Open karlos02021 opened 2 years ago
I am not sure if everybody needs that. But, If you know a little bit about the command line, you should be able to do it for yourself. Below is an example on how to get Fox/Ogre to always drop legendary items. (I did not test it, but I hope it works anyway)
Do the how to build the mod yourself steps
With git and dotnet installed these commands should build the mod:
git clone https://github.com/Tobi-Mob/Skul.Mod.git cd Skul.Mod dotnet build
Now you should have the file Skul.Mod\Patches\DropRatePatch.cs. Open it with Notepad or something similar.
Go to Line 253 an add
case Chapter.Type.Castle:
rarity = Rarity.Legendary;
break;
Should look like this:
Save the file and run dotnet build
again.
Start the game.
Press F3 to enable the drop modifications.
Talk with Fox/Ogre and get a legendary item.
I hope that works for you. If you have problems with those steps, you could try to find somebody with a tiny bit of programming experience to help you.
This is a misunderstanding, sort of... I don't want the NPCs to drop higher-rated stuff as they do now, it's overpowered and can trivialize runs, making the game extremely easy. There seems to be a bug with the mod that is allowing these unintentionally overpowered starts, which needs fixing.
However, I would absolutely love for you to produce your Future Idea "Configurable starting gear" to allow experienced Skul players an enjoyable sandbox experience to experiment with all the game has to offer.
Instead of requiring a rebuild why not move all the advanced settings into a text config file under bepinex this seems like a far better method of tweaking than recompiling everything each time a tweak is compiled
I haven't got legendary skulls from the fox but I got unique and rare items from the ogre with item drop modifications enabled.