I’m going to tell you how I remapped crates for my own mod, try seeing if it’ll work for you.
- Copied all crates to my mod folder and renamed them.
- Created custom loot sets as I saw fit.
- Cleared the default loot sets from the crates. Be aware that some loot sets are specified directly in the supply crate, and some are merely referenced (via the “override” option).
- Added the loot sets I wanted to see in each crate using the “override” option.
- Went to PrimalGameData and remapped all supply crates to their counterparts. For me, it was all level# crates, level#_double crates and cave crates.
This is how loot works:
- Each crate can have multiple entries for loot sets. The “min/max item sets” setting controls how many sets are rolled.
- Each item set can have multiple item entries (groups). The “min/max number of items” setting controls how many entries are rolled.
- Each entry entry can store any number of items. The “min/max quantity” settings controls how many items are rolled.
Each item group and loot set (and possibly individual items) have “weight” entries, but they are relative odds as opposed to absolute chance. If you have two sets both with a weight of 1 and the crate can only have 1 loot set, it means either has a 50% chance of appearing. However, if the crate is set to always give you 2 sets, that doesn’t mean you’ll see both sets: there is a good (50%) chance that you’ll see 2 instances of the same set.
The same logic applies on item entries and items.