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Last updated at 15:15, 28 Feb 2015 Uploaded at 1:29, 16 Dec 2013
More Interesting Loot for Skyrim
New version 5.6 is now available! Please see sticky post for details.
*** Versions 5.0 and above requires Dawnguard AND Dragonborn DLCs ***
Why do we need More Interesting Loot for Skyrim?
Imagine if you will... The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory... Think of the LOOT!
Accepting the challenge, you successfully brave the elements of a harsh Skyrim wilderness. Fighting your way through sleet and snow, hounded at every step by vicious wildlife, you locate the bandit hideout and scout the area. Entering the bandit's hideout, you find your way through the darkness - through twists and turns, deadly traps, and seemingly endless hordes of murderous thugs. Finally you encounter the leader of the bandits and his inner circle of bodyguards and cronies. Through cunning, resourcefulness, brute force and a little bit of luck, you put up a tremendous fight and manage to survive and triumph.
Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero...
1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
Wait... they keep their loot in here, right? Where's the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!
What does this Mod do?
This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various "boss" treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).
It's just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most "boss" treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:
- Boss Chests (Bandit, Drauger, Dwarven, Falmer, Forsworn, Giant, Hagraven, Warlock, Vampire, Werewolf, etc)
- Dragon Loot
- Treasure Map Chests
Additionally, specific kinds of loot are added to the above, based upon what kind of loot you might expect from the owner. Bandits, for example, might have anything you can think of that may come from looting travelers, merchants, and caravans. Warlocks, for example, will have loot geared more towards their arcane profession. Please see the ReadMe for more information on how this works.
More Interesting Loot
As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn't that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.
- Types of loot found are tailored to the kind of loot the owner might have stashed. Bandits will have different loot than Drauger, for example.
- New items are all unleveled and are found based upon rarity, not character level.
- If you find a rare item, it is a big deal and worth getting excited about!
- Nearly a thousand (at last count) new, creative, and fun items with more being added in every version upgrade!
- New Weapons, Armor, Potions, Alchemy Ingredients, Amulets, Rings, Artifacts, etc.
- New, creative and fun magic effects.
- Many items have multiple varieties (less powerful versions are more common, more powerful are more rare).
Please see the Artciles section for more information on how this works.
Installation and Requirements
- Requires MCM (SkyUI).
- Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
- Install the mod normally (using the Nexus Mod Manager is highly recommended).
- Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
- Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!
Examples of new Items
For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)
New Enchanted Weapons
- Katanas of Fire, Frost, Shock, and other enchantments
- Scimitars of Fire, Frost, and Shock, and other enchantments
- Various Weapons of Slaying (Daedra, Argonian, Elf, Human, Khajiit, Orc, Undead, etc)
- Various Weapons of Staggering
- Supple Bows of most material types (ebony, elven, etc)
- Numerous crossbows of varying enchantments
- Numerous Artifact and Unique Weapons from Morrowind and Oblivion
- ...and many more! Well over 100+ new enchanted weapons!
Friendly Warning - be careful when wielding items with certain effects that may obviously be detrimental to your own health (ie Slay <your race>)
New Enchanted Armor & Clothing
- Blacksmith's Apron of Smithing
- Ragged Boots of Sneaking
- Ragged Cap of Pilfering
- Ragged Bandages of Snatching
- Boots of the Bosmer
- Chef's Hat of Benefication
- Chef's Hat of the Physician
- Chef's Hat of Poisoning
- Chef's Tunic of the Connoisseur
- Gloves of Archery
- Gloves of Gardening
- Hat of Haggling
- Numerous Artifacts and Unique items from previous Elder Scrolls titles
- ...and many more!
New Enchanted Rings
Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring's special abilities may only be used periodically.
- Rings of Destruction (Firebolt, Icespike, and Lightning Bolt)
- Rings of Detection (Animal, Undead, Life)
- Rings of Devestation (Fireball, Frostball, Shockball, Chain Lightning)
- Rings of Fortify Critical Chance
- Rings of Fortify Speed
- Rings of Invisibility
- Rings of Lifeforce
- Rings of Light (multiple colors - red, blue, green, orange)
- Rings of Muffle
- Rings of Nightvision
- Rings of Resistance (Fire, Frost, Shock)
- Rings of Runes (Fire, Frost, Shock)
- Rings of Slaying (Animal, Argonian, Daedra, Dragon, Giant, Elf, Human, Orc, Troll, Undead)
- Rings of Slow Time
- Rings of Summoning (Flame, Frost, Storm Atronachs, Wolf, Sabrecat spirits, Skeeer)
- Rings of Waterbreathing
- Numerous Artifact and Unique Rings from previous Elder Scrolls titles
- ...and many more!
Friendly Warning - be careful when wearing items with certain effects that may obviously be detrimental to your own health (ie Slay <yourself>)
Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet's special abilities may only be used periodically.
- Amulet of Death's Door
- Amulets of Fire, Frost, and Shock Cloak
- Amulets of Warding and Shielding
- Amulets of Health
- Amulets of Lifeforce
- Amulets of Candlelight, Magelight, and Illumination
- Amulets of Magicka
- Amulets of Protection from Animals
- Amulets of Protection
- Amulets of Protection from Undead
- Amulets of Restoration
- Amulets of Stamina
- Numerous Artifact and Unique Amulets from previous Elder Scrolls titles
- ...and many more!
Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.
- Oils of Fireball, Frostball, and Shockball
- Oils of Fire, Frost, and Shock
- Poisons of Slay Argonian, Elf, Human, Khajiit, Orc
- Poisons of Damage Health/Stamina, Health/Magicka
- Poisons of Damage Health/Stamina (lingering), Health/Magicka (lingering)
- Poisons of Absorb Health, Stamina, Health/Stamina, Health/Magicka
- Poisons of Frenzy
- Potions of Armor (Oakflesh, Stoneflesh, Ironflesh, Ebonyflesh)
- Potions of Cloak of Fire, Frost, Shock, and Whirlwind
- Potions of Detect Life, Animals, and Undead
- Potions of Life Restoration
- Potions of Night Vision
- Potions of Slow Time
- Potions of Swiftness
- Potions of Warding and Shielding
- Numerous Potions from the lands of Morrowind
- ...and many more!
New Alchemy Ingredients
Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I've attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:
- Fire, Frost, and Shock Damage
- Night Vision
- Fire, Frost, and Shock Cloak
Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.
New Alchemy Books
There are a number of new alchemy books added to the game for purchase. These are special "recipe" books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.
Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!
Wow, how do I find this cool loot?
There are several ways:
- From a player and fun perspective, go out and kill some baddies! Delve into a fort or dungeon or whatever it takes to come across a "boss" chest.
- Use a treasure map and find the treasure.
- Kill a dragon and loot the corpse.
- Visit the Bannered Mare in Whiterun. Ma'giik and his assistant may have an assortment of new items for sale.
- Ma'giik has expanded his enterprise with new assistants selling their wares at the Bee & Barb in Riften and the Winking Skeever in Solitude.
- The Khajiit Caravans have a chance to have a small # of new items in their inventory for sale.
None reported so far!
Features in Progress
This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:
Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool... damn sweet!
In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!
To help offset and balance the more powerful items, I've always thought that negative side effects would be fun. "This ring really kicks a**, but do I want to deal the side effects?" Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.
The various weapons and rings of Hunting and Slaying (slaying is the more powerful variety) are good examples of this and are already in the Mod. I tend to play as a Bosmer (Wood Elf). I really hate those Thalomar (high elves), but they kick the snot out of me! Maybe I could use this Ebony Sword, Elf Slayer? But I'm an Elf. I wonder what would happen? In this case, just a minor side effect currently includes Ravage Health -100, Ravage Stamina -100, Ravage Magicka -100, blurred vision, etc. I *could* wield this weapon, but its goes entirely against my soul and would be highly uncomfortable. Wield it at the wrong time and it could kill me outright! It does say "Elf Slayer" right on the label!
You just found a sweet piece of armor. The description says it is pretty sweet, but is it lying - or just leaving off some important info? You put it on. It feels good... REAL good. Too good. The armor is pretty sweet but it comes with a curse that just revealed itself. Maybe a permanent curse. Maybe a curse that only happens in certain situations. Either way, you're a bit screwed. At least the armor is still pretty sweet.
There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.
The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they're magical and immediately obvious on what they do. Say that you're a Nord brute named Ugh ("me, Ugh. I like to swing heavy things."). How is that you automatically know that amulet over there is a an "Amulet of Health: The wearer's health is increase by 20 points and any attacks made on a bunny will cause it to explode."
The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says "You can feel an evil power emanating from this item". Or maybe simply the red glow indicates the item is really warm.
Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.
That's not so bad. Maybe you should wield it - or wear it.
In any case, the idea is that you don't know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it... if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.
So far, as a proof of concept, Ma'giik (this Mod's main vendor, residing in the Bannered Mare), is a selling a "Dagger, Normal". Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.
Check out my other Mod
Crazy Vaclav's Exploding Arrows and Archery
- Bethesda. Goes without saying.
- Huge kudos go out to everyone on Bethesda's Creation Kit forum. More times than I would like to count, I've spent countless hours banging my head trying to figure out how to do something - only to solve it with some quick advice after posting the dilemma to the forum. Thanks to everyone who has helped me out!
- (v5.5+) Mesh/Textures of ingredients used with permission by Link815: Special Flora of Tamriel
- (v4.0+) Mesh/Textures used with permission by PrivateEye: Ashland Amulets, Helm of Tohan, Helm of Oreyn Bearclaw, Moon & Star, Fork of Horripilation
- (v3.0+) Sound Effect (choking) used with permission by Mike Koenig under Attribution 3.0 https://creativecommons.org/licenses/by/3.0/us/legalcode
- (v2.5+) Weapon and clutter mesh/textures used with permission by InsanitySorrow: The Thegn, The Stamford, Dragon Katana, Chrysamere, Steel Bow, Glass Bow, Iron Bow, Iceblade of the Monarch, Dwemer Clutter, Morrowind Potions, Unique Uniques
- (v2.0+) Morrowind and Oblivion item/artifact descriptions are licensed under the Creative Commons by-sa license. They use material from the UESP article Morrowind:Artifacts and Oblivion:Artifacts
- (v2.0+) Ring texture used with permission by Ghosu: Ghosu - Ring - Modders Resource by Ghosu
- (v2.0+) Ring textures, concept, and scripts used with permission by PrivateEye: Rings of Old - Morrowind Artifacts for Skyrim by PrivateEye