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Icewind Dale II Random Loot Tables

Discussion in 'Icewind Dale 2' started by 1eyedking, Nov 23, 2009.

  1. 1eyedking Gems: 1/31
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    -> Download <-
    -> .txt format <-

    Code:
    ================[EXCEL FORMAT]===============
    IWD2 Random Loot Tables (Normal & Fury Modes)
    =================by 1eyedking================
    What I did was edit an exported ItemList.txt from DaleKeeper2 Beta, look for the item code value in RT_NORM.2DA and RT_Fury.2da tables in said list, and return the name of the item for that code. Feel free to edit and format it to your liking (and even incorporate it to your guide/walkthrough), just kindly cite the source somewhere. I hope it helps you in your adventures!

    One thing of note: I found a couple of typos that are probably preventing certain items from spawning (or references to items that don't exist - provided DaleKeeper2's item list is thorough). I did not correct them since that would involve modding the original 2DA files, which is not the purpose of my list. That's what the blank spaces are, in case you are wondering.

    That said, here is the source for the Normal difficulty table for anyone interested. Reproducing it for Fury mode is as easy as copy-pasting the 2DA table and replacing.
     
    Last edited: Nov 25, 2009
  2. kmonster Gems: 24/31
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    With this knowledge you can surely answer mankind's most asked question:

    Where in the game can you find the "Massive Greataxe of Flame +5"
     
  3. 1eyedking Gems: 1/31
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    You would find it wherever you found any of the other following:

    RMEW_09
    Battleaxe of Disruption +5
    Massive Greataxe of Flame +5
    Club of Dazing +5
    Mace of Evil Protection
    Hammer of Dispelling +5
    Halberd of Speed +5
    Staff of Greater Spell Resistance +5
    Miasmic Bastard Sword
    Bastard Sword of Wrath
    Stunning Longsword of Corrosion +3
    Brilliant Short Sword +5
    Greatsword of Virtue

    /edit:
    Provided it's random loot to begin with.
     
    Last edited: Nov 25, 2009
  4. kmonster Gems: 24/31
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    I doubt you can get it instead of the "Brilliant Short Sword +5" for defeating the 10th battle square rank.
    In HoF mode I got the "Staff of Greater Spell Resistance +5" from the orc shaman (forgot his name) on the field of slaughter IIRC, but this didn't look like random loot to me either.
     
  5. crucis

    crucis Fighting the undead in Selune's name Veteran

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    kmonster, I just did a quickie check of some of the various random treasure place-holder "items" (of which RMEW_09 is one) and is appears that the entire RMEW_## series of random treasure placeholders isn't used in IWD2. Using the Search abilities of both Near Infinity and DLTCEP, I was unable to find any references to any of the RMEW_## items that I randomly checked (including RMEW_09) in any BCS, CRE, ARE, STO file.

    It appears that this particular weapon is an "orphan"... its only reference being in a random treasure placeholder "item" that isn't used. This is something that I can "fix" in my next revision of Light of Selune. I'll have to think of a good location to place it... ;)

    EDIT: Done. I've placed the "Massive Greataxe of Flame +5" in a thoroughly appropriate location.
     
    Last edited: Nov 25, 2009
  6. 1eyedking Gems: 1/31
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    I forgot to add a "provided it's random loot" disclaimer.

    One question: are random drops equiprobable or do they follow a particular probability distribution?

    Interesting, are you sure? If I recall correctly, the RMEW_01 to 05 variations happened quite a few times in the the last game I played and checked through reloading. Maybe they're stored somewhere else. How are you checking said references?
     
  7. crucis

    crucis Fighting the undead in Selune's name Veteran

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    I used the search capabilities of both DLTCEP and NearInfinity to look for instance of RMEW_01 thru RMEW_15. I've only been able to find instances of RMEW_01 and RMEW_05 in the game's ARE files, but no instances of any of the other RMEW items.



    As to the randomness of the game's random treasure, I haven't a clue.
     
  8. 1eyedking Gems: 1/31
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    I don't know much about the Infinity Engine, but could it be that they are stored in critter files as well? Just a wild guess.
     
  9. crucis

    crucis Fighting the undead in Selune's name Veteran

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    There might be some random treasure items in creature files. Please note that I'm not counting the normal mode/HOF mode dummy items used for items that have normal and HOF versions. But I've got to say that it would seem a bit strange to me that a creature would dump a truly random treasure that was some big weapon, unless the creature was actually using the weapon. It seems that these major random treasures are found in containers, rather than on creatures (but I could be wrong...).
     
  10. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    I've seen drops up to and including RMEW_07 during my playtests, although anything beyond RMEW_06 is increasingly rare.

    Based on the tables, it *seems* like the random loot procedure goes something like this:

    1. "Roll" for the type of item - weapon, armor, ring, gem etc. This selects the prefix for the random loot tables. RARM for armor, RT for gems and jewellery, RRNG for enchanted rings and so forth. NOTE: Most monster types can only drop from a few categories. (See their CRE files for more info.)
    2. Monster's strength (seems to correlate with given Challenge Rating value) decides which row you end up, within the category. Top contenders put you at or around row five, for example RMEW_05.
    3. "Roll" for the item on that specific row. Most likely equiprobable, since I don't see any weights given for the items themselves. Some of the "items" are special markers for going up (or down) a row or two and doing a reroll there. Note that if you're lucky, you can successfully roll for a "row upgrade" several times to score into the higher rows.

    So, assuming the above is true, you'd need the following to happen to actually see that elusive Massive Greataxe drop:

    1. Roll for a "random melee weapon" category.
    2. Kill something suitably strong to start at RMEW_05 or thereabouts.
    3. Roll for "row upgrade" for as many times as needed to end up at RMEW_09 row.
    4. Roll for the actual weapon in between the 12 actual weapon drops in that row.

    Any Diablo II veteran that has done some digging into its Treasure Classes should feel like home, methinks.
     
  11. crucis

    crucis Fighting the undead in Selune's name Veteran

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    Rechet, I missed the fact that some of the random dummy items are actually further embedded within other random dummy items. However, some of the RMEW_##'s (09 being one of them) are not embedded in this way. It does make one wonder if some of the random treasure dummy item numbers simply aren't used. I see no reason why this couldn't be true. After all, there are PLENTY of other 2DA files that aren't used. Some are hold-overs from BG1, while some are actually from the earlier, pre-3e version of IWD2. So the idea that some random treasure dummy item #'s are orphans really wouldn't surprise me at all.
     
  12. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    They don't really need to be embedded into anything, as the "row upgrade" most likely resolves it symbolically, ie. RMEW_05 "plus one" becomes RMEW_(5+1) = RMEW_06.

    Or do you mean there is no valid upgrade path into RMEW_09 and some others from the most common ones?
     
  13. crucis

    crucis Fighting the undead in Selune's name Veteran

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    No, Rechet, what I meant be "embedded" was that some random items in the RT 2DA files include other random treasure items in their lists, and this appears to be the only way that some RT dummy items are accessed.

    For example, here's part of the RT03_R dummy item line from RTNORM.2DA.

    RT03_R RARM_01 RSHD_01 RPTN_01 RMSC_01

    The following 4 items are also random treasure dummy items that are "embedded" into the RT03_R dummy item's list of items. So what I was saying before is that perhaps some of these dummy items (like RMEW_09 perhaps) are only used as "embedded" dummy items within other dummy items and are never used on their own (i.e. within CRE files or in ARE file containers, etc.).
     
  14. Topken

    Topken Elven-dragon wizard

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    just asking this as a player and not as a modder but i do get twhat you guys are saying. would it be possible to sort this out so that we get an even drop table for everything so that its possible to gain every item in game but doesnt have to be throught he first playthrough meaning theres a possibility that it will drop but it doesnt so you could pick it up though any of the other times you go through.
     
  15. lendial Gems: 4/31
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    you can easily make the changes to yourself using near infinity.

    With a little testing it seems Sir Rechet is indeed correct.

    After spawning a location with a bunch of RT15_R which contain:
    RT15_R RMEW_06 RMIW_06 RARM_06 RSHD_06 RWIZ_05 RPRI_05 RRNG_05

    I was able to get a winter ring to drop, which is in the same "drop class" as tymora's loop. RRNG_05 itself never drops anywhere any only when RT12 or higher is dropped is there even a chance that RRNG_05 class is rolled and tmyora's loop is chosen.

    NI lists these monsters as having the potential to drop RT_15R, similarly these same ones should then all have the potential to drop a loop, albiet likely very very small and would require perhaps dozens of hours of reloads to force a drop.

    Vesse,saablic tan(didnt seem to work after 2 hours though!!), wanmok, brutai mar, pustule, most half dragons. Essentially every named thing on from the saablic tan fight and onwards.


    as for the uber axe of doom, it would seem it has to be rolled "up" like Rechet says.
     
    Last edited: Sep 5, 2010
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