For the purposes of procedural loot generation, we have identified 2 types of loot container:
1) Static container
2) Corpse container
The reason for this dilineation is that item types in corpse containers are pseudo randomly generated using a seed method whose input = xyz coordinates. So the items you get on corpses will randomize based on the location in which the enemy is killed. Rarity (subject to minimum level requirement) and mod type are randomized using a different method and we currently do not know what it is. However, we do know the outputs are not tracked in save.dat (or perhaps they are and are not recalling state correctly). We know this because we can re-randomize item rarity and mod type by save scumming.
Static containers should not generate item type based on xyz -> seed for the very obvious reason that they never move. A static container would be a safe or a chest or a body that is permadead (i.e. was never spawned at the location of an npc that was alive and moving at any point). We do not know the method used to generate item types in static containers.
I suspect it is mistakenly seed generated by xyz coordinates like corpse loot as this would explain why static container loot never seems to vary item type but right now we don't have evidence for it and this theory has not been independently verified. It is just as likely that the current behaviour is intentional.
That is consistent with my observation too. Weapons that drop directly on the ground level scale correctly through save/load. Weapons that generate inside corpse containers reset to level 1 after save/load.
1) Static container
2) Corpse container
The reason for this dilineation is that item types in corpse containers are pseudo randomly generated using a seed method whose input = xyz coordinates. So the items you get on corpses will randomize based on the location in which the enemy is killed. Rarity (subject to minimum level requirement) and mod type are randomized using a different method and we currently do not know what it is. However, we do know the outputs are not tracked in save.dat (or perhaps they are and are not recalling state correctly). We know this because we can re-randomize item rarity and mod type by save scumming.
Static containers should not generate item type based on xyz -> seed for the very obvious reason that they never move. A static container would be a safe or a chest or a body that is permadead (i.e. was never spawned at the location of an npc that was alive and moving at any point). We do not know the method used to generate item types in static containers.
I suspect it is mistakenly seed generated by xyz coordinates like corpse loot as this would explain why static container loot never seems to vary item type but right now we don't have evidence for it and this theory has not been independently verified. It is just as likely that the current behaviour is intentional.
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I can confirm that gun did the exact same thing upon loading. Damage went from 200-something to like 72.
That is consistent with my observation too. Weapons that drop directly on the ground level scale correctly through save/load. Weapons that generate inside corpse containers reset to level 1 after save/load.
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