V .11b
Reprices rare, and exotic items. Alters Merchants to be a bit more reasonable. And may one day change Leveled lists to exlude high-level armors in favor of exploration.
Choose only ONE ESP. Currently only really supporting the repricing, barter changes, and renaming of malachite to glass. Though to a lesser extent the Leveled List changes work pretty well and have a noticeable impact upon the game.
I plan to release patches for PirateLord's Loot Adjustments, Enhanced Economy, and Armory of Tamriel soon.
I also reccomend both mods and the two P.I.S.E plugins mentioned below plus a custom tweaked A.S.I.S which I may upload.
However if Plutoman gives me his permission I plan to tweak P.I.S.E's Encounter zones and increased scaling plugins and include them in the final version
I highly Reccomend Deadly Dragons, Radience, and UFO.
I have also decided to tweak the merchant barter settings, they will seem a little more reasonable now I hope.
AS FAR AS RARE ITEM PLACING GOES;
I really reccomend checking out this mod
http://www.gamesas.com/topic/1385744-wip-morrowloot/page__st__60
This guy is going the distance, and while I may finish my tweaks I honestly think he is going to do a better job of it. I will however make a compatability patch if necessary.
This is, without a doubt, both my first real public and most extensive modding effort to date so plase try to bare with a less-than-adequite description and work-rate. I have only really helped beta-test Oblivion mods or made tweaks to my own taste up to this point, but I figured I might try to share my most recent project with all the wonderful people on these forums.
What/Why is ADLS a thing?
Spoiler
Well After playing skyrim for a while and using absolutely terriffic mods such as; Deadly Dragons, P.I.S.E, Realistic Wildlife, Armory of Tamriel, etc. certain less favorable... aspects of Skyrim really started to jump out at me. Don't get me wrong, I really enjoyed Skyrim and I also loved Oblivion, but for me Morrowind will always be that old flair to compare to and I just feel like certain things needed a bit more TLC.
1) First and foremost however was The Total Lack of Accomplishment or Achievement in Skyrim. It was Oblivion all over again, combat was easy and the only thing simpler was aquiring high-level items; a task that, quite frankly, once again amounted to little more than putting a few more hours into the game.
2) Item and enemy progression itself. I have really grown to dislike level-scaling. I am currently somewhat solving this by using, the unfortunately outdated and unsupported, P.I.S.E plugins for encounter zones and more intense level scaling. BUT this is, in and of itself, not a total fix for the problem why do creatures suddenly get better weapons and armor as you progress. Why is this not a jarring problem that everyone has with any game??? Well Problem or otherwise I have scrapped it and replaced it as described below.
In my honest opinion these two issues are 99.99% of what I find so grinding about my Skyrim experience and the general goal of this project is to offer my own solution and it should be noted that This is my own take on how things should be. If you do not agree or dislike any of my general plans PLEASE leave some constructive criticism or input!!! Some of the biggest over-sights and best ideas come from other people HATING what you are doing and I do not want to finally complete this thing only to have overlooked a ton of obvious improvements. But Try to bare in mind that I am first and foremost making this for myself, as selfish as that sounds, and my own taste, ideas, and directives may take priority. However, this does not mean I do not read and try to understand or seek out other perspectives.
1) First and foremost however was The Total Lack of Accomplishment or Achievement in Skyrim. It was Oblivion all over again, combat was easy and the only thing simpler was aquiring high-level items; a task that, quite frankly, once again amounted to little more than putting a few more hours into the game.
2) Item and enemy progression itself. I have really grown to dislike level-scaling. I am currently somewhat solving this by using, the unfortunately outdated and unsupported, P.I.S.E plugins for encounter zones and more intense level scaling. BUT this is, in and of itself, not a total fix for the problem why do creatures suddenly get better weapons and armor as you progress. Why is this not a jarring problem that everyone has with any game??? Well Problem or otherwise I have scrapped it and replaced it as described below.
In my honest opinion these two issues are 99.99% of what I find so grinding about my Skyrim experience and the general goal of this project is to offer my own solution and it should be noted that This is my own take on how things should be. If you do not agree or dislike any of my general plans PLEASE leave some constructive criticism or input!!! Some of the biggest over-sights and best ideas come from other people HATING what you are doing and I do not want to finally complete this thing only to have overlooked a ton of obvious improvements. But Try to bare in mind that I am first and foremost making this for myself, as selfish as that sounds, and my own taste, ideas, and directives may take priority. However, this does not mean I do not read and try to understand or seek out other perspectives.
How do you plan on trying to fix this?
Spoiler
Well honestly I'm not 100% certain I have already made edits to the values of rarer material items and artifacts to make them feel more epic, but this by itself is no-where near enough (though lord knows with the lack of price templating it can seem momumental in itself)
To more closely replicate the feel I am looking for I have also decided to De-Level ALL armor and weapons in Skyrim.
Wait Wont that make things even worse?
Well no, not at all, in fact I think that if this situation is approached correctly I may be able to tailor things exactly how I want them.
But first I would like to explain my vision of things;
I plan on creating a new hierarchy of items and drop percentiles in Skyrim.
With so many Orcish settlements\"strongholds" around and the relative proximity to the actual Orc homeland and capital city I plan to make orcish more common and accessable by a fair margin. Orcs have always been described as a warrior people who make up the backbone of many imperial shock-forces and who are only by a small margin known more for their battle-prowess than for their excellent craftsmanship. Both through their history and current occupation the Orcs maintain a lucrative business based on warfare and with a civil war gripping a nearby province business is good. And so Orcish will become the wealthy man's Steel in this mod (hopefully) avaliable at level one (along with all other tiers of weapon and armor) and about half the likelyhood of appearing as steel. Which brings me to my second point, Steel and Iron will now make up the majority of drops with Iron appearing roughly 1/3-2/3 more frequently than the former.
Now as I mentioned before Skyrim is in a civil war right now, but it is also occupied by a foriegn force. Elves! Those cheerful and self-rightous biggots who crowd the Summerset-Isles have taken up a comfy position of false-luxery in Skyrim and are more than comfortable with their position, on top of this the secret behond the forging of elven armor has been revealed! And Glass armor is no longer made out of a rare mix of next-to-impossible to find materials in a forging process so complex it requires magic, but just moonstone! (oiy that one bothers me more than it should XD) Anyway Elven armor is now accessable whether through tragedy of war or brilliance of crafting, it should appear roughly 1/2-1/4 as often as orcish (this sounds like a high frequency but I have tested this pretty thoroughly and it is a BIG difference).
Tied in rarity with Elven is the remnants of that myseterious race that may well of written themselves out of history, the Dwemere. Finding their weapons or armor outside of ruins will be very unlikely and, within all probability, you may never really see it outside of the hands of a very capable and potentially very upset owner. This also means that the likelyhood of finding anything in a ruin that isn't of dwarven origen is probably not going to happen.
To more closely replicate the feel I am looking for I have also decided to De-Level ALL armor and weapons in Skyrim.
Wait Wont that make things even worse?
Well no, not at all, in fact I think that if this situation is approached correctly I may be able to tailor things exactly how I want them.
But first I would like to explain my vision of things;
I plan on creating a new hierarchy of items and drop percentiles in Skyrim.
With so many Orcish settlements\"strongholds" around and the relative proximity to the actual Orc homeland and capital city I plan to make orcish more common and accessable by a fair margin. Orcs have always been described as a warrior people who make up the backbone of many imperial shock-forces and who are only by a small margin known more for their battle-prowess than for their excellent craftsmanship. Both through their history and current occupation the Orcs maintain a lucrative business based on warfare and with a civil war gripping a nearby province business is good. And so Orcish will become the wealthy man's Steel in this mod (hopefully) avaliable at level one (along with all other tiers of weapon and armor) and about half the likelyhood of appearing as steel. Which brings me to my second point, Steel and Iron will now make up the majority of drops with Iron appearing roughly 1/3-2/3 more frequently than the former.
Now as I mentioned before Skyrim is in a civil war right now, but it is also occupied by a foriegn force. Elves! Those cheerful and self-rightous biggots who crowd the Summerset-Isles have taken up a comfy position of false-luxery in Skyrim and are more than comfortable with their position, on top of this the secret behond the forging of elven armor has been revealed! And Glass armor is no longer made out of a rare mix of next-to-impossible to find materials in a forging process so complex it requires magic, but just moonstone! (oiy that one bothers me more than it should XD) Anyway Elven armor is now accessable whether through tragedy of war or brilliance of crafting, it should appear roughly 1/2-1/4 as often as orcish (this sounds like a high frequency but I have tested this pretty thoroughly and it is a BIG difference).
Tied in rarity with Elven is the remnants of that myseterious race that may well of written themselves out of history, the Dwemere. Finding their weapons or armor outside of ruins will be very unlikely and, within all probability, you may never really see it outside of the hands of a very capable and potentially very upset owner. This also means that the likelyhood of finding anything in a ruin that isn't of dwarven origen is probably not going to happen.
Finally the main point, I have already made a large list of leveled-List Templates to replace those the game currently uses and completely prevent the spawning of High-Tier armor and weapons. So Glass, Ebony, and Daedric will NEVER enter the hands of a common bandit again. I am still undecided as to how I am going to reimplement these materials. If I can find a way I would like to try to call a script that places just a few sets and pieces in random locations I set out, but the likelyhood of this is well... No so great. Chances are, since I am mainly just messing with the games leveled lists and phasing things out that I will just handcraft some more leveled lists with extrememely-low drop chances and disperse them among very high level variants of creatures that might on occosion, logically I might add, possess them (in my opinion that is)
I also Plan on making a patch for Armory of Tamriel (this will take quite a while I imagine)
