Mods / RPG Item Rarity - Reborn
Category:
#Magic
#Other
#Weapons
Author: misterandydandy
Side: Both
Created: Mar 17th at 1:41 PM
Last modified: Mar 17th at 2:00 PM
Downloads: 5801
Follow Unfollow 97
Author: misterandydandy
Side: Both
Created: Mar 17th at 1:41 PM
Last modified: Mar 17th at 2:00 PM
Downloads: 5801
Follow Unfollow 97
Latest file for Various v1.19.x:
rpgitemrarity-1.0.5.zip
1-click install
Makes weapons, tools, and armor get assigned a rpg-esque rarity which improves their stats.
It is written in a way that should ensure compatibility with modded items as well.
Partially an example mod for my patch I'm working on called Attributer.
How to use:
Items when obtained automatically have rarity generated, this includes loot drops and chests.
Items that don't have rarity need to be "appraised" by dropping them and picking them back up, or using them.
The mod does work on existing worlds, and can be safely removed as well.
Requirements:
Attributer
Features:
Configuration for adjusting chances and the like, and Language files! (1.0.4)
XSkills/XLib Compatibility! (v0.8.0-rc.1)
Six different item raritys that modify stats:
Rarity: | Stat Modifier: | Rarity Chance: |
Common | 0% Stat Bonus. | 50% |
Uncommon | 10% Stat Bonus. | 20% |
Rare | 20% Stat Bonus. | 15% |
Epic | 30% Stat Bonus. | 10% |
Legendary | 40% Stat Bonus. | ~5% |
Unique | 50% Stat Bonus. | ~1% |
Stats Modified:
Tools:
- Durability.
- Attack Power.
- Mining Speed.
Weapons:
- Durability.
- Attack Power.
- Ranged Damage.
Shields:
- Durability.
- Damage Absorption.
Armor:
- Durability.
- Flat Damage Reduction.
Clothes:
- Durability.
- Warmth.
I am only keeping it up to date and fixing issue.
If Yew come back please let me know as I will remove this mod.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.5 | 5801 | Mar 17th at 2:00 PM | Show | rpgitemrarity-1.0.5.zip | Install now |
on 1.19.18 (stable) items get the name recolor, but the gear's stats stay the same. Am I doing something wrong?
Edit: After re-reading the RPG mod, I realised I glossed over the attributer mod. everything is working as intended now.
my game also crashes when throwing a spear on 1.20.0rc1
in 1.20 everything seems to be fine except when throwing spears which causes the following issue
Running on 64 bit Windows 10.0.22631.0 with 32627 MB RAM
Game Version: v1.20.0-pre.4 (Unstable)
10/2/2024 11:03:06 AM: Critical error occurred in the following mod: attributerreborn@1.0.6
Loaded Mods: attributerreborn@1.0.6, hqzlights@1.1.1, eldritchcuteclothing@1.0.2, millwright@1.1.7, game@1.20.0-pre.4, vtr@3.0.3, wanderedisles@3.0.12, alchemy@1.6.36, betterruins@0.3.7, dressful@1.6.0, fendragonbcs@0.1.1, orexrayserver@1.0.0, paxel@1.5.0, rivers@3.2.0, simplecloth@1.0.2, trailmod@1.0.8, traitacquirer@0.9.3, vanity@2.2.1, creative@1.20.0-pre.4, survival@1.20.0-pre.4, em@2.7.0, shearlib@1.0.0, tailorsdelight@1.7.0, dressmakers@1.4.0
Involved Harmony IDs: attributer.Patches
System.MissingMethodException: Method not found: 'Void Vintagestory.API.Common.Entities.EntityPos.SetFrom(Vintagestory.API.Common.Entities.EntityPos)'.
at attributer.src.ItemSpearPatch.OnHeldInteractStopSpear(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.GameContent.ItemSpear.OnHeldInteractStop_Patch4(ItemSpear this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1179
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 313
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 162
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 741
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 207
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 694
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 669
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
There seems to be a bug with XSkills and this mod with the Metalworking --> Blacksmith skill. When you select this skill, you will only ever make Common versions of all tools, weapons, armor, etc.
Is it possible to make crafted items weapons armor etc have the attributes as well? if so how is it done cause all our crafted tools and weapons are default common everytime
There is a bug with my game. Despite getting different qualities, the actual stats of weapons and tools does not change. I also have XSkills like a user below does, but I don’t know if that is the cause.
EDIT: To anyone having the same problem, as Iv’e seen multiple people below, the VS launcher will not automatically download this mod’s dependency “Attributer” like it does with other ones. You need to download “Attributer” as well to make it work.
Hmm for me the common and uncommon values are always the same, does anyone had same issue?
I think this mod conflicts with Xskills but not 100% sure. I get the rarity increases but the item stats do not increase.
Hi, i updated the german translation.
de.json
There seems to be almost no reason to run this mod right now compared to the original, at least on my end, I have not noticed any differences, and no fixes for issues that I have been having with the original.
The largest and really only issue I have with the original is that stuff that shouldn't is getting assinged rarities, EI. Temporal Gears, and Tuning Cylinders.
I am really happy someone is taking over this mod, but I dont see any differences as of yet between the 2 versions.
I'm unfortunately having issues with this mod in 0.19.8. Either because the mod is out-dated or because of a conflict with the classes mod or something like that. I am getting the rarity but no boosts to the actual tool speed or anything. I am also using level up mod and xskills so they might conflict too?
Hi, is there a possibility that you could implement a blacklist config so I can turn off some items like temporal gears and tuning cylinders.
is there the probability to, add compatibility to mods that add skills?
for example, someone has the leatherworker job, and a mod that adds crafting skill added, if that dude crafts a leather armor, would be there a increased possibility to get a better rarety? taht would be cool
Hey, could you please post the source code for this version of the mod, along with Attributer? Thanks.
running into an issue of this mod overriding the durability gain from xskills quality is there a way to either prevent this or have them work together
I noticed my storage bags get designations too but it doesn't change anything about them, like i have a Legendary Linen Sack but it doesn't give any extra slots or anything of the sort, was passing on an idea that common / Uncommon gives 0 slots, rare / epic gives 1 bonus slot, legendary / unique gives 2 bonus slots, if that's possible.
Hey there, love that you did an update for the mod bringing everything up to date.
Was hoping you could add another, or different, compatibility mode with xskills where if the xskills quality was 10, the RPG Item Rarity would still be random. It would allow the randomness from this mod to still be in effect, while giving the master smiths a chance to still make something exceptional (without every single thing being exceptional/unique).
Thanks for your hard work on this mod, and for your consideration.
Heya, don't know if you're planning to add things to the mod or just keeping it updated for the newer versions, but would be cool if it could also apply to backpacks and the like with common having the standard item slots and adding one extra slot per rarity :)
Hi there I just wanted to ask, is there a way to add new elements? I've been trying to add poor and awful as a way of creating a few worse items to make the Unique and Legendary actually feel like it's a blessing.
I've added them to all the lines in the config but as soon as I start up the server it reverts back to the old one.
is there any hope?
Appreciation post for continuing work on a very neat abandoned mod. You a real one. ✊
I noticed that since I have the new updated versions of Xlib/Xskills, I just downloaded and installed this mod today, still on 1.19.4 Stable. The item Rarity on blacksmithed iron items from Lore weapons (I haven't tried others yet) show increases to damage/durability before creation but once they get rarity from this mod it resets with no increased stats. I am a blacksmith with blacksmith 1/2 from xskills. The item in question rolled with a 2.1 Quality (uncommon) from my class. I would hope (unless I'm mistaken) this mod should at best leave the increases from my class in place with additional bonuses based on rarity from this mod.
Thanks for the crash log I'll be taking a look at it tomorrow
I think there may also be an issue with attributes trying to be assigned to cookware, causing a crash when handling eggs and trying to make food (mods culinary artillery and expanded foods installed)
Running on 64 bit Windows 10.0.22631.0 with 32715 MB RAM
Game Version: v1.19.5 (Stable)
3/22/2024 10:46:51 AM: Critical error occurred in the following mod: attributerreborn@1.0.6
Loaded Mods: tadmorecharcoal@1.0.0, aculinaryartillery@1.1.3, arachnidreplacer@1.0.0, arrowrecovery@1.0.0, attributerreborn@1.0.6, autowalk@1.0.4, betterbalance@2.1.3, bettersticks@1.1.0, bushmeatpemmican@0.1.3, buzzwords@1.6.0, cairns11bigcairn@1.1.0, carpet@1.0.2, cavecontent@1.0.1, chiseltools@1.10.7, craftablecompanion@1.0.0, hqzlights@1.1.1, geodesandgemstones@1.1.1, geoaddons@1.3.3, haybales@1.1.2, hideandfabric@1.3.0, instanddrifterdrops@1.1.0, lowershield@1.0.0, millwright@1.1.4, palisademod@1.1.0, pieontheshelf@1.0.0, TA_plainsandvalleys@1.0.5, plantmat@1.7.2, primitivesurvival@3.4.9, qptech@1.14.4, repairablelocust@1.2.0, rpgitemrarityreborn@1.0.5, salty@1.0.1, she1fish@1.2.0, shepherdmod@1.0.2, spidersilk@1.2.2, spyglass@0.5.1, temporal_gears_stack@1.0.0, upgradeablelocust@1.0.1, game@1.19.5, warmerclothing@1.0.0, alchemy@1.6.25, ancienttools@1.5.12, animalcages@3.0.2, beehivekiln@1.5.1, betterfirepit@1.1.4, blacksmithenhancements@1.0.5, canjewelry@0.2.18, chickenfeed@1.1.1, clockmakergoggles@1.1.0, clrd@1.0.0, commonlib@2.3.7, earlychiseling@1.0.1, expandedfoods@1.6.8, farmlanddropssoil@1.4.0, freedomunits@1.1.3, GuibibiQOLS@1.0.2, sailboat@1.3.0, knapster@2.9.3, mio@0.9.5, meteoricexpansion@1.2.5, pigfeed@1.0.2, primitivetools@1.4.1, prospecttogether@1.3.0, simplecloth@1.0.2, stepup@1.2.0, stonebakeoven@1.1.3, stonerailings@1.2.1, storageoptions@1.0.2, survivalnutrition@1.0.0, th3dungeon@0.2.1, thecritterpack@0.9.1, vmetp@1.1.1, creative@1.19.5, survival@1.19.5, wildfarmingrevival@1.1.8, woodstain@1.0.1, ageofconfession@1.3.1, metalrecovery@0.1.19-pre.1, buzzybees@1.0.1, cavebeacons@1.0.8, em@2.5.1, RedDyeFromBerries@1.1.1, stonequarry@3.2.1, wattleworld@1.0.1, bricklayers@2.5.1
System.NullReferenceException: Object reference not set to an instance of an object.
at attributer.src.CollectibleObjectPatch.GetHeldItemInfo(CollectibleObject __instance, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in C:\Users\andy-\Documents\GitHub\VS-Attributer\mod-src\patch\CollectibleObjectPatch.cs:line 33
at Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo_Patch5(CollectibleObject this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 401
at Vintagestory.Client.NoObf.HudMouseTools.OnRequireInfoText(ItemSlot slot) in VintagestoryLib\Client\Systems\Gui\Huds\HudMouseTools.cs:line 167
at Vintagestory.API.Client.GuiElementItemstackInfo.AsyncRecompose() in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementItemstackInfo.cs:line 142
at Vintagestory.API.Client.GuiElementItemstackInfo.SetSourceSlot(ItemSlot nowSlot, Boolean forceRecompose) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementItemstackInfo.cs:line 252
at Vintagestory.Client.NoObf.HudMouseTools.OnMouseEnterSlot(ItemSlot slot) in VintagestoryLib\Client\Systems\Gui\Huds\HudMouseTools.cs:line 208
at Vintagestory.Client.NoObf.ClientEventManager.TriggerOnMouseEnterSlot(ClientMain game, ItemSlot slot) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 514
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseMove(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 809
at Vintagestory.API.Client.GuiComposer.OnMouseMove(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 512
at Vintagestory.API.Client.GuiDialog.OnMouseMove(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 608
at Vintagestory.Client.NoObf.GuiManager.OnMouseMove(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 433
at Vintagestory.Client.NoObf.ClientMain.OnMouseMove_Patch0(ClientMain this, MouseEvent args)
at Vintagestory.Client.NoObf.ClientPlatformWindows.UpdateMousePosition() in VintagestoryLib\Client\ClientPlatform\Input.cs:line 111
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
QuantumAnomaly Okay I'll take a look on the weekend I don't have the source files on this laptop.
there are couple of things I want to change.
also thanks for letting me know.
Is this strictly percentage based? I use 200% durability on my world so i dont want to lose durability on common items. (EDIT - Yes, and durability is saved, however if you get a better item by dropping a crafted one you'll need to repair it because the current durability wont change, just the max does.)
Additionally, you might want to round off your adjustments. Wolf helmet (from hide and fabirc) went from .8 hp protection to .96000004 hp protection (upgraded to rare). I wouldnt float that variable, give it a floor or some kinda rounding, just to save screen realestate and prevent future bugs. .96 is prolly fine.
Also bow bonus when lolool Got a legendary bow, only gets durability XD. Awesome mod
Lohn your most welcome.
someone asked for it to be fixed on discord.
Thank you so much for updating this! I first used this last year and really enjoyed it for my 200%+ scaled difficulty worlds (which I just happened to start on 1.19.4 yesterday) so this came at perfect timing! :)