[WIP] Thematic loot

Post » Tue Dec 17, 2013 8:01 pm

The issue:

Looting a chest in a Skyrim dungeon can feel very unimmersive at times. For example, take a fort inhabited by mages. Why would the chests in that fort contain warhammers and heavy cuirasses? It feels very strange to me considering that mages in Skyrim only use robes and daggers. This is just one example, and unfortunately there are some more.

The purpose of this mod is to change the contents that can be found in chests so that they better represent the people that -presumably- filled such chests with items.

Changes so far:

Mage chests can only contain the following:

Spoiler
Weapons: staves, scrolls, daggers (sometimes enchanted)
Armor: robes, enchanted jewelry
Support: spell tomes, soul gems (sometimes filled), alchemy recipes, potions
Other: gold coins

Note: all enchantmens, recipes and potions are cattered to mages (absorb magicka enchantments, fortify destruction potions etc).

Bandit chests can only contain the following:

Spoiler
Weapons: any type of melee weapon and bows (sometimes enchanted)
Armor: both light or heavy (sometimes enchanted)
Support: potions, lockpicks
Other: gold coins, jewelry

Note: all enchantments and potions are cattered to warriors (elemental damage, absorb stamina, fortify warrior skills...).

Dwemer chests can only contain the following:

Spoiler
Weapons: dwemer-only (sometimes enchanted). Can be found at any level.
Armor: dwemer-only (sometimes enchanted). Can be found at any level.
Support: soul gems (sometimes filled)
Other: gold ingots, dwemer scrap metal).

Falmer chests can only contain the following:

Spoiler
Weapons: falmer-only
Armor: falmer-only
Support: chaurus chitin, poisonous alchemical ingredients (mainly fungi, also skeever tails and human flesh and hearts)
Other: -

Draugr chests can only contain the following:

Spoiler
Weapons: draugr, ancient nord (sometimes enchanted)
Armor: draugr, ancient nord (sometimes enchanted)
Support: -
Other: -

Can you give me feedback on:

1. Dwemers and Magic. Would it be lore-correct to add staves and spell tomes to dwarven chests? What kind of magic did dwemers use to practice?

2. Draugr Chests . Draugr dungeonsn are tombs and considering the nords buried there are mostly warriors it makes sense to find their weapons and armors in nearby chests. What else would it be appropiate to include? Elven gear? (as in 'this is the weapon of that formidable foe I defeated). Ideas welcome.

3. Alternatives to level scaling . For weapons and armor that can be found in bandit chests, I was thinking of creating regional chests that have a big chance of containing iron gear and a small chance of containing another material. Which material depends on the natural ressources of the region. For example, there are dwarven ruins and silver mines near Markarth so bandit camps/forts located there would contain iron and, occasionally, dwarven and silver gear. What do you think? For the rest of items, I was considering that I could tweak leveled lists so that instead of only spawning items that are level-appropiate or worse, they could also spawn items that are slightly better than your character's level. Example: if at your current level the better the best staves you can receive have apprentice spells, my leveled lists would include a small chance to spawn adept staves.

4. Boss chests vs. regular chests . I don't like how the only chest worth-opening is the boss chest at the end of the dungeon. To remedy that, regular-chest will draw from the same pool of items than boss chests but the probability of spawning them will be lower. This ensures that regular chests are worth-opening.

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Emma Louise Adams
 
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