This mod aims to refine loot and items in DFU to be a little more realistic, both in what you find on bodies and in loot piles, as well as the stats & cost of some existing items. It is not a complete reworking or redesign of the item and loot systems of Daggerfall or anything like that.
It's intended to be used in conjunction with Roleplay & Realism mod, and is only a separate mod because the item stat changes (weight & price) cannot be made as an optional module. So this separate mod package allows players to decide if they want the item stat changes or not by enabling or disabling this entire mod. Any modules that rely on these item changes are in this pack and are configurable in settings.
Note that this module cannot be disabled without disabling the entire mod. Several items have had stats and prices adjusted.
- Price of a Horse or a Wagon has been substantially increased. Combined with the gold drop chances you will have to work a bit for that horse or cart now.
- Many small items, like parchments and arrows, had weirdly high weight numbers. This has been adjusted down to something more reasonable.
- Weapon max conditions have been refined. Main effect is bows are a little less fragile.
- Dungeon Loot Piles made more appropriate. Caves, Mines and Nests: Armor, some Weapons. Castles: High Armor and Weapons. Dragons Dens: Money. Laboratory: Books. Somewhat increased chance of Magic Items everywhere.
- Enemies grouped into more sensible categories for loot generation.
- Gold generation from enemy loot is roughly halved.
- Enemy loot made more appropriate. Knights: Armor, some Weapons. Fighters: Weapon, some Armor. Woodsmen and Criminals: Weapons and Clothes. Spellcasters: Books, Clothes, some weapons. Undead: Some armor, some weapons. Liches and Mummys might drop Magic Items. Daedras: maybe Magic Items. Vampires: Clothes.
This is the way I want bandages to work, and takes precedence over the implementation in Roleplay & Realism mod. Because in this mod the bandages are much lighter and stack, they consequently heal less than the Roleplay & Realism implementation.
Condition Based Prices
When selling items, the condition of the items affect selling price. So a "broken" item will sell for much less than a "new" item.
Realistic Enemy Equipment
Enemies now have equipment based on their level and class, and in used condition. Archers have bows, Knights have more armor etc.
Skill Based Starting Equipment
When creating a new character, you will start with low-level and used condition equipment that matches your skill choices. Characters with weapon skills as primary or major skills will start with one of each weapon matching the skills chosen. Everyone gets a knife though! There are also lots of other mundane items assigned for the other skills, like a helmet for climbing, or a loin-cloth for swimming. Every primary and secondary skill gets you something. (Note that for magic schools, you get more spells if it's a primary skill)
Skill Based Starting Spells
When starting a new character, you will start with a set of very low-level custom spells based on magic skills chosen as Primary or Major skills.