[MOD] Loot Realism mod pack

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ZerioctheTank
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Re: [MOD] Loot Realism mod pack

Post by ZerioctheTank »

Lol you may have went a tad crazy with the price, but I'll admit that I enjoyed the challenge. It made getting my cart feel like a huge accomplishment.

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Ralzar
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Re: [MOD] Loot Realism mod pack

Post by Ralzar »

ZerioctheTank wrote: Tue Feb 25, 2020 11:58 pm Lol you may have went a tad crazy with the price, but I'll admit that I enjoyed the challenge. It made getting my cart feel like a huge accomplishment.
Yup, you can't just sell some stuff from the first dungeon and be completely decked out :D
The reason for the price adjusting down now is due to loot being worth less with this mod. Since armor and weapons dropped are all damaged to some degree and shops reduce prices based on armor condition, there is a lot less to be earned from hauling junk back from the dungeons.

ZerioctheTank
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Re: [MOD] Loot Realism mod pack

Post by ZerioctheTank »

It's definitely making one question if equipping that new item is worth it when you don't know how long you'll be in a dungeon. Also it's so nice to be able to finally start with a f****** bow at the beginning of the game with a custom class. I personally think it might make the first dungeon considerably easier, but that's just my opinion. However the skeletons arrow resistance might make up somewhat for that.

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Ralzar
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Re: [MOD] Loot Realism mod pack

Post by Ralzar »

ZerioctheTank wrote: Wed Feb 26, 2020 5:41 pm It's definitely making one question if equipping that new item is worth it when you don't know how long you'll be in a dungeon. Also it's so nice to be able to finally start with a f****** bow at the beginning of the game with a custom class. I personally think it might make the first dungeon considerably easier, but that's just my opinion. However the skeletons arrow resistance might make up somewhat for that.
True, this will probably make the first dungeon easier. But I'm honestly okay with that because the right class, or even an average class with some lucky rolls for the loot drop, could do Privateers Hold just fine.
Experienced players just ran out anyway, if their build or loot wasn't right for a dungeon crawl right then. The only ones that suffered was the newbies with interesting character ideas that would work okay-ish in a few levels.

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pango
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Re: [MOD] Loot Realism mod pack

Post by pango »

Found a minor annoyance with loot piles recently... I'm playing with lots of mods at the moment, but not many modify loot distribution, so I assume it's related to this one.

Problem is empty loot piles. You open them, they contain nothing, and when you close the inventory they disappear.
I think it would be better to ensure that discrete loot piles contain at least some item, or to simply discard empty loot piles in the first place...
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Ralzar
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Re: [MOD] Loot Realism mod pack

Post by Ralzar »

Weird, I have not seen that once.

Are these the static loot piles in dungeons? I specifically buffed those to give more and better loot.

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pango
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Re: [MOD] Loot Realism mod pack

Post by pango »

Damn, probably some bad interaction between mods then. Too many dimensions to test at once :/
Reloading the save from entering dungeon shows quite poor loot, but no empty piles. That's probably optimized during save or something.

Code: Select all

Install script: deploy_DFU 1.2
Base game: daggerfall-unity_linux64-dev.zip (DEV)
Options: USE_HACKS=Y
Mod: DREAM Linux 2020-R1-5-2020-R1-1577192585.rar
Mod: Handpainted Models v183c - Linux.zip
Mod: FancyVitalIndicators.zip
Mod: EnhancedSky_2.1.1.zip
Mod: DistantTerrain_2.6.0.zip
Mod: Real Grass - Linux-20-2-8-1582650120.7z
Mod: HarvestableCrops_v1.0.0-rc.1.zip
Mod: VibrantWind_v0.5_.7z
Mod: BirdsInDaggerfall 2.0.zip
Mod: Taverns Redone-43-0-13-1581168270.zip
Mod: Windmills of Daggerfall.rar
Mod: VIOv4.rar
Mod: PostProcessing-v1.2.0-multi.zip
Mod: Telescope Linux Version-72-1-0-1581534008.zip
Mod: Convenient Clock-25-1-03-1569265588.zip
Mod: books.zip
Mod: Daggerfall-Soundtrack-RemasterV1.1.zip
Mod: SoundClips-2.1.zip
Mod: TediousTravel-0.4.2.zip
Mod: RoleplayRealism-0.9-16-v0-9-1582235234.zip
Mod: LootRealism-0.2-61-v0-2-1582662611.zip
Mod: Filling Food-65-1-1-1579217296.zip
Mod: Meaner Monsters-69-1-3-1582735885.zip
Mod: LevelUp Adjuster-68-1-1-2-1581247307.zip
Mod: Inventory Filter - Linux-59-1-3-1582745342.zip
Mod: Outfit Manager 2.0-62-2-0-1577263460.rar
Mod: WarmAshesV3.0.3.rar
Mod: Quest_Pack_1.zip
Mod: daggerfall-quests-master.zip
Mod: ArchaeologistsGuild-1.0-14-v1-0-1582667191.zip
Mod: DaggerfallSkyshards-24-1-0-1569094927.zip
Mod: Unleveled Mobs-51-0-7-3-1575940828.zip
Mod: Unleveled Quests-51-0-8-1-1576379724.zip
Mod: persistent dungeons.dfmod
Mod: Start Saver-71-1-0-1581240197.zip
Mod: df-unity.Autosave-Autosave-v0.9.0b.zip
Mod: DraftySecretDoors-1.4.zip
Installation: successful
Attachments
settings.zip
(15.3 KiB) Downloaded 127 times
SAVE567.zip
(537.64 KiB) Downloaded 132 times
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When a measure becomes a target, it ceases to be a good measure.
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Ralzar
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Re: [MOD] Loot Realism mod pack

Post by Ralzar »

Hm... only two I can think of:

Persistent Dungeons: Maybe remembering the lootpiles as already emptied?

Inventory Filter: Maybe this is active and filtering out something in the pile?

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pango
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Re: [MOD] Loot Realism mod pack

Post by pango »

The former hypothesis is possible. That was using a character I hadn't played in a while...
I don't get why it would leave empty lootpiles around though.
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When a measure becomes a target, it ceases to be a good measure.
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Ryan7251
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Joined: Sat Feb 29, 2020 12:30 pm

Re: [MOD] Loot Realism mod pack

Post by Ryan7251 »

Hi i think i have ran into a compatibility issue but i don't know what mods are doing it.
Ok so i think it has to do with spells or something because whenever i open my spell book the game stops registering my inputs other then i can move the mouse around anyway i have the following mods.
1.Archaeologists
2.Decorator
3.Dream
4.levelup adjuster
5.lootrealism
6.NPC health indicators
7.unleveled mobs

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