG+ and HoS/B&W-only. Can be used in a new playthrough or in the middle of an existing playthrough.
However, if you're using it on an existing toy or HoS/B&W-.Start and the player is already rich (in coins or items), you won't really feel the effects of the economic changes, the same is true if you've already acquired wizard/relic gear early in the game (before unlocking the Master Craftsman) to change gear progression.
I suggest you give the new White Orchard test a try to see if the expected economy, loot, and gear progression works for you. If they do work for you, then you can try adjusting the loot/money/gear in your existing toys accordingly.
Why this MOD?
_I believe that, for a variety of reasons (going open world, appealing to a wider audience, a …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.