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[Request] Randomized Treasure Tables!

smeagolheartsmeagolheart Member Posts: 7,963
For me, this is a must have and greatly greatly increases replayability: the item randomizer mod

G3 Item Randomizer Mod
Item Randomiser is a large-scale random treasure mod for Baldur's Gate and BG II
http://www.gibberlings3.net/item_rand

Why you ask? This mod will randomly move around loot so that you might have to look in another place to get that tome of strength or special longsword instead of rushing right to the spot where you know it was at. With this mod when you get to that spot it might be an magic axe moved there instead: there are levels of treasure depending on the situation.

I use the option that so that every game I start, the treasure is randomly moved around through a script. This adds a small element of freshness to every game.

If some sort of random loot placement was fully integrated into the game as an option it would be greeeat. Who's with me?

edit: fixed link
Post edited by smeagolheart on

Comments

  • nulspacenulspace Member Posts: 100
    link's broken :)

    Also, to clarify - are you suggesting only to move the treasure around, or actually introduce "randomized" loot (a la Diablo - randomized stats/names)?
  • carugacaruga Member Posts: 375
    Agree only if it's predetermined on character genesis, rather than each time you load the map (like in Dragon Age), as it rewards boring save-scumming. Also the randomisation should have some logic to it, perhaps with a 'worth' value attached to treasure and only certain containers are allowed certain treasure-worth, to stop high-powered items showing up in stupid places. Or perhaps just hand-write certain loot tables and randomly pick between a half-dozen, that alone would add replayability and the locations of objects might make more sense.
  • carugacaruga Member Posts: 375
    edited June 2012
    Just want to re-emphasise or clarify on this subject point; I really like this idea but it has to be done right.

    What I envision is a scenario like the following: I enter the copper coronet, and I know that this place is full of weak enemies and there's this sweet bow at the end of it... or rather, with loot randomisation, there's a 33% chance of me getting said bow at the end, and there's a 66% chance of it appearing in two (or three, or four) other possible places in the game, all of which are logical locations that will give a sense of surprise and reward when found there.

    As someone coming from playing a roguelike game for years, I understand the value of randomness adding replay value (and addiction value) to games, but I think it also has to be a controlled randomness.

    I also like the general concept of weighing which locations to choose as your first forage into adventuring, and not being able to base your decision on guarrantees but on likelyhoods. So with the
    tuigan bow
    apperance slightly weighted toward the copper coronet location, you might want to try that first, but there's also the element of uncertainty, which I think makes it more exciting and refreshing.
  • smeagolheartsmeagolheart Member Posts: 7,963
    The mod does it in the same spirit but less complicated than you describe @caruga It makes old D&D fashioned "treasure tables" so your magic item you are talking about could be in one of 6 places for example. You can look for it in the copper coronet, if it's not there it has a chance of being in location B, C, D, E or F. So the location you look first could have the item or it could have another item. I think it works well in practice. I use the mod setting that determines locations for a number of treasure items throughout BG1, BG2 and TOB at the start of the game. Check this out: Randomized Treasure Tables
  • carugacaruga Member Posts: 375
    Thought of something else I'd really like to see, in a similar vein to this: randomised enemy spellcaster spellbooks/memorized spells.
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