#[ITR2 MOD IDEA] Make enemies drop loot.

117 messages · Page 1 of 1 (latest)

silk pagoda
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Everytime I drop a hellspawn nazi (Mimic) i always find myself wanting to rush over and loot. Really wish i could, but they drop nothing.

Making mimics drop ammo (Different ammo for different mimics, Shotgunners would drop shotgun ammo, etc.)

tumbleweeds could drop artifacts (like the teacup and the lock and such)

And maybe it's a only a 30% chance anything drops at all.

mint ferry
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Post it in itr2 Feedback so more people see it

silk pagoda
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This is a mod idea. Not a game suggestion

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Lemmy retitle

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[ITR2 MOD IDEA] Make enemies drop loot.

brazen grotto
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Still not really the right place. This is more for help with modding

silk pagoda
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I saw other posts that were mod suggestions? I just assumed this was the place for it. Should i remove this post?

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Also saw the "Mod Idea" as a tag.

mint ferry
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Can do what you want but i think it would be good for the base Game

worthy bloom
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Hey made a mod that does this! You will find it in nexus soon!

silk pagoda
worthy bloom
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There are things I can't do yet, so the mod might not be exactly as you would want it to be.

worthy bloom
silk pagoda
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Awesome going to download it now!

worthy bloom
silk pagoda
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Oh, Okay. I may hold off until you get items in. Thanks for trying though!

silk pagoda
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Oh, okay. What is the issue?

worthy bloom
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I am sleepy read message wrong

worthy bloom
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I have few ideas on it

silk pagoda
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Use the enemies world location, Not relative.

worthy bloom
silk pagoda
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I've never used what you're using to mod this game, but I am an unreal engine developer. In unreal, We can simply reference the actor in question, and Get Actor Location or Get World Location or Even Get Actor Transform

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I'll offer whatever help or insight i can if needed you help you get this mod where it needs to be. Would really add much needed variety to the game atm

worthy bloom
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Ill take a pic for you of the available methods

worthy bloom
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I am blind couldn't see these for some reason:

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btw you have to use :get() to get the actual value:

worthy bloom
silk pagoda
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I'll look over this when i get a chance. I would like to see ammo and artifacts. Really spice up the loot pool

worthy bloom
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DiedPawn wasn't correct entity

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okay!

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I'll just add all items and add a config where you can change their spawn chance!

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Confirmation!

silk pagoda
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Sorry, just got home from work

silk pagoda
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I'm guessing you haven't updated the mod to drop items yet?

worthy bloom
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I was thinking that non-humanoids would drop ash/artifacts and humanoids guns/ammo/injectors/artifacts

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I'll see if I can get the weapon the enemies are using and drop that

worthy bloom
silk pagoda
worthy bloom
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Oh and there might be a chance that the mod doesn't have time to get setup before you load a level. So if you see that it's not working load a level again and then it should be working

silk pagoda
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Okay, when i go to the experimental page, there is a TON of options?

worthy bloom
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Go to the mod page there is a better link to the correct file

silk pagoda
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I clicked the link from the mod page, it took me here

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This right?

worthy bloom
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Above there is another link

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Not the normal

silk pagoda
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This one?

worthy bloom
silk pagoda
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Because that's the one i have installed

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How would i know if it's working? never used UE4SS before?

worthy bloom
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The UE4SS_v3.0.1-141-g8771f93

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Is the correct one

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If you used the teps below it should be

silk pagoda
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IS this right?

worthy bloom
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But try the correct version

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Yeah

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It is

silk pagoda
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Okay cool

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Do you think updates will break this mod?

worthy bloom
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No

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Not really the mod doesn't really depend on anything except for the event were the enemies die

silk pagoda
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Would it be possible to add super rare weapon, backpack and rig drops?

worthy bloom
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Yes

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Anything the game has

silk pagoda
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Could you make certain mimics drop certain things. Like shotgunners drop a double barrel sometimes?

worthy bloom
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Maybe if they have a reference in the actor for their weapon config

silk pagoda
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Honestly, I just love the idea of enemies have random loot pools containing everything in the game, With maybe bools to turn each item in the pool off and on to customize the difficulty. Would be cool to have a play through Only relying on mimic drops for items and ammo.

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Sniping a mimic across the forest isn't as cool, if i can't loot the kill.

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lol

worthy bloom
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Did you get the mod to work?

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Physics are not applied to the items but that will be fixed later

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they just float

silk pagoda
silk pagoda
worthy bloom
worthy bloom
worthy bloom
# silk pagoda No i haven't tried yet. I will try it out later.

Hey added a fix that makes some items not float. The problem I encountered that this doesn't work for all items. It works by just enabling the physics on the actors root component. But this doesn't work for guns. I have never worked in unreal so what should I try next. Is it possible that the children are the physics object or something?

silk pagoda
# worthy bloom Hey added a fix that makes some items not float. The problem I encountered that ...

Hmm, The way i do VR physics guns is, there is an invisible copy of the gun with simplified collision, that is the ROOT of the gun, that is simulating physics, it honestly wouldn't make a whole lot of sense if the the root wasn't what was simulating physics, that would/should cause issues. There's a way that they are pausing and unpausing the gun in place when it's put into your backback or on a wall. It's probably an attachment slot for the wall and rig, but the backpack is doing something to the weapons that lock them to the backpack, it's probably a little more than just Attach actor to actor. There's gotta be a function they're calling ON said weapon or the backpack that's doing that. if you can't find out how the backpack is doing it's code, you would probably have your answer.

worthy bloom
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I already know what function they call but I don't see the implantation unfortunately. I am guessing on everything.

silk pagoda
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Also, maybe they already have physics enabled but Attached to whatever they spawned at, so yuo could try running detach from actor on spawn

worthy bloom
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Hmm okay I'll check that, they do have their barrels attached, so maybe the barrel isn't getting it's physics enabled?

silk pagoda
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I doubt you would want to enable phyics on indivdual peices of the actor, that would most likely cause it to detach and fall to the ground away from the rest of the gun

worthy bloom
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okay

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This is btw what I see while making mods 🫠

silk pagoda
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Good ol C++ lol

worthy bloom
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yeah it would help sooo much if I was able to see the implementatioooooon. sadge.

silk pagoda
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Ya know, You technically COULD, use the unreal pak tool to unpack the whole game from the default paks, That would give you the unreal project files, from there you could actually load up the game project, make changes, Add BP's, etc, Package the changes as .pak's and then throw them in the mods folder

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just a thought

worthy bloom
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I don't think you can do that with ue5 anymore, that's why I turned to ue4ss.

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At least none of the tools haven't been updated to work with ue5 .

worthy bloom
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Oh and they float when they have been spawned when you grab them their physics get's enabled and they work fine.

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It really doesn't break anything it just looks like you are playing fortnite and not ITR2

silk pagoda
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I mean, most things in this game float lore-wise anyways so lol, it's not a big deal if they float.

remote shard
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the mod doesnt seem to be working for me (ittr2)

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pretty sure ive followed the instructions correctly

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C:\SteamLibrary\steamapps\common\IntoTheRadius2\IntoTheRadius2\Binaries\Win64\ue4ss\Mods\KillRewardsMod\scripts

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"enabled.txt", "KillRewardsConfig.lua" "ITR2-Lua" and "main.lua" are in the scripts folder

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and "UE4SS.dll", "UE4SS.log" and "UE4SS-settings.ini" are in the ue4ss folder too

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not sure whats wrong but ive played the game with the .pak mods and had no issue

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im not using vortex and if i cant figure it out ill just end up doing that

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i just prefer manually modding and stuff

remote shard
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it was talking about LuaMods folder being set, and the mod folder in UE4SS was just called "Mods" so i re named it, ill give it a go in a sec

worthy bloom
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Don't rename anything will break ue4ss

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Just follow 100% of things in the mod page and do nothing else it should work. If not try another ue4ss version.

remote shard
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i mean ue4ss instructions state different things to the instructions on the Kill rewards mod, its kind of hard to understand, ive used the experimental and other version of ue4ss

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ill try vortex like reccomended in the description