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EpicLootAdjustments

Zone-appropriate Epic Loot drops, quieter set abilities, optional hide of Epic Loot pause-menu config button.

Date uploaded 2 weeks ago
Version 1.5.2
Download link cjayride-EpicLootAdjustments-1.5.2.zip
Downloads 68
Dependency string cjayride-EpicLootAdjustments-1.5.2

This mod requires the following mods to function

RandyKnapp-EpicLoot-0.15.4 icon
RandyKnapp-EpicLoot

Adds loot drops, magic items, and enchanting to Valheim.

Preferred version: 0.15.4
denikson-BepInExPack_Valheim-5.4.2360 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2360

README

βš”οΈ EpicLootAdjustments

Customize Epic Loot for progression in Valheim.

EpicLootAdjustments is a BepInEx plugin that balances loot progression, reduces heavy legendary set ability effects, and cleans up the Epic Loot interface.

✨ Features

πŸ›‘οΈ Zone-Based Loot Progression

Prevents creatures from dropping gear that exceeds the material tier of their home biome.

  • Supports vanilla drops and Epic Loot magic item rolls.
  • Replaces over-tier weapons, armor, shields, tools, and ammunition with the highest-tier equivalent allowed for the creature's biome.
  • Checks food and trophies against biome progression.
  • Supports optional exceptions from Drop That configuration files, allowing specific creature/item combinations to bypass the zone restrictions.
  • Leaves materials such as ore and hides unaffected by gear-slot replacement logic.
  • Keeps fish unzoned so they can still drop in the Meadows.

Biome progression: Meadows β†’ Black Forest β†’ Swamp β†’ Mountain/Ocean β†’ Plains β†’ Mistlands β†’ Ashlands β†’ Deep North.

πŸ”Š Legendary Set Ability Effects

Reduce the volume and visual intensity of legendary set abilities.

  • Audio volume: Configurable, default 0.35.
  • Visual effects: Optional smoke, particle, and visual reduction.
  • Includes effects associated with Ragnar, Berserker, Bulwark, Undying, and related set abilities.
  • Uses compatibility-safe optional hooks to accommodate Epic Loot API differences.

πŸ–₯️ Interface Customization

Hide Epic Loot's pause-menu Mod Config button.

  • Enabled by default.
  • BepInEx configuration files remain available for adjusting settings.

βš™οΈ Configuration

Configuration file:

BepInEx/config/com.cjayride.epiclootadjustments.cfg

Available settings include:

Section Setting Default / Behavior
Exceptions DropThatAllowFiles drop_that.character_drop.BossBonusTools.cfg
Set Abilities Audio volume 0.35
Set Abilities Visual effect reduction Optional
Interface HideEpicLootConfigButton true

Settings can be changed through the configuration file or a compatible BepInEx configuration manager.

πŸ“¦ Requirements

  • BepInEx β€” Required.
  • Epic Loot β€” Soft dependency; required for Epic Loot loot-roll integration and interface hooks.

πŸ“₯ Installation

  1. Install BepInEx.
  2. Install Epic Loot to enable its integrations.
  3. Place Cjayride.EpicLootAdjustments.dll in your BepInEx/plugins folder.
  4. Launch Valheim and configure the plugin as needed.

Upgrading from CLCCLootPatch

This plugin replaces the previous Cjayride.CLCCLootPatch name.

  • Remove the old Cjayride.CLCCLootPatch.dll from BepInEx/plugins.
  • The new plugin uses com.cjayride.epiclootadjustments.cfg.
  • The old com.cjayride.clcllootpatch.cfg configuration file is not loaded automatically.

🧰 Build Information

Output DLL:

bin/Release/net481/Cjayride.EpicLootAdjustments.dll

Thunderstore package: The Package/ directory contains the package icon, manifest, and plugin files used to assemble the release.

CHANGELOG

1.5.15

  • NEW: Lucky Drops / RequireZoneBoss (default true) β€” a jackpot item's own zone boss must be defeated first. Jackpot iron needs Bonemass dead, silver needs Moder, blackmetal needs Yagluth, and so on, checked against the game's world-global boss keys (the same defeated_* progression raids and Creature Level & Control read). This closes the last gap: a 5-star creature on a direct loot-table entry (like the pack's Tier3Tools β†’ PickaxeIron) can no longer hand out gear the world has not unlocked yet. Set false for star-level-only gating.

1.5.14

  • NEW: Lucky Drops β€” the jackpot rule. A boss, or a creature at 5+ stars, keeps an over-tier gear drop 2% of the time, capped at one biome tier above its zone. A 5-star Troll (Mountain tier 4) in a raid can luck into a silver sword; a plain 1–2 star Greydwarf, Deer, or Bjorn never can, and no creature can ever jackpot more than one biome ahead (Black Forest tops out at Swamp iron). The star level is the same one Creature Level & Control sets (level above base tier), read from the game's own data β€” no mod DLL is referenced. Settings: Lucky Drops / Enabled, Chance (%), MinStars, TierStep.

1.5.13

  • FIX (leak): Creatures the mod has no biome entry for were not filtered at all. Sleeping variants (Bjorn_sleeping, Troll_sleeping), Hildir "nochest" variants, Skeleton_Meadows, treasure chests and added-mod creatures fell through an early return, so Epic Loot handed them its full boss-gated gear list β€” this is how an Iron pickaxe (Swamp, tier 3) came out of a plain creature in the Meadows / Black Forest. Any such drop is now capped at the tier of the biome the drop physically happened in, read from the world's ground data. Zones / CapUnknownCreatures (default true) controls it; set false to restore the old unfiltered behaviour for unknown names.
  • FIX (leak): _sleeping, _nochest, _NonSleeping, _hatchling, _calf, _cave and similar spawn suffixes now inherit the base creature's biome, so a sleeping Black Forest bear is capped as Black Forest gear instead of being treated as an unknown object.
  • FIX (leak): The Drop That exceptions file had no ceiling. drop_that.character_drop.BossBonusTools.cfg lists Eikthyr (Meadows) β†’ PickaxeIron / AxeIron at 100%, and The Elder (Black Forest) β†’ PickaxeSilver_TW / AxeSilver_TW at ~33%, and the mod let every one through. Exceptions / BonusTierStep (default 1) now bounds the file to its own stated design β€” "bonus tool drops one tier above the boss zone" β€” so Bonemass (Swamp) β†’ Silver and Moder (Mountain) β†’ Blackmetal stay, while the 2-tier entries are blocked. The step applies to tools only (prefab names starting with Axe / Pickaxe); weapons, armour, shields and ammo are always capped at the creature's own biome, at any setting. Set BonusTierStep = 0 for an absolute zone cap where the exceptions file grants nothing over-tier.

1.5.12

  • NEW: Set Abilities / BulwarkDuration (default 3) β€” sets how many seconds the Heimdall 3-piece ability Bulwark blocks all damage. Epic Loot ships this number inside its own asset bundle (the prefab's m_ttl, 5s) and applies the status effect with duration 0, so the per-rarity values in magiceffects.json are never read by the ability and no patch file can reach it. Set to 5 for the stock duration; the accepted range is 1–10.

1.5.11

  • FIX: Socketing was still blocked when the shard's effect is in the same exclusive family as an existing enchant, not the same type. Example: Epic Light Blue Shardstone (AddLightningDamage) on a sledge that already rolled Physical Damage Dealt (ModifyPhysicalDamage). AllowMatchingItemEffect only bypasses ExclusiveSelf (same effect type). The override now also ignores $mod_epicloot_socket_conflict from CanSocket / CanCoexist. Duplicate same-color shards, unique/boss exclusivity, and item-type rules are unchanged.

1.5.10

  • FIX: 1.5.9 forced Epic Loot's CheckDuplicateEffect to false. That method returns true when socketing is allowed, so every shard drop failed (including SeneaLHudLayout's shard window). The override now only turns on AllowMatchingItemEffect, which is the real "item already has this enchant" gate.

1.5.9

  • NEW: Shards / AllowAnyShardInSlot (default true) β€” socket a shard even when the item already has a matching magic effect (for example +damage). Enchant rolls already allow multiple damage types on one item; this override stops Epic Loot from blocking the same combination via shards. Unique/boss exclusivity is unchanged. Turn off to restore Epic Loot's duplicate-effect socket rules.

1.5.8

  • FIX: Rebuild the item-material index when ObjectDB recipes are added after world load (WackyDatabase / Chaos Armor). T0ChaosPlateArmor ("Fell Suit" as an Epic Loot name) is silver + obsidian mountain plate; it was indexed with no recipe yet, treated as biome-legal, and could drop from The Elder.
  • FIX: Keep the killing creature in scope for nested Epic Loot rolls (RollLootTableInternal around SpawnNormalItem) so gated magic chests are still blocked.

1.5.7

  • PERF: Verified against the latest Valheim build (Unity 6000.0.75f1, Steam build 26249040) and Epic Loot 0.15.4 – 0.15.6. All patch targets confirmed present in the installed game and mod assemblies.
  • PERF: ZSFX.Play no longer walks the transform hierarchy and runs 30+ case-insensitive name searches on every sound in the game. Each emitter is resolved once and cached, so non-set sounds are a single dictionary lookup.
  • PERF: Set-ability effects are applied without allocating component arrays (reused List<T> buffers), and all scans are skipped entirely when volume is 1 and no visual options are enabled.
  • PERF: Item/drop name parsing ((Clone) strip, trim, material-tier matching) is memoized, and the drop filter now caches items with no indexed data instead of re-scanning the whole ObjectDB item list on every drop.
  • PERF: The item tier index is built when the world's ObjectDB loads, removing the frame spike on the first creature kill.
  • NEW: Logging / LogBlockedDrops (default true) β€” turns off the one-log-line-per-blocked-item output during large raids.

1.5.6

  • NEW: Interface / HideEpicLootOutdatedConfigPrompt (default true) β€” suppresses Epic Loot’s main-menu β€œOutdated Configs” prompt and auto-records a decline so modpack JSON is not replaced.

1.5.5

  • FIX: This patch no longer rewrites drops into other items (no wood/flint/shardstone substitutions). Materials, shardstones, food, and trophies are left as rolled. Only over-tier weapons, armor, shields, tools, and ammo are removed.

1.5.4

  • FIX: Over-tier shardstones are removed instead of turned into Magic stones. This patch never adds a shardstone that the creature did not already roll at a legal rarity.

1.5.3

  • FIX: Shardstones are no longer treated as Meadows Stone. ShardStone names were split into Stone, so Ancient and boss-colored stones counted as tier 1 and could be swapped onto Greylings and Bjorn raids. Rarity now maps Magic β†’ Meadows through Ancient β†’ Deep North, and shardstones are never used as generic material replacements.

1.5.2

  • Version bump.

1.5.1

  • FIX: Stopped a severe FPS drop caused by looking up Epic Loot's Quick Config type every Menu.Update frame and Harmony-logging when that type is missing in Epic Loot 0.15.4.
  • Config-button hide now caches types once at startup, skips all menu work when Quick Config is absent, and only re-hides on pause-menu Show.

1.5.0

  • RENAME: Mod is now EpicLootAdjustments (com.cjayride.epiclootadjustments, Cjayride.EpicLootAdjustments.dll). Remove any old Cjayride.CLCCLootPatch.dll from BepInEx/plugins.
  • NEW: GitHub repo, README, Thunderstore manifest.json, and package icon.
  • Config file is now BepInEx/config/com.cjayride.epiclootadjustments.cfg (old com.cjayride.clcllootpatch.cfg is not read).

1.4.1

  • FIX: Set-ability audio/VFX patches tolerate Epic Loot 0.15 API renames; optional hooks use reflection so missing methods no longer spam Harmony warnings on older builds.

1.4.0

  • NEW: Set Abilities config β€” lower legendary set ability volume (default 0.35), optional smoke/particle/visual reduction (Ragnar frost cone, Berserker, Bulwark, Undying, and related set FX).
  • NEW: Interface / HideEpicLootConfigButton (default true) β€” hides Epic Loot’s pause/main-menu Mod Config button; BepInEx cfg files still apply.

1.3.0

  • NEW: Exceptions / DropThatAllowFiles β€” comma-separated Drop That character-drop configs (default drop_that.character_drop.BossBonusTools.cfg). Creature/item pairs listed there bypass zone downgrades.

1.2.0

  • FIX: Food and trophies are tier-checked like gear (e.g. early bosses no longer drop iron-tier food, draugr trophies, or iron axes when those imply a higher biome).
  • FIX: CamelCase prefab names infer material tier when not in the recipe index (e.g. AxeIron β†’ swamp tier). Fish stays unzoned so Meadows can still drop it.

1.1.0

  • NEW: Epic Loot integration β€” patches LootRoller.SpawnNormalItem and GatedItemTypeHelper.GetGatedItemNameFromItemOrType so magic rolls respect the same zone cap as vanilla drops.

1.0.0

  • NEW: Zone loot filter for CJAYCRAFT progression β€” mapped creatures (~178 entries) cannot drop weapons, armor, shields, tools, or ammo whose recipe materials exceed the creature’s home biome tier. Over-tier drops are swapped to the same item kind at the highest legal tier for that creature.
  • Biome order: Meadows β†’ Black Forest β†’ Swamp β†’ Mountain/Ocean (same tier) β†’ Plains β†’ Mistlands β†’ Ashlands β†’ Deep North.
  • Ore, hides, and similar non-gear materials are not replaced by slot logic; Epic Loot still applies enchant rolls after the base item is chosen.
  • Requires BepInEx; Epic Loot is a soft dependency (loot filter and UI hooks need it installed).