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Bug with Bioware x0 loot system after latest patch or (Unique loot is actually unique, who knew?)

dTddTd Member Posts: 182
Make an new module, make a start area, put an area_wide_uniq (x0_treasure_uniq) chest in it, put three regular unique loot chests (x0_tres_anyuniq). Take the dagger out of one chest removes the dagger from the area wide chest, now the other chests will draw from base loot. It should be making copies of what's in the chest so upon opening all three chests you should get 3 daggers and what is happening is that it's removing the dagger. This has the effect of destroying respawning loot for multiplayer or pws that use the basic Bioware treasure system.
Post edited by dTd on

Comments

  • Sylvus_MoonbowSylvus_Moonbow Member Posts: 1,085
    So put 3 unique daggers in the unique loot chest?
  • dTddTd Member Posts: 182
    edited July 2018
    why would I do that, lets say you repsawn a quest chest, 40 players might open it on a given day/week/month. Only one will get the item, the rest will get any kind of loot, could be godly plate of the whale. ;) All kidding aside, this is not how it worked before, it's a bug.
  • dTddTd Member Posts: 182
    Nope, disregard this, I assumed it worked like area_low(med,high)_treasure where in fact it is actually one unique item. Much ado about nothing actually :)
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