more treasure diversity?

Post » Mon Dec 12, 2011 3:43 pm

I am not sure why but I often get empty treasure chests. It is very disappointing to fight a hoard of enemies, then barley crack the lock then ...nothing in the chest!

Is there a mod to add more and more diverse treasure to the game? Like a MMM for containers?

I already have MMM and the gems esp, plust the PTArtifacts.
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Eilidh Brian
 
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Post » Tue Dec 13, 2011 4:20 am

Most of the mods that tackle this are going to be the overhauls: FCOM, OOO, Frans, Warcry, TIE, ROM, and OWC ND. ... but I know you are not into them. the following are mods often used with overhauls, but are not really overhauls in the same sense. Most of these types of mods will require bashed patch.

http://www.tesnexus.com/downloads/file.php?id=21104 is an answer for many people and can be used without overhauls and it has tweaks for adding to containers and the like. It is essentially a catalog of things from other mods.

http://www.tesnexus.com/downloads/file.php?id=17557 will take items (ingredients, food, clutter - not weapons and armor) from mods and add them to containers and merchants and so on.

There is the lesser known http://www.tesnexus.com/downloads/file.php?id=28010 (MALO) which even adds clutter as weapons (whack that zombie with a ladder or metal flask).

I gotta give love for http://www.tesnexus.com/downloads/file.php?id=35369 ... it is not at all an overhaul in the sense like the ones above. It does not change any settings, combat, stealth - none of that. What it does is collect together some of the best mod made armor and weapons and instead of adding them to a crate in the market district - it populates lists with with them. These weapons are not (if you use the vanilla variant) stat adjusted and are set more toward vanilla stats and will work great with your mods. I forget whether they are added to containers - maybe just NPCs - but all around what I wish a lot of overhauls were more like.

Again http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/page__view__findpost__p__15798020 for combining mods that alter the same leveled lists.

==========

[edit] and I was able to track down the http://www.gamesas.com/index.php?/topic/1043692-the-demonic-list-of-leveled-list-mods/
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Monika Krzyzak
 
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Post » Tue Dec 13, 2011 4:29 am

ARES is still a work in progress, but it might be a mod for you to watch:

http://www.gamesas.com/index.php?/topic/1154410-wipz-automatic-random-enchantment-system-ares

It should make loot more interesting, but I don't know if it'll affect how and when enchanted items appear in chests.
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Nicholas C
 
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Post » Mon Dec 12, 2011 4:53 pm

One of the requierments is OBME?

what is that?


ARES is still a work in progress, but it might be a mod for you to watch:

http://www.gamesas.com/index.php?/topic/1154410-wipz-automatic-random-enchantment-system-ares

It should make loot more interesting, but I don't know if it'll affect how and when enchanted items appear in chests.

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Annick Charron
 
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Post » Tue Dec 13, 2011 12:48 am

Oh yeah also there is Palidoo's contribution: http://www.gamesas.com/index.php?/topic/1167983-list-integrated-items/

He made a point of not covering overhauls of the heavy game changing variety and instead on mods that add without changing.

... and to answer the question above OBME is Oblivion Magic Extender. a beta like project.

This mod is not just adding it will change loot you get from what I understand.
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jaideep singh
 
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Post » Tue Dec 13, 2011 5:26 am

Yeah that is probably what you want. I've since installed as many mods as I could from it and there's definitely a diverse array of items in chests and on spawning NPCs in my game. Armamentarium and John's Leveled List Overhaul tend to dominate, though.

There will always be the randomness element, where after fighting your way through a tough dungeon you end up opening a boss-level chest that doesn't contain anything useful. You can't really do much short of editing leveled lists yourself to make every chest you come across be interesting. Some are just going to be duds. Empty chests, though, don't ever occur for me.
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Lizs
 
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Post » Mon Dec 12, 2011 10:52 pm

Thanks, I looked over all of the sugestions from you guys (thank you VERY much for the links) and they look very good but most of these require 3rd party programs I do not want to use.

I guess I will make one myself. Realy what I want is simple if I can live without unique "new" items.

What I "basically" want:

Chests not being empty after big fights.
No messing with the level lists.
Only needs OBSE (no other 3rd parry programs).
Chest have more reward than a tan cup. (Gems, coins, jewelry, crowns, promissory notes, deeds, valuable bottles of wine. valuable ornamental weapons made of pure gold and silver and such...so on)

I can do all of the above as I have done similar in mods such as putting holy water and wood stake arrows in chests and other containers from my Vampire mod.

Thanks for the help, I would not have been motivated to put the work into making my own "Basic Treasure Chest Enhancer" had I not seen such a thing was not already done.



Yeah that is probably what you want. I've since installed as many mods as I could from it and there's definitely a diverse array of items in chests and on spawning NPCs in my game. Armamentarium and John's Leveled List Overhaul tend to dominate, though.

There will always be the randomness element, where after fighting your way through a tough dungeon you end up opening a boss-level chest that doesn't contain anything useful. You can't really do much short of editing leveled lists yourself to make every chest you come across be interesting. Some are just going to be duds. Empty chests, though, don't ever occur for me.

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Angus Poole
 
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Post » Tue Dec 13, 2011 1:18 am

Cool, another forthcoming mod from DP :foodndrink:

By the way, there is also http://www.tesnexus.com/downloads/file.php?id=22795 by Vacuity, that adds Ayleid treasure hidden all over those ruins. And no, they are not in chests, but in hidden alcoves all over, some of them requiring you to use clever means to get them (telekinesis etc.)

BTW, whatever happened to your other mod, Hypothermia? The Alliance file says that you would work on it after 2010 Halloween, and is currently unsupported?
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Alessandra Botham
 
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Post » Tue Dec 13, 2011 7:08 am

Francesco can add item to chest, without changing lvled list (if you really don't want it to modify the lvled list, don't use optionnal item and creature plugin)
Francesco can make by script more item in boss chest (normal that when you find a normal chest, there could be nothing, but if i understand correctly your situation, is that you just take out a big tough enemy, and you find nothing...)
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Tiffany Holmes
 
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Post » Tue Dec 13, 2011 5:14 am

the web page says "This mod now requires Cobl v171. "

anyway...

I am not interested in further working on that mod until I see what Skyrim will be doing as far as cold game mechanics.


Cool, another forthcoming mod from DP :foodndrink:

By the way, there is also http://www.tesnexus.com/downloads/file.php?id=22795 by Vacuity, that adds Ayleid treasure hidden all over those ruins. And no, they are not in chests, but in hidden alcoves all over, some of them requiring you to use clever means to get them (telekinesis etc.)

BTW, whatever happened to your other mod, Hypothermia? The Alliance file says that you would work on it after 2010 Halloween, and is currently unsupported?

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Fiori Pra
 
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Post » Tue Dec 13, 2011 6:17 am

Leviathan1753 is currently in the planning stages of a Loot List tweak, that sounds an awful lot like what you're looking for, as part of Dynamic Levelled Lists. I've been salivating about it for weeks.
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Sunny Under
 
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Post » Mon Dec 12, 2011 6:32 pm

Spooky-

I thought that you just wanted to do another playthrough before Skyrim?

Leveled lists are not that hard to manage at all with a bashed patch. A bashed patch takes all of 10 minutes at the most to make. So instead of making other methods you can just add to a list (or use all the above mods like I do) and bash will order them for you in one list. it doesn't get easier to use than that.

That said think of what will be the result of making such a mod - you'd still be having content lists to manage (the pool of available objects) and assigning the contents based on certain factors - which is what leveled lists already do.

Unlike with weapon stat juggling with scripts to make compatible with other mods - that may be less so than with this method for loot as if you make it so it ignores other mods then one would get an abundance of loot or if it blocks it then it makes the loot from other mods not show and you that is massive incompatibility.

Not trying to be a nay sayer, but it seems to be a lot of work to avoid leveled list work only to replace it with leveled list-like method. I think what Leviathon is doing is the future of the overhaul. If Skyrim script extender (SSE) gets up and going and ini files are available - I hope we see less of the methods of OOO, TIE and the like and all things become optional without being broken into a hundred esp.

I see you as an innovator so maybe I'm not getting what your saying - it just seems that from what I gather this is not a small project at all. This is how overhauls begin.
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NIloufar Emporio
 
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Post » Tue Dec 13, 2011 7:37 am

I'm playing FCOM and i still end up with tan cups, belted vest and blacksmith aprons from my chests, so you're not missing out on much :3
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Kelli Wolfe
 
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Post » Mon Dec 12, 2011 10:00 pm

It might be worth noting that Enhanced Economy has an optional feature to do the opposite of this ie. it can remove random items from containers and actors before you access them.
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Kanaoka
 
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Post » Mon Dec 12, 2011 5:30 pm

:laugh:

Yes that is very true...

But I hope to keep this under control, I really want just target this vary narrow issue.

So here is my plan, I will get some sleep, get up late to night and start this mod. It will check to see how much fatigue, health and magicka you consume during a battle.
This will produce a score that is used to decide what value level you will get in the next locked container (or any container that has a particular amount of gold in it already)

The first release of this mod will have "Philosophizer's Stone Artifacts" for the treasurer.

What that means is my mod will check to see what clutter is in the container, if it passes a bunch of test to make sure it is not scripted, a quest item, enchanted (and so on)
the clutter item will be turned to gold. It will have a gold texture, the name will have the word SOLID GOLD added to the beginning of the name of the item, it will have it's weight and value dramatically scaled up.

This will work on clutter from other mods as well!

If no clutter is in the container I will randomly add one to the container.

And as this is more than any other mod a matter of taste (no reality baseline to work from) I will include an INI to fully control as much of the mod's calculations as I can.


I guess I will call it "Duke Patrick's Philosophizer's Stone Artifacts"



I see you as an innovator so maybe I'm not getting what your saying - it just seems that from what I gather this is not a small project at all. This is how overhauls begin.

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sam
 
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Post » Mon Dec 12, 2011 7:39 pm

Question then ... I thought that when a container was set to be a random spawn what was inside was not actually determined until the moment of opening.

Is this not true? You describe it like the contents are determined on cell load.

Already sounds interesting, but I'm wondering how you are going to cotton to numerous reports from those who use leveled list mods.
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JUan Martinez
 
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Post » Mon Dec 12, 2011 3:56 pm

Question then ... I thought that when a container was set to be a random spawn what was inside was not actually determined until the moment of opening.

Is this not true? You describe it like the contents are determined on cell load.

Already sounds interesting, but I'm wondering how you are going to cotton to numerous reports from those who use leveled list mods.


On cell load. But I'm interesting in why you are in doubt. You use some real time lockpick mod ,isn't it? Should be the reason ?
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Dean Brown
 
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Post » Mon Dec 12, 2011 9:42 pm

Why would using a real time lockpick mod matter?

Reason for what?

I just didn't know.
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Amy Cooper
 
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Post » Tue Dec 13, 2011 1:41 am

Why would using a real time lockpick mod matter?

Reason for what?

I just didn't know.


Because I always after load game if I'm in cell with some containers get the same loot. And have never use such kind of mods.
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Johnny
 
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Post » Mon Dec 12, 2011 6:02 pm

Question then ... I thought that when a container was set to be a random spawn what was inside was not actually determined until the moment of opening.


Yes and no, I am not sure the exact millisecond that it happens, it has been a long time from when I first made the Vampire mod, but I can tell you that I can detect what is in the container (or what will be once the menu opens for the player). I have been doing this for years for puting holy water in containers. My mod checks to see if the chest has 30 or more in gold coins (as well as other checks concerning the player's situation) and if so puts the bottle of holy water in the chest with the rest of the items.

AND I NEVER TOUCH THE LEVEL LIST EVER! :hubbahubba:

(well I do for other things in the mod like the wood stakes, but the holy water is regulated via scripting not by the Level Lists).

I am now doing a similar thing with this Gold Artifacts mod. I have the mod 50% done now. It is cool to see things like solid gold hammers and solid gold tongs in chests now! :hehe:

Once I am done with my scripting it will work on all clutter that qualifies to be turned into gold even clutter form other mods!



but I'm wondering how you are going to cotton to numerous reports from those who use leveled list mods.



Huh? I am very tired so I may be missing something obvious but I have no idea what you are saying. Anyway as I will not be touching the existing level lists I am unconcerned with "those" or their LL drudgery. :wink_smile:
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Alisia Lisha
 
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Post » Tue Dec 13, 2011 3:50 am

Yes and no, I am not sure the exact millisecond that it happens,
I can. It happens the same millisecond that the cell is reset :)

So wkomarecki is right, the cotent of the containers are determined when their cell is reset. Enhanced Economy replaces the content of containers a frame or two before the container is activated, and would not work the way it does if the content was not already settled then. BTW, this idea of yours spooky, will have the possibility of being slightly incompatible with EE's item removal feature, but surely nothing that cannot easily be worked out.
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des lynam
 
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