RElzWIP_Loot Overhaul Rebalanced

Post » Sun May 27, 2012 11:54 pm

http://www.gamesas.com/topic/1268459-wipz-loot-rebalancinglore/

Loot Overhaul Rebalanced

Now available on......

http://skyrim.nexusmods.com/downloads/file.php?id=9714
Steam Workshop-----Search Loot Overhaul Rebalanced from your Steam Workshop page and subscribe
Progress is going well, I'm full of ideas and feedback has been astounding. As this mod grows, so does my knowledge and experience with the tools at hand. Expect consistent updates and a more user friendly layout across all hosting and information sites.

Coming Soon...

Uploading to TESAlliance by the end of the week.

!Please keep posting your ideas either here or at the forums and it has a good chance at being featured in the mod!

Current Version Change-log:
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--- Removed all gold leveled lists from Draugr loot (NPCs, Bosses, Urns)
--- An alchemical ingredient "Ash" can be found in place of gold loot in urns ( both large and small).
---Also, a few rare items are thrown into the lists with a low chance of dropping. This will influence you to still look inside these containers.
--- Bandit gold loot, both boss and npc lists, is now more static. Bandits no longer get richer while you level.

I feel these changes will really help that lower level feeling of challenge remain into the higher levels. Focus is later versions will be that of making vendor items more worthwhile and less scaled. Hand placing lore, dungeon and risk appropriate loot throughout Tamriel. Things that were once common and easy to come by will be much rarer and coveted.

Install:
----------------------------------------------------------------------------------------------------------------
--- Can use NMM or drop the zip folder into Bash Installers. Also, can manual install by unpacking into the skyrim/data folder.

--- Upon load up you may want to wait for 3 days( or however long your cell respawn timer is)
it shouldn't be an issue but it's always good to do to prevent any possible glitches.

Update:
---------------------------------------------------------------------------------------------------------------
---Uninstall, delete from the data folder or overwrite. Current updates are relatively minor and should not cause an issue. Keep a back up save handy just in case. Also, wait length of your cell respawn timer upon load up.


Uninstall:
---------------------------------------------------------------------------------------------------------------
--- Use NMM or remove the LORe.esp from your skyrim/data folder
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Mariana
 
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Post » Sun May 27, 2012 12:20 pm

Awesome to see some headway being made on this now that the creation kit is out. Really looking forward to the development of this mod as it had seom truely excellent ideas in its parent thread.
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Javaun Thompson
 
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Post » Sun May 27, 2012 1:07 pm

Lists are not working correctly. Low leveled draugr are still dropping gold. Ash is working correctly, If you come here do not download. Not sure if its my mod list overwriting the mod or the lists just arent working. Won't be a problem it just doesnt do what it says it does. I will fix tomorrow morning.
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Krista Belle Davis
 
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Post » Sun May 27, 2012 5:22 pm

new version uploaded to Nexus. Fixed the lists and added some items to the leveled lists of the urns. Rare ingredients, heirlooms, junk etc.
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Claire Jackson
 
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Post » Sun May 27, 2012 11:55 am

The people who work at updating the BOSS masterlist and the many users who use BOSS are going to very very very much appreciate if you stick to one mod name.

Putting a version number on a mod means that the BOSS masterlist has to be updated by hand to account for it.

If you feel that there must be a notification for the mod version ... the description field and a readme with a changelog are the ideal methods to go about this.

Thanks for your consideration.
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Stephani Silva
 
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Post » Sun May 27, 2012 7:11 pm

Sounds great, looking forward to seeing this progress!
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CHANONE
 
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Post » Mon May 28, 2012 12:35 am

The people who work at updating the BOSS masterlist and the many users who use BOSS are going to very very very much appreciate if you stick to one mod name.

Putting a version number on a mod means that the BOSS masterlist has to be updated by hand to account for it.

If you feel that there must be a notification for the mod version ... the description field and a readme with a changelog are the ideal methods to go about this.

Thanks for your consideration.


First ( well 2nd, but first that I am proud to show) mod so I'm unsure of some of the standard procedures. One of the reasons I'm releasing files at such an early stage is to learn this process so when I have a much more complex and game changing esp I am experienced in handling all of the maintenance. Therfore, I am not really sure what you mean but I'll do my best to understand.

Are you saying that when a file is uploaded that using an arbitrary name such as Loot_Overhaul_Rebalanced, as opposed to uploading with the name Loot_Overhaul_Rebalanced_v.xxxx? If so I will gladly keep the file name generic and use the changelog and read me method. Lots of work to do at the end of this week but hopefully this weekend I will release an update with some changes and a distinct and static file name ( an appropriate directories).

Sorry if I have caused any trouble, won't make the same mistake again! :biggrin:


------------------------------------------------------------------------------------------------

In other news, I have been working with GIMP and have gotten to a stage where I feel comfortable using layers, channels and multiple light maps. I have been tooling around creating several retextures for in game items that I feel would make a solid addition to the Urn/Heirloom loot list. This means that you have a chance at uncovering a rare relic such as an ancient painted goblet encrusted with gems, so when the next update is released keep an eye out for urns that will contain these priceless collectables!

Other changes due for the next upload,

---Unscaling Weapons/Armor vendors ( with more static and higher costs), these lists will be made up of new versions of in game weapons and armor that are slightly more powerful than their looted counterparts.
--- Decreasing the count of the high end weapons on each tier. For instance, the count of a Dwarven Warhammer is in the hundreds, meaning that it is referenced in several leveled lists, container lists, vendor lists and hand placed in certain areas ( not to mention specific inventory) The goal is to take the count down to a manageable number. You will be seeing a lot more iron, steel, leather, fur, hide etc, but when these rare items are encountered you will feel a sense of reward.
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kennedy
 
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Post » Sun May 27, 2012 2:21 pm

I think a bad offender is vendor loot. Why is it that it requires me to be high level before Ebony gear is purchaseable? They have the tech, someone must be crafting it. Yeah, it should cost a lot, like 5000g for a chest piece, but it should in stock too.
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Ilona Neumann
 
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Post » Sun May 27, 2012 11:56 am

I think a bad offender is vendor loot. Why is it that it requires me to be high level before Ebony gear is purchaseable? They have the tech, someone must be crafting it. Yeah, it should cost a lot, like 5000g for a chest piece, but it should in stock too.

Yep me too! The idea thread is pretty detailed here. I want most of the loot in the game to be available from the start. Vendors will be much more useful for buying,upgrading,maintaining and finding new gear. At level 15 you will still be finding Ancient Nordic, Steel, Iron, Hide,Leather etc but since the enemies are more powerful you will not be able to rely solely on the gear from standard mobs. You will have to seek out the more challenging enemies and dungeons, or expensive shops or tough quests to attain gear that will give you an advantage, but using gear from enemies and dungeons at your level will not put you at a pure disadvantage.
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Talitha Kukk
 
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Post » Sun May 27, 2012 10:41 am



Yep me too! The idea thread is pretty detailed here. I want most of the loot in the game to be available from the start. Vendors will be much more useful for buying,upgrading,maintaining and finding new gear. At level 15 you will still be finding Ancient Nordic, Steel, Iron, Hide,Leather etc but since the enemies are more powerful you will not be able to rely solely on the gear from standard mobs. You will have to seek out the more challenging enemies and dungeons, or expensive shops or tough quests to attain gear that will give you an advantage, but using gear from enemies and dungeons at your level will not put you at a pure disadvantage.

I would personally like to see rarity and value be near Morrowind level for pretty much everything, including the ore veins
(glass and ebony should really only be RIGHT on the border between Vvardenfell and Skyrim... Even then it's actually pretty strange that the stuff is that far away from the remains of red mountain)
Also I really applaud you for taking on a task as daunting as hand placement of rare items, once again I'm still, and have been, really excited about your progress. Though maybe you should check inn with Plutoman to ensure complete compatability as I'm sure many who use his mod will also want to grab this.
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Michael Russ
 
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Post » Sun May 27, 2012 2:59 pm

First ( well 2nd, but first that I am proud to show) mod so I'm unsure of some of the standard procedures. One of the reasons I'm releasing files at such an early stage is to learn this process so when I have a much more complex and game changing esp I am experienced in handling all of the maintenance. Therfore, I am not really sure what you mean but I'll do my best to understand.

Are you saying that when a file is uploaded that using an arbitrary name such as Loot_Overhaul_Rebalanced, as opposed to uploading with the name Loot_Overhaul_Rebalanced_v.xxxx? If so I will gladly keep the file name generic and use the changelog and read me method. Lots of work to do at the end of this week but hopefully this weekend I will release an update with some changes and a distinct and static file name ( an appropriate directories).

Sorry if I have caused any trouble, won't make the same mistake again! :biggrin:
Basically with each mod name change (of the esp) then comes the fact that it won't be recognized by BOSS and then necessitate having to hand edit the masterlist again.

IF you need to have it be a new esp from the old one (and not loaded over the old one in the save game) that is again something to put into the readme (clean save needed).

thanks
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Da Missz
 
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Post » Sun May 27, 2012 6:21 pm

Understand completely, I have made use of these helpful tools ever since I started using mods in my games, glad to do whatever I have to do to make this work. In other news......

It seems I have attracted a decent following across the Nexus, SW and of course the lovely Bethesda Forums. All of the positive feedback, interest and advice has really influenced me to keep going with this mod concept. Currently I am toying around every day, learning more and more about how each and every item is placed within the world. It's a tremendous freedom to simply look at a menu for a few minutes and make a couple key changes that add a surprisingly good level of balance and excitement to loot. You wouldn't believe how happy I got when dead Draugrs and ancient urns were opened up to reveal nothing but ash or the equipped weapon!

When I open up the CK I look at the forum idea and concept page as well as feedback recieved on either the Nexus, SW or forum page and try to make changes that fit within the range of what I want this mod to handle. However, I am finding that just toying around in the CK and looking at how certain lists and items are handled has provided me with plenty of inspiration.

As far as content for the next update coming Saturday or Sunday....

-Added a rare trophy style item to a certain critter. A nice, and somewhat lore appropriate way for marksman( I guess a mage could try) to get a neat item with a decent enchant and a rare drop rate.A neat idea that I hope to expand upon. Again, this is a solid example of the style of hand placed loot I hope to deliver in subsequent versions.

- Gold in house and city style containers has been reduced or removed. EndTables will now only contain 1-3 coins MAX. In a world where 5,000 gold can buy you a 2 bedroom, 2 floor house in a gated and walled city, it doesn't make sense that an average civilian would leave 20-30g lying around in random containers. Its tough to handplace loot into distinct containers without creating unique forms for each instance of the item, but I feel that most people would have a lock box or chest where they keep their cash( probably under lock and key) I have played with the idea that all gold from EndTables( a container that only appears in forts, homes and resential buildings) and other similar style containers will be removed and each home will be given a safe, a chest or a hidden locale in which they keep their gold. This is a nice idea to enhance the difficulty of petty breaking and entering.

-Still at work on the heirloom style items for ruin leveled lists. A rare misc item( retextured for sure and maybe a few new models) can be worth as much as all that gold I removed from the dungeons or it can be worth nothing but have a nice sentimental,trophy or decorational value. Who knows, it may even be worth more for discerning buyers.
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Shirley BEltran
 
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Post » Sun May 27, 2012 2:41 pm

An opinion question based on my goals for a more realistic vendor loot system. Looking at the leveled lists found in the Vendor Containers for all of the Blacksmith shops in game I can see that they are divided by a few distinct categories. They have a minimum inventory which is scaled similarly to the rest of the game albeit with a failsafe that ensures vendors will always have at least 1 kind of each weapon and armor( ie. longsword, gauntlets etc). They also have several lists that are individually scaled that givens an oppurtunity for level and random enchanted items. It looks like lower level enchanted gear will stay in the vendor list even after you have surpassed that level. For example, enchanted Hide Armor will still appear in the shop even after you have reached level 17.

My idea is to simply remove all instances of leveled enchanted items and instead create a new vendor specific loot list and gives rare chances for the occasional enchanted and expensive item, has static high level and expensive equipment, ie. an Ebony Longsword that you can purchase at level 5 IF you have plenty of money. I just want to know what people think of not buying enchanted items from "most" vendors and instead having enchanted gear be either player or world drop exclusive. It makes sense that only blacksmiths with a tie to an enchanter( the shop in Whiterun will have the occasional enchanted item but not the Riverwood one) would have an enchanted item. Also, this will play nicely with mods that allow for vendors to enchant items for you. It also makes sense that enchanted items would be highly prized and rare loot found within the world with the occasionally high level enemy having the enchanted gear. Let me know how you think I should proceed...
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priscillaaa
 
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Post » Sun May 27, 2012 11:35 pm

An opinion question based on my goals for a more realistic vendor loot system. Looking at the leveled lists found in the Vendor Containers for all of the Blacksmith shops in game I can see that they are divided by a few distinct categories. They have a minimum inventory which is scaled similarly to the rest of the game albeit with a failsafe that ensures vendors will always have at least 1 kind of each weapon and armor( ie. longsword, gauntlets etc). They also have several lists that are individually scaled that givens an oppurtunity for level and random enchanted items. It looks like lower level enchanted gear will stay in the vendor list even after you have surpassed that level. For example, enchanted Hide Armor will still appear in the shop even after you have reached level 17.

My idea is to simply remove all instances of leveled enchanted items and instead create a new vendor specific loot list and gives rare chances for the occasional enchanted and expensive item, has static high level and expensive equipment, ie. an Ebony Longsword that you can purchase at level 5 IF you have plenty of money. I just want to know what people think of not buying enchanted items from "most" vendors and instead having enchanted gear be either player or world drop exclusive. It makes sense that only blacksmiths with a tie to an enchanter( the shop in Whiterun will have the occasional enchanted item but not the Riverwood one) would have an enchanted item. Also, this will play nicely with mods that allow for vendors to enchant items for you. It also makes sense that enchanted items would be highly prized and rare loot found within the world with the occasionally high level enemy having the enchanted gear. Let me know how you think I should proceed...

Sounds great to me, what do you have planned for a rough cost of ebony or enchanted weps in general? 15,000 for normal ebony mace or are you going to try to keep vanilla values for most things? Occasional enchanted gear should be in tombs etc. Especially most dwemere dungeons, occasional large and extensive draugr ruins (kings', challenging, or puzzle involving ones). So occasional enchanted gear should be around, but not incredibly common, not much ebony almost no daedric/glass. And it should almost never be enchanted (Though certain vendors should have enchanted items really its your call XD). Also be careful IIRC Plutomans' P.I.S.E has some trouble because some items within dungeons are auto-scaled using the vendorlists, so that could cause some unfavorable results unless you hand-stock each shop or disable all references of that type. Just MHO.
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Beat freak
 
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Post » Sun May 27, 2012 4:23 pm

I sort of lost steam on this project after seeing many of my ideas absorbed by other more succesful mods. I would still like to work on some elements but it seems fruitless to make a mod that would work against mods that many people use and love. I will continue at my own pace but any further changes will be withheld from release until I have a big enough mod.
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Justin
 
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Post » Sun May 27, 2012 9:08 am

I have begun playing Skyrim again and hopefully this will lead to more inspiration for the mod. I will begin by using some of the most popular mods to ensure compatibility and cohesion between my mod and other immersion, balance and role play mods. Look for an update here by the end of the week. Please if you still have interest feel free to post some encouragement or ideas.
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SaVino GοΜ
 
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Post » Sun May 27, 2012 2:08 pm

Hi hunter, I've been looking at playing again too and I was interested in this mod. I'm curious as to which mods you meant when you said that your ideas had been absorbed into others.

Also, I noticed that you removed things from containers (maybe more) such as LootImperialLuck and LootPerkGoldenTouchChange. I don't think that's such a good idea, as it changes how things like racial bonuses and perk choices play out in the world. It also might not be clear from your nexus page that those things are affected (I know you say 'removed all gold from draugr loot', but people may not read that as 'negated race and perk bonuses for draugr loot').

Looking forward to more updates.
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Alyce Argabright
 
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Post » Sun May 27, 2012 5:26 pm

This is the only loot overhaul I'll actually use as the loot changes are logical. I would love it if this mods focuses on more logical loot drops. Loot drops need to be more static, especially with gold drops, and removing gold and valuable drops from enemies where it makes no sense that they have them (Gold on wolves for example).

My two cents.
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Davorah Katz
 
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Post » Sun May 27, 2012 10:09 pm

Well still very busy, my school is on a quarter system so we are entering our finals week, not to mention I spent the last 6 weeks pledging a fraternity. I have had time to look at the most popular mods being used and the current state of modding in general and I've still got a chance to create something unique that may not become a blockbuster top 100 mod, but will be a low-risk, low-cost and effective mod used by those looking for a little tweak without any effort. I have also decided that modellers and texture artists much more skilled than I have filled the nexus with lovely resources that I will be using for the components of my mod that add new items to leveled lists.

Some other updates:
Compatibility and Integration
The very popular mod Skyrim Monster Mod seems to change all of the inventory lists. I use it and I particularly enjoy it so I will be sure to make a compatibility patch so that the new creatures, variants, etc still use my leveled lists.

Also, Automatic Variants is a project that looks like it will become an integral part of a revamped Skyrim experience. I will look into doing something to ensure compliance.

Most issues can be solved by carefully arranging a load order to make sure you only get the pieces of mods that you want. However, for a mod like Skyrim Monster Mod that uses an esm compliance will require a patch or alternate version of my mod.
Please feel free to post with any concerns as to what mods you want to see work together nicely with LoRE.

New Changes
I wanted to get some feedback here as to the future direction of this mod. Basically I want to make it so that inventories are pretty static. So basic mobs will only drop their death item, what they have in their current inventory,etc. Also, this entails removing gold from non-human mobs. Ideally, I would like to use those modders resources to add some spark to the loot so that you still have a reason to loot bodies. Rare items, rare for both their power and hopefully their appearances. This is the part of the mod I know I can do without much objection and with my current schedule.

Now here is something that would take a lot more effort and would be easily overwritten by many mods. I want to make store bought items useful by degrading the statistics of dropped items. This would involve a lot of new forms, seeing as how each item would need at least 2 forms, 1 that is found only in enemy inventories and 1 that is found in loot containers and stores. Reducing their worth in gold would be easy enough, but balancing issues arise when I start to mess with the damage of weapons or protection of armor that is found on NPCs. This could possibly we worked around with scripts that remove the item in the inventory upon death and replace it with the weakened variant but as I've seen first hand, Skyrim does not handle scripts that well.

The only other solution I can think of is increasing the base damage of any enemy that has a chance of using a weapon, and increasing the damage resistance of any npcs with armor.

What happened to the "last phase"

I know some people were excited for the hand placed loot and this is going to be done on a much smaller scale. Trying to decipher which enemy type is going to be found at which location is nearly impossible due to the radiant questing system as well as mods that alter certain locations at random times. My solution to still squeeze this in, while maintaining my sanity is to limit the occurrences in leveled lists of items that I feel should be much more rare.

Please continue with the suggestions as I push forward. I look forward to revealing my work in the coming weeks (assuming I survive finals). If you have any solutions to some of the problems I have come across then please feel free to share.
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Brandon Bernardi
 
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Post » Sun May 27, 2012 5:32 pm

I have decided to use Weapons of the Third Era as a content resource for the mod (courtesy of the original creator), this will allow me to use new weapon models for unique and rare weapons found within the game world. Still looking at modders resources and collecting some different things to use as models for the collectibles and treasure style loot.
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Prisca Lacour
 
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Post » Sun May 27, 2012 10:18 am

Sounds intressting, looking forward to it.
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Gemma Woods Illustration
 
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