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EDIT: Floatsam / Flotsam. Floatsam is the archaic variant of Flotsam according to Merriam-Webster. Be careful with the ini and settings below, because both Flotsam and Floatsam are used in different places within Atlas, and using float instead of flot (or vice versa) in the wrong place will cause errors

I searched a good bit but was never able to find a solid answer. So I played around with the ini config we use in Ark. Searched through many uasset files in the primalearth content folder. And was finally able to figure it out after a lot of test and fail. It's pretty much the exact same as Ark, but I had to figure out the exact itemstring for flotsam. I'll break down the code and explain each part for those who never did this on Ark. At the end I'll post the complete code I use for my play server

First: You have to tell it which loot table you're overriding. This will completely override it, so anything that normally spawns in that piece will no longer.
 

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ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="PrimalInventoryBP_SupplyCrate_Floatsam_C",MinItemSets=2,MaxItemSets=2,NumItemSetsPower=1,bSetsRandomWithoutReplacement=true,ItemSets=

SupplyCrateClassString is the item that you're overriding the loot table for. It can be anything from animal loot drop, boss drop, flotsam, sunken treasure, etc etc. Anything that can drop loot. For this, we're using PrimalInventoryBP_SupplyCrate_Floatsam_C, the loot inventory for flotsam. Later, we're going to add in itemsets. Sets are like categories. If you want to keep it simple and easy, you can put only 1 itemset and include everything in that set. Then the loot table will randomly choose X amount of items from that set. That could be a problem if you wanted, let's say, to always have an amount of gold in the loot, but also have a chance to give a piece of armor, weapon or tool. In that case, you would end up making 2 itemsets to be included in this single suuplycrateclassstring. But we'll go over adding item sets later. For now, let's continue to look through this one line.

MinItemSets and MaxItemSets are exactly what they sound like. When we list out itemsets later, this is the part that determines how many different sets will be included in the loot. This one currently shows a MinItemSet of 2 and a MaxItemSet of 2. That's because in this example, I only have 2 itemsets that will be shown later. And I want to make sure each set will always be in the loot. Why I want that will be explained later when we talk about adding itemsets.

NumItemSetsPower is the power of the items. It's ideal to leave this as 1, because it can be multiplied using a different ini config setting: SupplyCrateLootQualityMultiplier

bSetsRandomWithoutReplacement=true means that each set can only appear once per loot. As we know, we'll be adding 2 itemsets later. And because our MinItemSet and MaxItemSet are 2, if this was false, there's a chance the 1st set would appear twice, meaning the 2nd set wouldn't be in that loot drop. We don't want that. So setting this to true, each set can only appear once in that loot,

ItemSets= is where we list our item sets. For this example, the 1st itemset is a single item. Gold. And the 2nd itemset is full of each type of armor, weapon and tool. The reason for this is that you saw above, each itemset will be in the loot. And since the 1st is only gold and nothing else, it can't randomly select anything from that list except for gold, and so gold will always be in the loot. And the 2nd itemset being armor, weapons and tools. It will randomly pick X amount of items from that list (Which we'll go over how to set that amount later). And include those in the loot in addition to the gold.

Now for the ItemSets=
 

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ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1,SetWeight=100,bItemsRandomWithoutReplacement=true,ItemEntries=

 

You'll notice some similarities to the part above.
MinNumItems and MaxNumItems are for this single itemset. This is the 1st one, which will only have gold in it. So there only needs to be 1 for both min and max.

NumItemsPower is the same as above, ideal to leave it at one. But if you want to really customize this particular set instead of all loot across the board, raising this would increase the quality of all items in this list.

SetWeight in this example is pretty useless because both sets will always be included in the loot. But lets say you end up having 5 different sets of items, and you want the loot to only include 2 random sets. The weight is the chance this set would be included. The higher the value, the more likely it is to be included in the loot. You could also keep it simple and use percentage. 1.0 would be 100% chance this is included of the other sets. Or 0.5 would be there's a 50% chance it'll be selected over the other sets. The value in this example doesn't matter since both sets will be included regardless.

bItemsRandomWithoutReplacement=true is the same as above. It means that if we had a bunch of items listed in this set. But only allowed the loot to pick 3 of them. It will make sure the same item couldn't be picked more than once. Or setting it to false means there's a chance the same item can be randomly picked multiple times.

ItemEntries= is where we'll list our items to be picked.

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ItemEntries=((EntryWeight=100.0,ItemClassStrings=("PrimalItemResource_GoldCoin_C"),ItemsWeights=(1.0),MinQuantity=10,MaxQuantity=50,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0))),


Ok, this is where EntryWeight will become important. This 1st set only has gold, so it doesn't matter here. But the next set has a bunch of items listed. And EntryWeight will allow us to give certain items a higher chance of being included.

ItemClassStrings= is the item we want to include. For this line, we're including gold, PrimalItemResource_GoldCoin_C.

I'm not entirely sure the different in entryweight and itemweight, since every item listed will have both. So in lists that have multiple items, I keep the entryweight and itemweight the same. Perhaps someone more knowledgeable on that could explain the difference.

MinQuantity and MaxQuantity are what they sound like. How much you want it to randomly include. For gold, I have it set to randomly have between 10 and 50 per flotsam. But you can set that to your liking. If you were listing an item such as armor or a tool. You would want both those to be 1. You don't want to open a loot and see 50 hatchets lol

MinQuality and MaxQuality are also how they sound. The quality of the item. Gold doesn't have a quality, so it's set to 0. But the higher you increase it, the higher quality the item will be (Fine, Mastercraft, Legendary, Mythical, etc).

bForceBlueprint=false is whether or not you want this to always be a blueprint. Gold has no blueprint, so false here. But let's say you want loot that only gives blueprints, this would be set to true for each item listed. Even though it's false, you can still have it randomly choose to make it a blueprint or the actual item with the next setting.

ChanceToBeBlueprintOverride=0 If bForceBlueprint is set to false, you can change this value to a percentage. If we change it to 0.5, then there's a 50% chance the item will be a blueprint in the flotsam and 50% chance it'll be the already crafted version of that item.

And that includes that itemset. The ))), at the end is how you know that set is done and the next set is about to be listed. Here is the next set:
 

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(MinNumItems=1,MaxNumItems=3,NumItemsPower=1,SetWeight=100,bItemsRandomWithoutReplacement=false,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HidePants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponPistol_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSniperRifle_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponBlunderbuss_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponCrossbow_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponMetalHatchet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponBow_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponMetalPick_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSickle_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSword_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4)))


And you were suddenly critically hit by walloftext. But don't be intimidated. It's actually pretty simple. There's alot in that section because it has all the loot that COULD be in the flotsam. This is just multiple copies of the same line. So this is the 2nd set. You can look over it line by line and see everything that was explained in the 1st set. In this one, you'll notice that we have MinNumItems=1,MaxNumItems=3. Which means that of everything listed here, there's a chance that 1-3 of them will be included in the flotsam. All the entryweight/itemweights are the same, so every item has an equal chance of being picked for those 1 to 3 items. All of the quotes above are for reference and explanation. You don't want to try and copy and paste to piece it all together. Because a single space, comma or parenthesis out of place will cause errors on server boot. So here is the entire line to add to your config.ini

The entire code to copy/paste into your game.ini file. You must include it in the game.ini for every region of your server if you're running a grid

ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="PrimalInventoryBP_SupplyCrate_Floatsam_C",MinItemSets=2,MaxItemSets=2,NumItemSetsPower=1,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1,SetWeight=100,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=100.0,ItemClassStrings=("PrimalItemResource_GoldCoin_C"),ItemsWeights=(1.0),MinQuantity=50,MaxQuantity=500,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0))),(MinNumItems=1,MaxNumItems=3,NumItemsPower=1,SetWeight=100,bItemsRandomWithoutReplacement=false,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HidePants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponPistol_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSniperRifle_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponBlunderbuss_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponCrossbow_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponMetalHatchet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponBow_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponMetalPick_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSickle_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSword_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4)))))


As I said at the start, this will completely override the loot. I currently don't have music included in the itemsets (Because I plan to add a 3rd item set for music later). But for now, if you do an exact copy/paste, you will no longer get music sheets from the flotsam loot

Edited by CrazyCovin
grammar fix

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This is the exact code from above, but I added the 3rd itemset to include 1 random piece of sheet music of a random difficulty in every flotsam crate
 

ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="PrimalInventoryBP_SupplyCrate_Floatsam_C",MinItemSets=3,MaxItemSets=3,NumItemSetsPower=1,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1,SetWeight=100,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=100.0,ItemClassStrings=("PrimalItemResource_GoldCoin_C"),ItemsWeights=(1.0),MinQuantity=50,MaxQuantity=500,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0))),(MinNumItems=1,MaxNumItems=1,NumItemsPower=1,SetWeight=100,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_A_Easy_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_A_Hard_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_A_Normal_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_B_Easy_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_B_Hard_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_B_Normal_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_C_Easy_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_C_Hard_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_C_Normal_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_WarDrumBattle_Easy_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_WarDrumBattle_Hard_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_WarDrumBattle_Normal_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_WarDrumMarch_Easy_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_WarDrumMarch_Hard_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemAmmo_Song_WarDrumMarch_Normal_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0))),(MinNumItems=1,MaxNumItems=3,NumItemsPower=1,SetWeight=100,bItemsRandomWithoutReplacement=false,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HidePants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponPistol_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSniperRifle_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponBlunderbuss_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponCrossbow_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponMetalHatchet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponBow_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponMetalPick_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSickle_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSword_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4)))))

 

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I tried to use this code, and I cannot get it to work.  I wonder if I'm placing the code in the wrong spot.  I tried to place it in the "OceanFloatsamCratesOverride" box on SGE, I then tried to place it in the chart in each grid on SGE for the "Default game.ini Values".  Still it did not work.  Can you please help me to find where to place this?

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