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Borderlands 2 Container Reference
This page is a reference of the containers found in Borderlands 2 (and associated DLC), and the classes/objects used to determine what loot gets generated when opening the container.
Containers in BL2/TPS have various attachment points defined on the container's 3D model, generally named like Ammo1
, Ammo2
, Gun1
, Gun2
, Grenade1
, etc. The InteractiveObjectBalanceDefinition
object for each container is where the game says what items should get attached where. For instance, the object GD_Balance_Treasure.ChestGrades.ObjectGrade_DahlEpic
(the gigantic red Dahl chest) has the following named loot configurations:
- TreasureChest_2guns2Pistols
- TreasureChest_4Pistols1Long
- TreasureChest_Launcher
- TreasureChest_Gear
- TreasureChest_Shields
- TreasureChest_GrenadeMods
- TreasureChest_ClassMods
- TreasureChest_2Guns&Gear
- TreasureChest_Eridium
As you'd expect, each of those options has a weight-based probability associated with it in a Weight
block, which gives you the probability that that pool will be chosen. Inside each of those loot definitions, there's an ItemAttachments
object which defines an ItemPoolDefinition
/WeaponPoolDefinition
to pull from, and a named attachment point. For instance, TreasureChest_2guns2Pistols
sets a couple items from GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns
to get assigned to Gun1
and Gun2
, and a couple items from GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols
to get assigned to Pistol5
and Pistol6
. (There's also various definitions going to Ammo1-4
and Grenade1-4
.)
As with many Borderlands objects, this loot pool definition can either be done via a DefaultIncludedLootLists
property, which passes off the pool decisions to another object, or with a DefaultLoot
property defined right there. (They can also do a combination of the two, of course.)
All of the container InteractiveObjectBalanceDefinition
objects are only loaded when a level is loaded, so those objects cannot be modified via standard set
commands. The ones which use DefaultIncludedLootLists
will often point at a loot pool which can be modified via standard set
commands, though there are exceptions.
The probabilities given below should be more-or-less accurate, though I'm still not totally sure about the exact math behind it. All ammo/health/etc has been ignored here -- this list is only focusing on gear. There's a few places where non-gear loot pools get mentioned, simply because they're part of the decision chain, but they're definitely not the focus.
Some of these pools also have non-100% chances to spawn on each of its defined spawn point. So some of these which say "2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns
" or whatever may not always spawn two of them, depending on how the RNG feels at the time.
Many of the pools here which are meant to provide shields in the "epic" chests actually have an error in the Shields pool which prevents that pool from ever actually being used. The specific error is that they include the item GD_Itempools.BuffDrinkPools.Pool_BuffDrinks_Euphoria
, which cannot be spawned in-game.
"Trap" chests which can spawn Loot Midgets or Varkids or the like are technically different containers than the non-trap versions, and are specified directly in the level definitions. If you want to change the possible loot pools for dumpsters, for instance, you'd technically have to do so in all four classes, since they're separate and don't call out to a common pool.
Main Loot Definition Class: GD_Balance_Treasure.ChestGrades.ObjectGrade_TreasureChest
Actual Loot Pool: GD_Itempools.ListDefs.EpicChestRedLoot
(can change with set
)
31% | 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns |
16% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols |
9% | 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Launchers |
8% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Items |
8% |
(NOTE: There is an error in this pool which prevents it from actually being used) 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields |
8% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
8% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_ClassMods |
5% |
2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
5% | 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Artifacts (plus a bunch of Eridium+money) |
Main Loot Definition Class: GD_Balance_Treasure.ChestGrades.ObjectGrade_BanditChest
Actual Loot Pool: GD_Itempools.ListDefs.EpicChestBanditLoot
(can change with set
)
34% | 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns |
17% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols |
10% | 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Launchers |
9% |
(NOTE: There is an error in this pool which prevents it from actually being used) 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields |
9% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
9% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_ClassMods |
6% |
2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
6% | 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Artifacts (plus a bunch of Eridium+money) |
Main Loot Definition Classes: GD_Balance_Treasure.ChestGrades.ObjectGrade_DahlEpic
GD_Balance_Treasure.ChestGrades.ObjectGrade_DahlEpic_BearerBadNews
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Regular Version:
31% |
2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols |
16% |
4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns |
9% | 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Launchers |
8% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Items |
8% |
(NOTE: There is an error in this pool which prevents it from actually being used) 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields |
8% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
8% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_ClassMods |
5% |
2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
5% | 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Artifacts (plus a bunch of Eridium+money) |
Roland's Chest:
33% |
1x GD_Itempools.WeaponPools.Pool_Weapons_All_04_Rare 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols |
16% |
1x GD_Itempools.WeaponPools.Pool_Weapons_Pistols_04_Rare 3x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns |
10% |
1x GD_Itempools.WeaponPools.Pool_Weapons_Launchers_04_Rare 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Launchers |
9% |
1x GD_Itempools.ShieldPools.Pool_Shields_All_04_Rare 3x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Items |
9% |
(NOTE: There is an error in this pool which prevents it from actually being used) 1x GD_Itempools.ShieldPools.Pool_Shields_All_04_Rare 3x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields |
9% |
1x GD_Itempools.GrenadeModPools.Pool_GrenadeMods_04_Rare 3x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
9% |
1x GD_Itempools.ClassModPools.Pool_ClassMod_04_Rare 3x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_ClassMods |
5% |
2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
Main Loot Definition Class: GD_Balance_Treasure.ChestGrades.ObjectGrade_HyperionChest
Actual Loot Pool: GD_Itempools.ListDefs.EpicChestHyperionLoot
(can change with set
)
36% | 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns |
18% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols |
11% | 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Launchers |
10% |
(NOTE: There is an error in this pool which prevents it from actually being used) 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields |
10% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
10% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_ClassMods |
6% | 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Artifacts (plus a bunch of Eridium+money) |
Main Loot Definition Class: GD_Orchid_TreasureChests.InteractiveObjects.ObjectGrade_PirateChest_Epic
Actual Loot Pool: GD_Orchid_ItemPools.ListDefs.PirateChestEpicLoot
(must be hotfixed)
36% | 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns |
13% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols |
10% | 1x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Launchers |
8% | 3x GD_Itempools.ArtifactPools.Pool_ArtifactsReward |
9% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields |
9% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods |
9% | 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_ClassMods |
6% | Eridium, etc. |
Main Loot Definition Class: GD_Allium_Lootables.Balance.Balance_LootCar
Actual Loot Pool: GD_Allium_Lootables.ListDefs.LootCarLA
(must be hotfixed)
100% |
2x GD_Allium_Lootables.ListDefs.Pool_EridiumOrCustomization 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Pistols 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_LongGuns 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_GrenadeMods 2x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Weapons_Launchers 6x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Shields 8x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_ClassMods 4x GD_Itempools.Treasure_ChestPools.Pool_EpicChest_Artifacts |
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_MetalCrate
Actual Loot Pool: GD_Itempools.ListDefs.WeaponChestWhiteLoot
(can change with set
)
33% | 2x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_LongGuns |
16% | 4x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_Pistols |
12% | 1x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_Launchers |
11% | 3x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Shields |
11% | 3x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_GrenadeMods |
11% | 3x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_ClassMods |
7% | 3x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Artifacts |
Main Loot Definition Class: GD_Balance_Treasure.ChestGrades.ObjectGrade_DahlWeaponChest
Actual Loot Pool: GD_Itempools.ListDefs.WeaponChestWhiteLoot
(can change with set
)
(Same as above)
Main Loot Definition Class: GD_Balance_Treasure.ChestGrades.ObjectGrade_HypWeaponChest
Actual Loot Pool: GD_Itempools.ListDefs.WeaponChestWhiteLoot
(can change with set
)
(Same as above)
Main Loot Definition Class: GD_Balance_Treasure.ChestGrades.ObjectGrade_BanditWeaponChest
Actual Loot Pool: GD_Itempools.ListDefs.WeaponChestBanditLoot
(can change with set
)
34% | 2x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_LongGuns |
17% | 4x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_Pistols |
11% | 1x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_Launchers |
11% | 3x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Shields |
11% | 3x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_GrenadeMods |
11% | 3x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_ClassMods |
4% | 3x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Artifacts |
Main Loot Definition Class: GD_Sage_Lootables.Balance.ObjectGrade_TribalChest
Actual Loot Pool: GD_Itempools.ListDefs.WeaponChestBanditLoot
(can change with set
)
(Same as above)
Main Loot Definition Class: GD_Aster_Lootables.Balance.ObjectGrade_MimicChest_NoMimic
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
31% |
2x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_LongGuns 2x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_Pistols |
16% | 4x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_Pistols |
9% | 1x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_Launchers |
8% | 4x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Items |
8% |
(NOTE: There is an error in this pool which prevents it from actually being used) 4x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Shields |
8% | 4x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_GrenadeMods |
8% | 4x GD_Aster_ItemPools.ClassModPools.Pool_ClassMod_00_Aster |
5% |
2x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Weapons_LongGuns 1x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Shields 1x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_GrenadeMods |
5% | 2x GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Artifacts (+eridium, cash) |
Main Loot Definition Class: GD_Orchid_TreasureChests.InteractiveObjects.ObjectGrade_PirateChest_EndGame
Actual Loot Pool: GD_Orchid_ItemPools.ListDefs.PirateChestEndGameLoot
(must be hotfixed)
32% | 2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_LongGuns |
7% |
1x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_LongGuns 2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_Shields |
7% |
1x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_LongGuns 2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_ClassMods |
7% |
1x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_LongGuns 2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_GrenadeMods |
7% |
1x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_LongGuns 2x GD_Itempools.ArtifactPools.Pool_ArtifactsReward |
6% |
2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_Pistols 2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_Shields |
6% |
2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_Pistols 2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_ClassMods |
6% |
2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_Pistols 2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_GrenadeMods |
6% |
2x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_Pistols 2x GD_Itempools.ArtifactPools.Pool_ArtifactsReward |
13% | 1x GD_Orchid_ItemPools.EndGame.Pool_PirateChest_EndGame_Launchers |
Main Loot Definition Class: GD_Aster_Lootables.Balance.ObjectGrade_DiceChest
Actual Loot Pool: n/a
This one pulls from many various pools, based on the die roll. The most interesting ones are probably:
GD_Aster_ItemPools.DiceChestPools.Pool_DiceChest_1_VeryLowRoll_Longs
GD_Aster_ItemPools.DiceChestPools.Pool_DiceChest_2_LowRoll_Longs
GD_Aster_ItemPools.DiceChestPools.Pool_DiceChest_2_LowRoll_Pistols
GD_Aster_ItemPools.DiceChestPools.Pool_DiceChest_3_HighRoll_Longs
GD_Aster_ItemPools.DiceChestPools.Pool_DiceChest_4_VeryHighRoll_Launchers
GD_Aster_ItemPools.DiceChestPools.Pool_DiceChest_4_VeryHighRoll_Longs
GD_Aster_ItemPools.DiceChestPools.Pool_DiceChest_4_VeryHighRoll_Pistols
GD_Aster_ItemPools.DiceChestPools.Pool_DiceChest_5_LegendaryRoll_Longs
I think that the "VeryHighRoll" pools only trigger on a single 20, and "LegendaryRoll" only triggers on a double-20.
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_StorageLocker
GD_Balance_Treasure.LootableGradesTrap.MidgetBandit.ObjectGrade_StorageLocker_MidgetBandit
GD_Balance_Treasure.LootableGradesTrap.MidgetHyperion.ObjectGrade_StorageLocker_MidgetHyperion
Actual Loot Pool:
- Main Class:
GD_Itempools.ListDefs.StorageLockerLoot
(can change withset
) - Loot Midget Versions: (defined directly, must use hotfix on main loot definition class)
Main Class: (have not actually looked at the loot midget pools)
83% | Cash+Ammo |
2% | Eridium Stick |
0.41% | Eridium Bar |
6% | 1x GD_Itempools.LootablePools.Pool_Locker_Items_SMGsAndPistols |
5% | 1x GD_Itempools.ShieldPools.Pool_Shields_All |
3% | 1x GD_Itempools.GrenadeModPools.Pool_GrenadeMods_All |
0.41% |
1x GD_Itempools.LootablePools.Pool_Locker_Items_SMGsAndPistols 1x GD_Itempools.GrenadeModPools.Pool_GrenadeMods_All |
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_Cardboard_Box
GD_Balance_Treasure.LootableGradesTrap.MidgetBandit.ObjectGrade_CardboardBox_MidgetBandit
GD_Balance_Treasure.LootableGradesTrap.MidgetHyperion.ObjectGrade_CardboardBox_MidgetHyperion
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Main Class: (have not actually looked at the loot midget pools)
(note that the weights here are actually a bit off - I have no idea what the actual number is for that health drop, so take these with a grain of salt)
87% | Ammo |
9% | 1x GD_Itempools.WeaponPools.Pool_Weapons_Pistols |
4% | Eridium Stick |
0.43% | Eridium Bar |
GD_Itempools.DropWeights.DropODDS_Health, +500 base | Health |
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_Dumpster
GD_Balance_Treasure.LootableGradesTrap.MidgetBandit.ObjectGrade_Dumpster_MidgetBandit
GD_Balance_Treasure.LootableGradesTrap.BugMorph.ObjectGrade_Dumpster_BugMorph
GD_Balance_Treasure.LootableGradesTrap.MidgetHyperion.ObjectGrade_Dumpster_MidgetHyperion
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Main Class: (have not actually looked at the loot midget pools)
50% | 1x GD_Itempools.LootablePools.Pool_Dumpster_Guns (plus ammo/cash) |
50% | 1x GD_Itempools.LootablePools.Pool_Dumpster_Guns (plus ammo/cash) |
Main Loot Definition Class: GD_Aster_Lootables.Balance.ObjectGrade_CashChest
Actual Loot Pool: GD_Aster_ItemPools.ListDefs.CashChestLoot
(must be hotfixed)
100% | (cash+ammo) |
0.05% | 1x GD_Aster_ItemPools.ClassModPools.Pool_ClassMod_00_Aster |
0.05% | (customization) |
Main Loot Definition Class: GD_Aster_Lootables.Balance.ObjectGrade_Urn
Actual Loot Pool: GD_Aster_ItemPools.ListDefs.UrnLoot
(must be hotfixed)
I have no idea what the actual numbers are here. There's some BaseValueConstant
fiddling which remains entirely opaque to me.
"VeryCommon" |
1x GD_Itempools.Treasure_NestPools.Pool_Nest_Items (+ammo, health, etc) Very small chance for GD_Itempools.Treasure_ChestPools.Pool_WeaponChest_Artifacts, based on GD_Itempools.DropWeights.DropODDS_GunsAndGear |
"Uncommon" + 100 | (money, eridium) |
"VeryRare" + 100 | 1x GD_Itempools.AmmoAndResourcePools.Pool_Crystal |
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_Propane
Actual Loot Pool: GD_Itempools.ListDefs.StandardPileLoot
(can change with set
)
100% | 1x GD_Itempools.Treasure_NestPools.Pool_Nest_Items (plus health, ammo, skins) |
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_BanditGasTank
Actual Loot Pool: GD_Itempools.ListDefs.StandardPileLoot
(twice!) (can change with set
)
(Same as above)
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_BullyMongPile
GD_Balance_Treasure.LootableGrades.ObjectGrade_JunkPile
GD_Balance_Treasure.LootableGrades.ObjectGrade_SkagPile
GD_Balance_Treasure.LootableGrades.ObjectGrade_SpiderantPile
GD_Balance_Treasure.LootableGrades.ObjectGrade_StalkerPile
GD_Balance_Treasure.LootableGrades.ObjectGrade_StalkerPileCeiling
GD_Balance_Treasure.LootableGrades.ObjectGrade_StalkerPilePillar
GD_Aster_Lootables.Balance.ObjectGrade_SpiderCocoon
Actual Loot Pool: GD_Itempools.ListDefs.StandardPileLoot
(can change with set
)
(Same as above)
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_BugMorphPile
HOWEVER: Unlike all the other standard Piles, the link to the loot drop happens in a BehaviorProviderDefinition
object, via: GD_Balance_Treasure.InteractiveObjects.InteractiveObj_BugMorphPile:BehaviorProviderDefinition_13.Behavior_SpawnItems_25
Actual Loot Pool: GD_Itempools.ListDefs.StandardPileLoot
(can change with set
)
(Same as above)
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_BullyMongPile_AlwaysHealth
Actual Loot Pool: GD_Itempools.ListDefs.StandardPileLoot_AlwaysHealth
(can change with set
)
(This pool looks like it's actually no different from the non-AlwaysHealth
pile pool...)
100% | 1x GD_Itempools.Treasure_NestPools.Pool_Nest_Items (plus health, ammo, skins) |
I hadn't bothered to actually grab the drop pools from these, since I'm personally only interested in gear drops.
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_DahlAmmo
Actual Loot Pool: GD_Itempools.ListDefs.AmmoCrateLoot
(can change with set
)
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_MilitaryCrate
GD_Balance_Treasure.LootableGradesTrap.MidgetBandit.ObjectGrade_MilitaryCrate_MidgetBandit
GD_Balance_Treasure.LootableGradesTrap.MidgetHyperion.ObjectGrade_MilitaryCrate_MidgetHyperion
GD_Balance_Treasure.LootableGradesUnique.ObjectGrade_MilitaryCrate_Bagman
(only in The Holy Spirits)
Actual Loot Pools: GD_Itempools.ListDefs.AmmoCrateLoot
(can change with set
)
("Bagman" crate specified directly and must be hotfixed)
Main Loot Definition Class: GD_Aster_Lootables.Balance.ObjectGrade_AmmoChest
Actual Loot Pool: GD_Itempools.ListDefs.AmmoCrateLoot
(can change with set
)
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_HyperionAmmo
GD_Balance_Treasure.LootableGradesTrap.MidgetHyperion.ObjectGrade_HyperionAmmo_MidgetHyperion
Actual Loot Pool: GD_Itempools.ListDefs.AmmoCrateLoot_Hyp
(can change with set
)
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_Bandit_Ammo
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_Mailbox
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_MailboxBandit
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_StrongBox
GD_Balance_Treasure.LootableGrades.ObjectGrade_StrongBox_CashOnly
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_LaundryMachine
GD_Balance_Treasure.LootableGradesTrap.MidgetBandit.ObjectGrade_LaundryMachine_MidgetBandit
GD_Balance_Treasure.LootableGradesTrap.MidgetHyperion.ObjectGrade_LaundryMachine_MidgetHyperion
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_Cashbox
GD_Balance_Treasure.LootableGrades.ObjectGrade_Cashbox_CashOnly
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Main Loot Definition Classes: GD_Balance_Treasure.LootableGrades.ObjectGrade_Toilet
GD_Balance_Treasure.LootableGradesTrap.MidgetBandit.ObjectGrade_Toilet_MidgetBandit
GD_Balance_Treasure.LootableGradesTrap.MidgetHyperion.ObjectGrade_Toilet_MidgetHyperion
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
Main Loot Definition Class: GD_Balance_Treasure.LootableGrades.ObjectGrade_Safe
Actual Loot Pool: (defined directly, must use hotfix on main loot definition class)
(Same as above)
(NOTE: There is an error in this pool which prevents it from actually being used)
(defined directly, must use hotfix on main loot definition class)
Main Loot Definition Class: ``
Actual Loot Pool: `` (can change with set
)