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Epic Loot Addons
5 mods in one, each with its own on/off switch and settings: Epic Loot Storage Materials, Epic Loot Fixes, Enchant Glow Toggle, Shard Exclusivity, Set Pieces On Capes.
| Date uploaded | 4 days ago |
| Version | 1.0.10 |
| Download link | DigiTeam-Epic_Loot_Addons-1.0.10.zip |
| Downloads | 424 |
| Dependency string | DigiTeam-Epic_Loot_Addons-1.0.10 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351RandyKnapp-EpicLoot
Adds loot drops, magic items, and enchanting to Valheim.
Preferred version: 0.15.6README
Join our Discord: discord.gg/haSwxPa9GU to report bugs, request features or other mods, or give feedback.
Epic Loot Add-ons
Add-ons for Epic Loot: enchanting from your chests, fixes, Lucky Loot messages, glow control and shardstone rules.
5 mods in one: Epic Loot Storage Materials, Epic Loot Fixes, Enchant Glow Toggle, Shard Exclusivity, Set Pieces On Capes.
Every mod in detail, with all its settings: see the Wiki tab.
How it works
- Open the settings (F1). At the top, 0 - Sub-mods has a switch for every mod in this pack: turn on only what you want. Switching one off removes it right away, no restart.
- Below that, every mod has its own settings, under its name.
- F1 needs a config manager mod, e.g. ConfigurationManager by shudnal
(included in Digi Modpack). Without one the mods
still run with their default settings, and you can change the settings in r2modman: Config editor →
digi.valheim.epiclootaddons.cfg. - Upgrading from the separate DigiTeam mods: your settings are copied over automatically the first time. Remove the separate ones (a mod that is still installed separately is skipped here).
Mods
Epic Loot Storage Materials
The enchanting table uses materials, trophies and shardstones from nearby chests, and Store Nearby fills its Storage.
- Enchant, augment, upgrade and other enchanting table costs can come from nearby chests.
- The Sacrifice tab also lists trophies (and optionally shardstones and gear, for bulk sacrificing) from nearby chests; the shardstone checkbox covers the table's own Storage too.
- Double output is rolled per sacrificed item instead of all or nothing, and Select all Magic / Rare / ... buttons pick every item of one rarity.
- Store Nearby also fills the table's own Storage (Epic Loot 0.15) with every enchanting material and shardstone, up to what its Storage level allows; the rest goes to chests.
- A Deposit from nearby chests button under the Storage tab's Deposit All: materials and shardstones from nearby chests into the Storage, up to its limit per item.
- Shards can be downgraded in the Convert tab (a Rare shard into Magic shards, ...), as many as upgrading them costs at that table.
- Salvage Junk makes every boss's offering from a common drop of its biome (Ancient Seeds from Greydwarf Eyes, Fuling Totems from Fuling Trophies, ...), hard but possible: a boss can be fought again.
Epic Loot Fixes
Damage enchantments that stack (switchable), Double and Triple Shot at a normal shot's cost, a Lucky Loot message, Lucky Loot on birds.
- Damage enchantments stack: fire, frost, +% damage and the rest can roll together on one weapon. A switch, set by the host; Double Magic Shot and Triple Shot keep their odds, and now cost a normal shot's eitr or stamina (Epic Loot charges 2x). With Double Magic Shot a summoning staff may have twice as many summons out.
- A message when Lucky Loot triggers:
Lucky Loot! Boar: 6x drops, +2 magic item rolls. - Birds (crows, seagulls) can get Lucky Loot too.
- Augmenting never offers a choice that is the same as keeping the effect (a second Glowing, ...).
- Reduce Eitr Cost shards: a staff's eitr cost shows the cost with them, and casting needs only that cost.
- Darting Thoughts on several items can no longer take all your max eitr (it stops at 75% by default).
- Item tooltips show the magic effects sorted: most stars first, then by name, also right after augmenting.
Enchant Glow Toggle
Hide or show enchantment glow and legendary looks, synced with friends.
- Hide enchantment effects (like the Glowing aura) and legendary textures, always or per Equipment Slots appearance.
- See other players' auras, and the effects on legendaries that Epic Loot hides.
- Visual only; enchantments keep working.
Shard Exclusivity
Shardstones can be socketed even when their effect normally clashes.
- For example, a damage shard now fits a weapon that already has a damage enchantment.
- Enchanting, augmenting, runestones and loot keep the normal rules.
Set Pieces On Capes
A set's weapon or shield piece can also be a cape or backpack, in drops, enchanting and set runes.
- Thor's maul, Heimdall's tower shield, Egil's bow and every other weapon or shield piece of a set can also be a cape or backpack, so you can finish a set without carrying that exact weapon or shield.
- In drops, when enchanting to legendary or better, and when etching a set rune. The piece keeps its own effects, which also work from the cape slot.
Notes
- Mods that need another mod only start when that mod is installed; the rest work without it.
CHANGELOG
Changelog
1.0.11
- Works with Epic Loot 0.15.6.
- Epic Loot Fixes: "Sort effects" works again with Epic Loot 0.15.2 and newer, which build the item tooltip in a new way (most stars first, then by name).
- Epic Loot Storage Materials: Epic Loot 0.15.6 added a "Selection" dropdown to the Sacrifice tab (All, Equipment, Trophies, Shardstones, ...), and the rarity buttons covered it. They now sit under it: a "Select all:" heading with two columns (Magic, Rare, Epic, Legendary, Mythic, Ancient), same colours and clicks.
1.0.10
- Epic Loot Fixes: Darting Thoughts can no longer take all your eitr. It lowers max eitr by half its value and worn items add up, so three items (213%) set max eitr to 0: you ate eitr food but could not cast. The penalty now stops at a limit, 75% by default (setting "Max eitr penalty limit (%)", 100 = no limit). The extra eitr regen is unchanged.
- Epic Loot Storage Materials: the enchanting table's Salvage Junk list makes every boss's offering, like the Deer Trophy for Eikthyr already: Ancient Seed (10 Greydwarf Eyes), Withered Bone (5 Entrails), Dragon Egg (10 Freeze Glands), Fuling Totem (2 Fuling Trophies), Seeker Soldier Trophy (10 Mandibles, for the Queen's altar), Bell Fragment (15 Charred Bones) and Malicious Blood (5 Thunderblood Essences). A boss fight again costs about 30 to 90 kills of its biome's creatures. Settings "Boss offerings" (on) and "Boss offering cost multiplier" (1).
- Epic Loot Fixes: item tooltips now show the magic effects sorted: most stars first, then by name, also right after augmenting. Only the tooltip changes, the item itself keeps its order. Setting "Sort effects" (on).
1.0.9
- Epic Loot Fixes: a staff's eitr cost now also shows what a cast costs with the Reduce Eitr Cost shards you wear, e.g. "Use eitr: 35.2 (Total:16.7)". The shards always worked (Epic Loot takes them off when you pay), but the line only counted the staff's own enchantments. And casting now needs only the reduced cost: before, with -50% you needed 30 eitr for a cast that took 15. New section "Reduce Eitr Cost" (both on).
1.0.8
- Epic Loot Storage Materials: shards can be downgraded in the Convert tab's Convert list: one shard becomes shards one rarity lower (a Rare shard into Magic shards, ...), exactly as many as upgrading them costs at that table, so 5 at Convert level 0 down to 1 at level 7. Going down and up again never gains anything; coins paid for an upgrade are not returned. Setting "Downgrade shards" (on).
- Epic Loot Fixes: augmenting no longer offers a choice that is the same as keeping the effect. An effect without a value (Glowing, Auto Mead, ...) or with one fixed value could come up again as a new choice, which changed nothing; that choice is now another effect. Effects with a range of values can still be rerolled. Setting "No identical augment choice" (on).
1.0.7
- New: Set Pieces On Capes. Every set's weapon or shield piece (Thor's maul, Heimdall's tower shield, Egil's bow, ...) can also be a cape or backpack: in drops, when enchanting to legendary or better, and when etching a set rune onto a cape or backpack. The piece keeps its own effects, and they work from the cape slot too (a weapon piece's damage effects boost the weapon in your hand). A set's own cape piece still comes first when a rune does not name the weapon or shield piece. Each piece counts once.
- Epic Loot Storage Materials: a Deposit from nearby chests button under the Storage tab's Deposit All. It moves enchanting materials and shardstones from nearby chests (within Range) into the table's Storage, up to what its Storage level allows per item; the rest stays in the chests.
- Epic Loot Storage Materials: Store Nearby now puts every enchanting material and shardstone (dust, essences, reagents, shards, runestones, ...) into the nearest enchanting table's Storage, also kinds it holds none of yet (before, only kinds it already held), up to what its Storage level allows. Setting "Store Nearby puts every enchanting material in the table" (on).
- Epic Loot Storage Materials: an Include gear checkbox in the Sacrifice tab (off by default) also lists the weapons, armour, shields and tools in nearby chests that Epic Loot can sacrifice, for bulk sacrificing. With it on, Select All selects those too, so check the list before you sacrifice.
- Epic Loot Storage Materials: Select all Magic / Rare / Epic / Legendary / Mythic / Ancient buttons under the warning in the Sacrifice tab, each in its rarity's colour: they select every magic item of that rarity in the list (what the filter shows); a second click deselects them. Shardstones and trophies are left alone.
1.0.6
- Epic Loot Storage Materials: the Store Nearby button (Local Craft From Storage) now also fills the enchanting table's Storage: enchanting materials it already holds go there first, from your inventory and your open backpack, up to what its Storage level allows per item, and the rest goes to chests. Store Nearby's own rules apply (hotbar, equipped items and keep lists stay with you). Switch: "Store Nearby fills the enchanting table".
- Epic Loot Storage Materials: the "Include shardstones" checkbox in the Sacrifice tab now also covers the shardstones in the table's own Storage (Epic Loot 0.15 lists them there), not only those in nearby chests. Shardstones in your inventory are always listed.
1.0.5
- Works with Epic Loot 0.15.1 (now required).
- Shard Exclusivity: Epic Loot 0.15 checks clashing effects in two more places (an effect on the item that rules out the shard's effect, and the shards already in the item's sockets); a shardstone skips those too, so it still fits.
- Epic Loot Storage Materials: the "Include trophies" and "Include shardstones" checkboxes in the Sacrifice tab show their own label again (Epic Loot 0.15 draws its labels differently).
- Epic Loot Fixes: "Show eitr cost on enchanted items" and "Faster chest loading" are removed: Epic Loot 0.15 does both itself. Double Magic Shot and Triple Shot keep costing a normal shot (Epic Loot itself now charges 2x instead of 3x).
1.0.4
- Epic Loot Fixes: new switch "Damage effects stack" (on, set by the host). Damage enchantments (fire, frost, +% damage, ...) can roll together on one weapon, and Double Magic Shot and Triple Shot get twice their chance so their odds stay as before. Off = Epic Loot's own rules. Replaces the edited magiceffects.json the modpack shipped before (the pack now has Epic Loot's original file).
- Epic Loot Fixes: Double Magic Shot and Triple Shot cost 3x the eitr or stamina when they fire their extra projectiles (Epic Loot charges the normal cost plus twice that), which made them a downgrade when eitr or stamina runs low. Now they cost the normal amount (switch "Normal cost", on): Double Magic Shot gives about +24% damage per cast for the same eitr. Triple Shot still uses 3 arrows.
- Epic Loot Fixes: with Double Magic Shot on a summoning staff (Staff of the Wild) the summon limit is doubled, 10 -> 20 roots, since it fires two per cast.
1.0.3
- Epic Loot Fixes: new setting "Faster chest loading" (on). Epic Loot went through every item of a chest on every load, also when nothing changed (measured 5-18 ms per frame with a station open). Unchanged chests are now skipped, with the same result.
1.0.2
- A mod that is installed twice (on its own and inside this combined mod) now shows a message in the main menu, so you know to remove the separate one. Before, only the log said so.
- Fixed: some separate mods were not noticed, so both copies ran at the same time. Now the copy in the combined mod always stays off until the separate one is removed.
1.0.1
- Mod page: a short section for every mod, a link to the new wiki (every mod in detail, with all its settings), and a note that F1 needs a config manager mod (e.g. ConfigurationManager by shudnal). The mod itself is unchanged.
1.0.0
- First release: the DigiTeam mods in this category combined into one, with an on/off switch per mod at the top of the settings.