[MOD] Unleveled Loot

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
User avatar
Ralzar
Posts: 1584
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

[MOD] Unleveled Loot

Post by Ralzar »

Unleveled Loot
A mod for removing level scaling from armor/weapons generation in loot and shops.

Download

UnleveledLoot.jpg
UnleveledLoot.jpg (214.61 KiB) Viewed 606 times


Genral ideas:

1: Material dropchances are static. The only effect player has is his Luck attribute.

2: The higher tier armors are made rarer. Daedric and orcish to the point where you won't see them unless you have a lot of Luck.

3: Shop stock materials are based on shop quality. Higher quality shop, higher material types.

4: Daedra has a chance, based on daedra type, of dropping a daedric item. This will be the only source, outside of extreme luck, of daedric items.

5: Dungeons in Orsinium and orcish dungeons will have increased chance of orcish.

6: Gold piles de-scaled. The same type of enemy will drop the same amount of gold no matter the player level.

7: Unfortunately, this mod will not be able to check enemy type or level during equipment generation. So humans will get random materials, not materials based on their level. Hopefully this will be possible at some point, but at the moment we also can't mod the human enemies level during random enemy generation, so it's a bit moot until that is available.

Note: Hazelnut is adding increased chance of orcish equipment for higher-tier orcs in his Roleplay&Realism:Items mod.
Last edited by Ralzar on Mon Sep 28, 2020 9:43 pm, edited 3 times in total.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

User avatar
Ralzar
Posts: 1584
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Unleveled Loot

Post by Ralzar »

Plans

An alternate "Random Vanilla" ruleset which is just the original system, but instead of using player level it just uses a random number each time it needs to generate a material type.

Lots of numbers tweaking as I get feedback. I've been playing with it and not seen it do something crazy, but maybe a I was too strict? Too lenient? Who knows! Time will tell :D
Last edited by Ralzar on Mon Sep 28, 2020 4:32 pm, edited 2 times in total.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

User avatar
Ralzar
Posts: 1584
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Unleveled Loot

Post by Ralzar »

Unleveled Loot now launched. v0.1


Hopefully this works as it should :D
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

yabay
Posts: 82
Joined: Wed Aug 14, 2019 11:32 am
Location: Russia

Re: [MOD] Unleveled Loot

Post by yabay »

Sumptuously! No more Daedric assortment in the ramshackle shops of run-down villages!

ZerioctheTank
Posts: 40
Joined: Mon Sep 16, 2019 2:06 am

Re: [MOD] Unleveled Loot

Post by ZerioctheTank »

I'm so torn. My initial fear is being unable to fight certain mobs because of ineffective weapon material. It's nice that this mod gives luck another use though. Perhaps my fear is unwarranted and everything is fine.

yabay
Posts: 82
Joined: Wed Aug 14, 2019 11:32 am
Location: Russia

Re: [MOD] Unleveled Loot

Post by yabay »

ZerioctheTank wrote: Wed Sep 30, 2020 4:35 am I'm so torn. My initial fear is being unable to fight certain mobs because of ineffective weapon material. It's nice that this mod gives luck another use though. Perhaps my fear is unwarranted and everything is fine.
Yes, this mod drastically reduces the amount of available resources. In combination with the C&C mod, the game turns into a real survival.
No more liches and vampires killed with two or three hits with a mithril sword, dropped in loot at 10th level.
No more carts filled with all sorts of ebony junk and millions of gold coins.
To complete even an early guild quest requires weeks of ingame (and several IRL :) ) time just for preparation.
I really like this mod.

User avatar
Ralzar
Posts: 1584
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Unleveled Loot

Post by Ralzar »

ZerioctheTank wrote: Wed Sep 30, 2020 4:35 am I'm so torn. My initial fear is being unable to fight certain mobs because of ineffective weapon material. It's nice that this mod gives luck another use though. Perhaps my fear is unwarranted and everything is fine.
Actually, in some ways it might be easier. Or at least more predictable. Because now high-class shops have a high chance of high tier weapons no matter your level.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

yabay
Posts: 82
Joined: Wed Aug 14, 2019 11:32 am
Location: Russia

Re: [MOD] Unleveled Loot

Post by yabay »

Ralzar wrote: Wed Sep 30, 2020 6:19 am Actually, in some ways it might be easier.
My character on the fourth level in the cemetery next to Gothway Garden, in a loot, dropped an ebony sword. But really, I had to flee from the skeleton.

User avatar
Ralzar
Posts: 1584
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Unleveled Loot

Post by Ralzar »

Haha, congrats!
Over time I’ll have to look at if the numbers need tweaking. Maybe too much sweet loot drops too fast? But on the other hand, maybe you were just lucky, which is supposed to happen?
:| :D
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

yabay
Posts: 82
Joined: Wed Aug 14, 2019 11:32 am
Location: Russia

Re: [MOD] Unleveled Loot

Post by yabay »

Ralzar wrote: Wed Sep 30, 2020 6:38 am Over time I’ll have to look at if the numbers need tweaking. Maybe too much sweet loot drops too fast? But on the other hand, maybe you were just lucky, which is supposed to happen?
The luck attribute was 55. It was Wicksley Graveyard. I left it and then I entered it again, and there was nothing worthwhile there.
I am only in favor of changing your mods in the direction of tightening.

Post Reply