Oblivion

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gq13kid

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gq13kid

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Version 2.5 05-04-06 Donations accepted if you appreciate my efforts, click \"Make a Donation\" button at this url.. Thanks! http://gq13kid.freewebsitehosting.com/ Axeface Sage Severian Sin Unscaled: Gives the player, regardless of level, a small chance at ANY armor/we

Permissions and credits
[G's-Loot-Mod]
Version 2.5
05-04-06

[Donate]
Donations accepted if you appreciate my efforts, click "Make a Donation" button at this url.. Thanks!
http://gq13kid.freewebsitehosting.com/


[Credit:]
Axeface
Sage
Severian
Sin


[Mod Info]
Unscaled: Gives the player, regardless of level, a small chance at ANY armor/weapon carried by npcs/creatures and all boss-type npcs in the game.

Scaled: Adds a player level requirement to the weapons/armor. You must be a certain level inorder for weapons/armor to spawn on npcs and creatures.

[Which do I use now G?]
Pick from one of these 4:
-G_'s-Loot-Mod_2.5[Unscaled].esp = Unscaled version of my mod w/o new weapons/armor
-G_'s-Loot-Mod_2.5[Scaled].esp= Scaled version of my mod w/o new weapons/armor
-G_'s-Loot-Mod_2.5[Unscaled Equipment Addon].esp = Unscaled version of my mod with the new equipment
-G_'s-Loot-Mod_2.5[Scaled Equipement Addon].esp = Scaled version of my mod with new equipment.
-Now once you have picked one of those four, the next step depends on if you have Sage's Balance_fixes.esp installed or not

If you are NOT using Sage's.. Use this:
-G_'s-Loot-Mod_2.5[Valkynaz Loot Plugin].esp
If you are using sage's then do NOT use this plugin it will conflict..

The last .esp in the full .rar file is:
-G_'s-Level-Slow.esp = An Optional (but highly recommended) level slow that will increase the gamelength and balance the equipment a bit-more.. Again this is not required but reccommended..


[Version Changelog]
2.5
-Created Staff loot and incorporated in with mod
-Created Jewelry loot and incoroporated in with mod
-Implimented Kals_Severian's Katana Mod, Sin's Light Armor Pack, and Axeface's Archmage Armor
-"Most daedric weapons rapidly deterioate when their owner is killed, and are worth nothing. Only those daedric weapons and armor imbued with the blood of innocents survive beyond their owner's death."---Created Valkynaz loot changes on Sage's mod.. and a Plugin for those that dont use Sage's mod
-Removed Strong potions from chestloot for those alchemists
-Removed Test (meepage,destruction, and another) potions from loot
-Removed Clothing from Chestloot
-Added chance at better than novice alchemy loot
-Created PotionHM potion's lists for Health/Mana potions
-Removed Arrows from thieving-loot
-Minor changes to Chestloot/Boss Chestloot
--Everyone updating from 2.47 to 2.5 please read Installation instructions... Thanks!


2.4.7
-Created gold lists to add depth to gold found, and implimented them into house,chest,boss,and lockpick loot
-Created potion/poision lists to add depth to potions/poisons found and implimented them into house / chest loot
-Added 100+ gold found in boss chests. To make boss chests more rewarding.
-Increased items found in bosschests to a value of 5
-Reworked chest / boss-chest loot.
-Looked into duplication problem from my end, found nothing as of now
-"Grayland" npc magical hammer spawn fixed


2.4.6
-Fixed problem where 2 helmets were spawning on Bandits
-Fixed problem where 2 shields were spawning on Marauders
-Fixed problem where loot from the upper bosschest lists were multiplying rewardx3
-Removed chancenone on boots (missed a list on the last version DOH:\)

2.4.5
-Restructured Scaling of weapons/armor so levels sub-5 wont get blasted with magical items.
-Created clutter lists to add depth to items found
-Created gem lists to add depth to the gems found
-Created bosschest list system and implimented it into the system.
-Slightly decreased gems found in clutter
-Removed microloot from wolves,rats,mudcrabs,goblins and other creatures like that
-Removed Chancenone on all boots (heavy and light) so enemies will now spawn 100% of the time wearing boots.
-Drasticly decreased the appearnce of skillbooks in desks. This shouldnt really affect those concerned about it unbalancing bethesdas' placement of books as you will hardly find them.
-Decreased the %'s of all Silver weapons by 1/2
-Added a few filled souldgems into the soulgem lists, you now have a chance at finding a filled soulgem inside a chest.
-Cleaned up LL0 LL1 LL2 and my custom www,yyy,zzz lists so they function more effeciently.



v2.4.4
-Slightly thinned out chest loot
-Decreased %'s of Ebony/Elven armor by 1/3
-Decrease %'s of Daedric/Glass armor by 1/2
-Left Daedric/Ebony weapons untouched.
-Added alchemy loot into the Chests
-Added small chance at a skill book in desks
-Increased the chancenone of lockpicks to help thin out all of the problems.
-Fixed multiple helmet spawns in bandits and marauders (for real this time)
-Fixed issue with Goblin Warlord armor spawns
-Hopefully fixed lockpick issue

v2.4.3
-Removed skillbooks from chestloot
-Added items to first chestlist to thin out magical items %'s

v2.4.2
-Reduced Skillbook appearnce in chestloot
-Removed Welk Stones from thieving-loot

v2.4.1
-Fixed conflict in Scaled version w/ Sages' mod


v2.4
-Scrapped LL0NPC lists, created a new system from the ground up.
-Reworked Thieving-Loot
-Incorporated boss-loot in with new system.
-Implimented Dungeon Chest-loot
-Fixed compatibility issues with Sage's mod. (Now no conflictions)
-Reduced Appearnce of Lockpicks in thieving-loot
-Removed loot from Rats and misc small creatures
-Removed poision apples from 'thieving-loot'
-Lowered apperance of Iron and Silver weapons, while increasing Steel
-Lowered apperance of Iron and Fur armor, while increasing Steel.
(Enemies will now spawn the majority of the time with steel equip)
-Added gold into lockpick spawns to thin out the amount of lockpicks found
-Thieving-loot *should* no longer unbalance early game play, and will still allow for players to find good items if lucky


v2.3.1
-Fixed error in boss-type armor/weapon lists

v2.3
-Added 'thieving-loot' into the mod. Thieves now have a chance at all kinds of loot(appropriately done). Remember our daily life is an adventure, So is the people of Tamriel. Who knows what they have tucked away? Note: If you are a Theif or and Adventurer check everywhere, cause npcs hide their loot in random things, in hopes of outwitting you!


v2.2.1
-Fixed compatability issues with Creaturespawn mods such as Sage's.


v2.2
-Fixed a major bug in the magical weapons/armor (mainly weapons). Now npcs/creatures will spawn the the appropriate weapons/armor. [Thanks to DarkAsmodeous for bringing this to my attention.]

v2.1
-Added boss-type npcs loot into the mod. Boss-type npcs now have a slightly better chance at all weapon/armor including magical. (more changes to come)
-Added the chance of helmets spawning on all Bandits/Marauders. Prior there were very few npcs that helmets could spawn on. This balances the chances of them spawning, rather than them being abnormaly rare

v2.0
-Doubled Lowest-tiered armor and weapons. This essential halfed the chances at getting all items except for Iron/Steel, Fur/Leather. (see % from 1.9.1, will have updated %'s on forums later)

v1.9.1
-Lowered magical weapons/armor %
-increased chancenone by 10% on 1.9 items.

v1.9
-Fixed weapon %'s so they're similar to Armor.
-Altered magical items, so they appearslightly less.(still needs tweaking)

v1.8
-Increased appearnce of lowest tierd weapons/armor.
-Decreased apperance of mid-tiered weapons/armor.
-Decreased apperance of magical items.
-Ebony/Daedric, Elven/Glass drop %'s remain the same.
-Added the ChanceNone setting back into items. Helmets-15%,Greaves-15%,Gauntlets-25%,Boots-25% (chances they WONT spawn...)
-Weapons/Curiass still has 100% chance to spawn.


v1.7
-Once again worked w/ the rarity tables. Added an ungodly amount of first tiered weapons/armor to drasticaly bring down the % of daedric/glass.

v1.6
-Added even more items into the lowest tier armor/weapons. Driving the chances of getting them up drasticly.

v1.5
-Made major adjustments to the rarity of each type of armor and weapons including magical weapons.You now have a lower chance at Daedric, slightly higher chance at ebony. and the same chance at magical weapons/armor. Spaced out chance at mid-tier weapons/armor, hopefuly to smooth the equipment advancing process. Great chance now of finding Iron/Steel, Fur/Leather tiered weapons/armor.
-Fixed issues with coin amounts in chests


v1.4
-Adjusted the weapons lists.
-Added ALL magical weapons and armor into the unscaled lists. Any creature/npc has a chance at spawning w/ a magical weapon/armor. The chance a magical weapon will spawn is the slightly better than the chance Daedric/Ebony, and Elven/Glass. If that item is magical it is then random as to which tier of weapon it will be. Highest chance at magical Iron/Steel,Fur/Leather... Then Dwarven/Orcish,Chainmail/Mithril...and finaly Daedric/Ebony,Elven/Glass took tier1's magical items and made them appear 3x as much on the list.2x for the midtier, and left the best alone. If you find a magical Daedric/Ebony(weapon/armor), Elven/Glass(armor) item let me know about it on the forums! They're definatly very rare.

v1.3:
-Tweaked the rarity of mid-tier armor. Decreased the appearnce of Orcish/Mithril. and increased
Iron/Steel, Fur/Leather. This is so the player must slightly work toward getting their fullsets of midtier armor.

v1.2:
-Altered the chance you have at finding your arrows inside of your victims. You now have a 85% chance at recoving recently fired arrows.

v1.1:
-Fixed issues involving consolecommands altering the loot in chests.
-Reduced the chance of Elven legs and gauntlets spawning. (Felt is was alittle to common)
-Altered the scaling level from 2 being the level where everythign drops now to level 1. This fixed some annoying problems of having all Fur show up on many of the Bandits. Now has a more accurate feel to how i anticipated the mod turning out. Still alot of work to do.


[Installation Instructions:]

For those that want my mod w/o new weapons/armor:
1.Decompress the .rar file
2.Place The .esp file into your Oblivion/Data directory
3.Run Oblivion, under the Data Files menu, Double click on my mods .esp file
4.Play. Enjoy

For those that want my mod with new weapons/armor
1.Decompress the .rar file
2.Copy the contents of the .rar into the Oblivion/Data directory
(oblivion/data/meshes..... oblivion/data/textures)
3.Run Oblivion, under the Data Files menu, Double click on the version you want. If you're playing the Equipment addon you pick only one .esp.. For example: If i want to play the Scaled Equipment Addon. I would delete the old version of my mod... and copy G_'s-Loot-Mod_v2.5[Scaled Equipment Addon].esp into the Oblivion/Data directory.
4.Play. Enjoy

For those that do not play Sage's Balance fixes
1.Pick the appropriate set of instructions above (pick which version of my mod you want to play)
2.Run Oblivion, under Data Files meunt, Double Click on G_'s-Loot-Mod_v2.5[Valkynaz Loot Plugin].esp In addition to one of the regular mod's .esps
3.Play



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Email me w/ suggestions/ comments / requests
[email protected]
Thanks again.