[WIP] Morrowloot

Post » Thu Jun 21, 2012 2:29 am

I can't be the only one who loathes Oblivion and Skyrim's levelled loot system in its entirety. What's the point of exploring when every single dungeon has randomly generated loot based off your level? And, after waiting to see if anyone shared my sentiments about this and fixed it, and seeing nothing, I decided to make my own.
Now, there are a few mods that de-level Skyrim's loot system. Mine's a bit different.
It says "Loot system, nobody likes you" and gets rid of it almost entirely.
Instead, it takes a Morrowind approach, and puts those armors and weapons out in the world. Now the player may actively explore places to discover objects, as they'll be hidden in dungeons (and logically hidden, no more orc weapons in dwemer ruins), worn by people, and similar. It'll also tweak a few things to encourage this aforementioned exploration.

Features (Using Morrowind as a base model)
+Completely removes higher level (dwemer+) objects from levelled loot lists, though things like potions and scrolls can still be found.
+Adds these back in as static objects hidden around the world, and in logical places for example:
-Dwemer equipment is only found in dwemer ruins and containers, or by a select few who can afford it.
-Orcish equipment is carried by, get this, orcs.
-Elven equipment can be found in various places, though most are carried by Thalmor
-Glass equipment is given out to a few Morrowinders who managed to save some, as well as high ranking personnel in various factions.
-Only a few sets of Ebony armor and equipment even exist, worn by nobles and the rich.
-And finally, only a single normal set of daedric armor exists, much like Morrowind, but spread out and is a serious pain to find. You'll have to earn it.
+Higher level equipment may no longer be crafted! svck it up, it's weird that the Dragonborn suddenly gains magical star knowledge to craft insane soul-wrenching deatharmor anyways, and objects may still be improved at a forge.
+While the majority of higher level generic random magical items (such as an Ebony Bow of Bolts) are gone, a few pieces will still exist, renamed and put in other areas. The rest you'll have to enchant yourself.
+(Possibly) add in artifacts from past games, such as Stendarr's Hammer and Phynaster's Ring, hidden in various places, much like Morrowind.
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Ana
 
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Post » Thu Jun 21, 2012 2:21 am

Saved, bookmarked, made an account on the forums so I could follow it.
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Claire Jackson
 
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Post » Thu Jun 21, 2012 1:05 am

Awesome idea! Gonna keep my eye on this one! :clap:
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Nienna garcia
 
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Post » Thu Jun 21, 2012 3:47 pm

I'll be keeping an eye on this! Can't wait to see how progress goes.

(I share your sentiments, by the way)
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Lilit Ager
 
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Post » Thu Jun 21, 2012 12:34 pm

Bookmarked, even though I don't have skyrim for the PC yet. As soon as I do, dl'ing this.
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Adam
 
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Post » Thu Jun 21, 2012 3:17 pm

Love the sensible idea. It's unfortunate that we don't have this in Vanilla. We played from the get go and everything is everywhere. Nothing feels truly unique. Would have been better (should have been there from the start :( ) first time around since we wouldn't have been so spoiled, but I'll definitely play with this mod on my current and next characters for sure. Doooooooooo keep it up!
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{Richies Mommy}
 
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Post » Thu Jun 21, 2012 2:21 am

Love the sensible idea. It's unfortunate that we don't have this in Vanilla. We played from the get go and everything is everywhere. Nothing feels truly unique. Would have been better (should have been there from the start :( ) first time around since we wouldn't have been so spoiled, but I'll definitely play with this mod on my current and next characters for sure. Doooooooooo keep it up!

There are some unique things in Skyrim (thankfully)
BUT
NOT
ENOUGH
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Trish
 
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Post » Thu Jun 21, 2012 5:15 am

Great! This is the 3rd thread I've posted in regarding loot in the past 48 hours...so it seems there's demand for such a thing!

Would it be possible to add improved versions of vanilla weapons to the lists? I never do any smithing, and it'd be nice to have a chance to find a fine or superior weapon when I'm out and about.

Artifacts from previous games would be nice - PrivateEye has made some nice recreations of Chrysamere, Bi-Polar Blade, Moon-And-Star, Ashlander Amulets etc. that are available to use as resources -http://skyrim.nexusmods.com/users/887024. (I made a lore-friendlier version of his Moon-And-Star - http://skyrim.nexusmods.com/mods/17634).

You're also welcome to use my ABCs for Barbarians (Skyrim Edition) resource if you wish - http://skyrim.nexusmods.com/downloads/file.php?id=12270.
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Harry Hearing
 
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Post » Thu Jun 21, 2012 8:27 am

Great! This is the 3rd thread I've posted in regarding loot in the past 48 hours...so it seems there's demand for such a thing!

Would it be possible to add improved versions of vanilla weapons to the lists? I never do any smithing, and it'd be nice to have a chance to find a fine or superior weapon when I'm out and about.

Artifacts from previous games would be nice - PrivateEye has made some nice recreations of Chrysamere, Bi-Polar Blade, Moon-And-Star, Ashlander Amulets etc. that are available to use as resources -http://skyrim.nexusmods.com/users/887024. (I made a lore-friendlier version of his Moon-And-Star - http://skyrim.nexusmods.com/mods/17634).

You're also welcome to use my ABCs for Barbarians (Skyrim Edition) resource if you wish - http://skyrim.nexusmods.com/downloads/file.php?id=12270.
I'm not completely sure if I can make things improved like that, but even if I could, I probably wouldn't. I still want smithing to have a prominent point.
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~Sylvia~
 
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Post » Thu Jun 21, 2012 7:02 am

Sounds awesome! Defiantly following this.
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Kill Bill
 
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Post » Thu Jun 21, 2012 7:46 am

Wait, is Steel Plate Armour and Scaled still in the levelled lists?

If so, it would be strange that Elven Armour is rare while superior Scaled armour isn't.

And how about Dragonbone weapons and armour?

Also you can make Daedric Items from the Atronach Forge. Will you keep that in?
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kelly thomson
 
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Post » Thu Jun 21, 2012 10:01 am

Wait, is Steel Plate Armour and Scaled still in the levelled lists?

If so, it would be strange that Elven Armour is rare while superior Scaled armour isn't.

And how about Dragonbone weapons and armour?

Also you can make Daedric Items from the Atronach Forge. Will you keep that in?

Steel Plate and Scaled are in, even though they are superior. Rareness doesn't necessarily indicate quality (plus there are dwemer ruins and Thalmor EVERYWHERE).
Dragonbone I left as craftable for several reasons. First, you need 100 smithing and dragons slain to craft it, which is a pretty big effort in and of itself. Second, I feel as if the dragonborn's dragon armor would be more personal if they crafted it themselves. Seems rather poetic to me.
As for daedric items, you can still make them at the Forge, because you require ebony items to do so, which are about as rare as daedric items. Having 90 conjuration plus ebony in the first place is a challenge enough.
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Nice one
 
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Post » Thu Jun 21, 2012 3:27 am

In my opinion, the player should be able to craft daedric armor, but it should take high skill in conjuration (requires a daedra soul, and conjuration is how you summon daedra), enchantment (binding said soul to the weapopn/armour) and smithing to achieve. It should require lots or rare elements, plus the required ebony armor peice, and shouldn't be learnt by a simple perk, but rather the knowledge should be either found in ancient tomes or taught by an arcane smith. (or something along those lines)
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Lily Something
 
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Post » Thu Jun 21, 2012 9:30 am

In my opinion, the player should be able to craft daedric armor, but it should take high skill in conjuration (requires a daedra soul, and conjuration is how you summon daedra), enchantment (binding said soul to the weapopn/armour) and smithing to achieve. It should require lots or rare elements, plus the required ebony armor peice, and shouldn't be learnt by a simple perk, but rather the knowledge should be either found in ancient tomes or taught by an arcane smith. (or something along those lines)
Daedric's not gonna be craftable, because even with all those requirements it's really not feasible for the dragonborn to craft it. Or anyone who isn't some superancient godlord deathwizard blacksmith.
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WTW
 
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Post » Thu Jun 21, 2012 3:56 am

Skyrim Scaling Stopper makes the treasures unleveled:
http://skyrim.nexusmods.com/mods/9857

Not as in-depth as this could be, of course.
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Tina Tupou
 
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Post » Thu Jun 21, 2012 4:46 am

Daedric's not gonna be craftable, because even with all those requirements it's really not feasible for the dragonborn to craft it. Or anyone who isn't some superancient godlord deathwizard blacksmith.

Actually, I would think that it could be done quite well. Example:

{quest start} You find a book talking about Daedric Armor (how its made [ie details that you need a daedric soul, ebony gear and anything else you want to include that you feel necessary])
{step 10} Go talk to Falion in Morthal about securing the Daedric Soul (Falion gives you a special soul gem and spell [you have to kill a Dremora Lord and trap his soul using the spell] this gives you the special soul in the special gem)
{step 20} You have to go find a special Ebony item (has higher enchant value)
{step 30} (if any other ingredients are required insert quest step for theme here, otherwise) Go back to Falion [He brings out a special Daedric Forge
{step 40} Use the Daedric Forge to craft item
{step 50 (finishes quest)} take out daedric gear



the quest would be repeatable, but you would only be able to have 1 weapon

Just my thoughts
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Michelle Serenity Boss
 
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Post » Thu Jun 21, 2012 1:17 pm

Actually, I would think that it could be done quite well. Example:

{quest start} You find a book talking about Daedric Armor (how its made [ie details that you need a daedric soul, ebony gear and anything else you want to include that you feel necessary])
{step 10} Go talk to Falion in Morthal about securing the Daedric Soul (Falion gives you a special soul gem and spell [you have to kill a Dremora Lord and trap his soul using the spell] this gives you the special soul in the special gem)
{step 20} You have to go find a special Ebony item (has higher enchant value)
{step 30} (if any other ingredients are required insert quest step for theme here, otherwise) Go back to Falion [He brings out a special Daedric Forge
{step 40} Use the Daedric Forge to craft item
{step 50 (finishes quest)} take out daedric gear



the quest would be repeatable, but you would only be able to have 1 weapon

Just my thoughts
Again, no.
Even lorewise only daedra know how to make it.
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Unstoppable Judge
 
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Post » Thu Jun 21, 2012 9:11 am

Again, no.
Even lorewise only daedra know how to make it.
Daedrowned.
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Jessie Rae Brouillette
 
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Post » Thu Jun 21, 2012 4:12 pm

Actually sorry that's not true. Master smiths can also make it by chucking a daedra's soul into ebony.
During a harvest moon.
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Latino HeaT
 
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Post » Thu Jun 21, 2012 3:16 am

Again, no.
Even lorewise only daedra know how to make it.

Well if you're roleplaying as the same character from Oblivion and completed the Shivering Isles expansion, it's quite possible that you were once a Daedra...

Seriously, I agree and think that Daedric armour should both be very rare and not smithable.


Skyrim Scaling Stopper makes the treasures unleveled:
http://skyrim.nexusmods.com/mods/9857

Not as in-depth as this could be, of course.

Interesting, but it requires Skyrim Monster Mod, and doesn't appear to be compatible with my Skyrim Monster Mod Lore Friendly Replacers.
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мistrєss
 
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Post » Thu Jun 21, 2012 4:13 am

Interesting, but it requires Skyrim Monster Mod, and doesn't appear to be compatible with my Skyrim Monster Mod Lore Friendly Replacers.

Sorry for off topic, but how is it that you reach this conclusion? I see nothing in the conflict section that wrye bash can't fix.

==============================

For on topic this does sound like a mod along the lines that Piratelord was shooting for but focused more on removing things.

Trainwiz are you going to do this through leveled list editing alone? Aren't there issues with introducing loot and the new 1.6 patch?
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roxxii lenaghan
 
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Post » Thu Jun 21, 2012 3:51 pm

Sorry for off topic, but how is it that you reach this conclusion? I see nothing in the conflict section that wrye bash can't fix.

==============================

For on topic this does sound like a mod along the lines that Piratelord was shooting for but focused more on removing things.

Trainwiz are you going to do this through leveled list editing alone? Aren't there issues with introducing loot and the new 1.6 patch?

Well I'm not introducing any new loot to the levelled lists at all. I'm removing things in fact.
Everything is static, hand-placed.
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BRAD MONTGOMERY
 
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Post » Thu Jun 21, 2012 4:08 pm

Sorry to bother you with a follow up, but what do you mean? Do you mean to undermine all leveled list placement or do you mean that it is already undermined?

I think you mean the former. In which case then compatibility via wrye bash would be quite limited - yes/no?

And I remember now it was the redacted 1.6ish version of the CK that had issues with added loot. After going back to the previous CK that is not an issue. ... I think that is how it went anyway.
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saxon
 
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Post » Thu Jun 21, 2012 10:28 am

Perhaps the mod should raise the exp gained from improving weapons, in order to balance out the lack of weapon creation.
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Jacob Phillips
 
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Post » Thu Jun 21, 2012 2:39 am

Sorry to bother you with a follow up, but what do you mean? Do you mean to undermine all leveled list placement or do you mean that it is already undermined?

I think you mean the former. In which case then compatibility via wrye bash would be quite limited - yes/no?

And I remember now it was the redacted 1.6ish version of the CK that had issues with added loot. After going back to the previous CK that is not an issue. ... I think that is how it went anyway.
I mean that any levelled list that was used by containers, bandits, anything the player could access that had higher level equipment in it has had that higher level equipment removed from it.
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Felix Walde
 
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