Of course, I didn't know if something changed where it wasn't compatible anymore. Curious about how it'd interact with
@sarge945's Randomizer mod, I assume similar to everything else, but IDK.
It works pretty well and should be quite seamless.
From the mod page:
Q: Does enemy randomisation work with other mods, such as
Pistol Hybrids or
Shard Hybrids?A: Yes, but it will affect the enemy spawn ratios. If a pipe hybrid is spawned, it may then be replaced with a pistol hybrid, for instance, reducing the total number of pipe hybrids. Please also keep in mind that some enemy replacement mods don't respect patrol paths, links, or triggers, so enemy AI may be affected. This is an issue with these mods which I cannot fix.
I see no reason why it wouldn't work, randomizing loot tables shouldn't pose a problem. unless the mod also affects guaranteed loot, which isn't something it should be doing.
The only time it specifically changes guaranteed loot is when you have enemy randomisation enabled, it removes the batteries from the enemies in rick1 and places them into containers (which then allows them to be randomised with all the other loot in the level), since otherwise finding a battery on a spider (which replaced a midwife) can be...uhhh.
There are a few instances where enemies have some random hypos which I didn't care enough about to keep, so they may or may not be there depending on if they get replaced or not. But overall no random items should be removed. Let me know if I missed anything (most likely some of the enemies with guaranteed organ drops)
I could add a global check to see if an enemy has guaranteed loot, and if so, don't randomise it under any circumstances. I originally decided against this because losing out on randomising some enemies didn't seem worth it for an extra hypo or two. I might do it specifically for organs, though.