I want to release the next Huge Loot Mod.

Post » Mon Mar 04, 2013 9:07 pm

When I say "Huge Loot Mod", I mean things like: IE. Immersive weapons, armor, Morrowloot, Crafting 300, etc.
Except I want to reach the goal of making loot much more fun by adding more enchantment variants.

I've been working on this project for a long time now. To say I've sunk several hundred hours into it would do me justice.

So when I finally release the end product, I want to make sure it's absolutely perfect.
I am fairly close to release now (relative to how much time I've already spent thus far).
But there's always time to squeeze in a few extra features if it might make a difference.

I actually released an http://skyrim.nexusmods.com/mods/31001 of this mod less than a month ago.
It was my first mod release ever, so it flopped for a number of reasons.

Anyways my question is basically:
Do you think I could compete with the huge loot mods that are already out there?
And what can I do to improve it further prior to the release.
I'll list the details about my project below.




Feature 1 - Quantity
Adds 255 new enchantment variants to each piece of armor. (255 is the max size of a single leveled list)
There are 10 tiers of each armor enchantment, so 2550 new enchantments per item type in total.
The tier of the enchantment depends on the armor's armor rating, whether it's light or heavy, etc.
Adds 2550 new enchanted necklaces and rings, these are not 10 tiered like armor.

The current build of the mod adds over 50k new enchanted items in total.
I'll probably hit or get close to 100k by the final release.

Basically more loot than you'll ever collect in a single play through. Or several hundred playthroughs.
No matter what I do, loot's going to feel stale eventually for any sensible gamer
Regardless, I want to delay that staleness for as long as possible.
And I intend to do that through sheer volume.

Do you think this is a viable solution to the problem or boring loot? or am I missing something?

Feature 2 - 6 Affix Armor Enchantments
I think the fact that enchanted loot always comes with only 1 enchantment is a major inhibitor of fun.
So once again, I went with the overkill solution and implemented a 6 affix armor enchantment system.
IE armor is enchanted with a combination of 6 different enchantments.

Not only this, but this mod adds tons of new enchantments that aren't available in vanilla.
A large number of them are handcrafted, and yes they can all be learned through disenchantment.
Here is an https://docs.google.com/spreadsheet/pub?key=0AldEhLOK6ejJdGtZUlVIbmJvbUhpLUIzMGNReFBmN3c&single=true&gid=25&output=html
The mod's a lot of work, so keeping a log of every new enchantment I add is somewhat impractical, but hopefully that list can give you some idea of my general direction, and provide you some fodder to give me feedback on.

An unfortunate side effect is that I can't really make 6 affix armor, without the armor being OP.
But honestly, that's something you can fix the difficulty slider, a difficulty mod, and or some hardcoe restrictions.

Do you think this is the right direction to go in for armor enchantments?

Feature 3 - Weapon Enchantments
I have arbitrarily decided to not use the 6 affix system for weapon enchantments.
The primary motivation for this is the fact that weapon enchantments are far more one dimensional and less interesting than armor enchantments.
Here's what I'm contemplating instead:

Constant Effect Weapon Enchantments
These are missing from the vanilla game, so I figured it wouldn't hurt.
But they don't have the jaw drop factor that 6 affix armor does when you loot it, in fact they seem so boring in comparison.
I'm wondering if I should just leave them out of the mod altogether for this reason.

Critical Effect Weapons
These are a bit more interesting, these weapons cast a spell on the enemy when you land a critical hit.
It makes Skyrim's sparse critical hit system a bit more interesting.

These weapons are not considered enchanted, so they cannot be disenchanted, but can be further enchanted.
The problem with these is that they're a tiny bit OP, since you're not sacrificing an enchantment slot.
I try to offset this by making critical effects that have both positive and negative effects.
Example: Shadowsting poisons the enemy, but also turns them invisible on critical hits.

So they're really fun to use, which is why I intend to keep them for the final release.
But if you have any ideas on how I can improve this, or any ideas for cool effects I'm all ears.

Feature 4 - What items to enchant, and which not to?
Helmets, Gauntlets, Boots, Cuirasses, Robes, Necklaces, and Rings are already complete in the current build.
But I'm uncertain of what other items to also make enchanted variants for, and which not to.

I feel like I do shields, but there's so few light armor shields in the game.
And I feel like I might be making dual wielding less viable indirectly, since weapons probably won't be 6 affix.
I could do masks, since they look nice, but they're a tiny bit lore breaking.
I could do circlets, but would people really do those?
Generic clothes like shirts, shoes, and gloves probably aren't worth it I'm guessing.

I'm actually thinking of making enchanted items that don't use any slots at all.
They'd have to be balanced in some way shape or form obviously (Weight, small enchantments, very hard to find, etc)
Since they're not in vanilla and have some novelty value.

If anybody has any thoughts on these, I'll take them.

Feature 5 - Skyproc Additive Patcher
So the #1 reason people probably didn't bother with my previous mod, was because it edited leveled lists.
And as such, it conflicts with other big name mods like immersive weapons, armory 300, etc.

Skyproc not only resolves this problem, but it lets me apply my enchantment variants to items added by those mods.
Another issue I ran into was that I originally scaled loot all the way to lvl 81.
Since I figured, it'd be better for players to feel like they are continuously being rewarded for leveling up.
But some players play classes or roleplay in ways where they never exceed a certain level.

Skyproc lets me fix this as well by letting me choose the max drop level of enchanted loot added by the mod at the time of patching.
The only issue might be that a lot of people don't like to use SkyProc because it's outside of their comfort zone, and people don't like learning to use new tools.
But I suppose I could also upload a pre-compiled esp file

Once again, any thoughts on this matter?

Feature 6 - Should I have hand placed loot?
This is a feature in Morrowloot that seems pretty popular.
But at the same time it's completely absent from most other loot mods.

Do you guys think having hand-placed loot is actually a big selling point? or do you think most players view it as a gimmick?
I suppose I could make 200 new unique/legendary items and populate the game world with them.
It'd be remarkably time consuming but that's really not too big of a deal considering what I've done already.
Still, I don't want to spend that kind of time if it's not appropriate for the kind of mod I'm going for.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Mon Mar 04, 2013 5:16 pm

Quick thoughts:
I like SkyProc.
Changing levelled lists is more or less obligatory, and anyone can merge them with Bash so there's no need to avoid editing them.
Hand placed loot is nice for Morrowloot, but you're hoping to generate thousands of new things. If you do place them by hand, you'll still get the player getting bored of the same loot, when they revisit the same place. You're generating the items randomly, let the placing be done randomly too!
You can add some hand placed items, that can be fun. But the majority of the mod should be integrated normally. You can also make new levelled lists I believe, so you could make a loot spawn with a small chance of your uniques, and nothing else. Add these to appropriately cool places, and it'll still be random while making the good stuff only appear in certain places.

I saw an enchantment that fired a lightning bolt from a bow as well as the arrow. That sort of thing seems fun, if you haven't already thought of it.

Also, with spells cast on crit, are you including sneak attack crits? I think that might be overkill. And does every weapon have a chance to crit by default? If not, those enchantments will be pointless.
If you think that weapons having a free enchantment slot is OP, why not add a tiny enchantment taking up that slot? Say Damage Stamina 1 point. Or even something invisible/with no effect. With infinite charge, to avoid irritation.
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm


Return to V - Skyrim