Skyrim

29 comments

  1. sean144800
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    Versions 5.0 Final
    -Fixes upon fixes upon fixes, all compiled over the course of a few years of playing. These are the final updates.

    SIC and SkyTest Patch
    -Fixes prices and takes-on re-balancing animals for those who actually run combat overhauls (SkyTest author claims not to)
    -Animals with thick hides or scales (with the exception of dragons for compatibility) now have armor (makes maces and axes matter)
    -Animals faster than bipeds are now faster than bipeds, however they may no longer be able to turn in an agile manner at top-speed
    -Poisons now differentiate between their ranged version and melee-applied versions and serve different purposes
    -Spiders may paralyze and animals may knock the player down
    -Wolves are actually dangerous and somewhat durable, because canines are durable and dangerous
    -Mudcrabs don't kill guards (SkyTest you're drunk - not a callout at all lol I love everything about that mod)
    -Best used on a depreciated version of Skytest (I never upgraded after the large damage changes and stuff started going through, I use a combination of combat mods which suits me but doesn't agree at all with the direction SkyTest moved in, and that's fine - I just fixed things myself and am sharing this in case others want more interesting animals but simply cannot run the default skytest versions)

    Version 4.3
    -Fixes some nighteye bugs on ingredients, turns out ingredients with the nighteye effect were applying the screen FX for no reason

    Version 4.1
    -Fixes Jewelry Leveled Lists to ensure no broken skill-ramp drops

    Version 4.0
    -Major merchants in large-cities will now have more interesting and useful items/gear for sale, depending on region and alliance
    -Morrowloot patch now removes higher-level-gear from bandits so that the game's economy and merchants have a purpose
    -The best fences in the richest towns are now far more likely to have impressive goods

    Version 3.5
    -Lingering and Ravage potions damage toned down roughly 15% and 30% respectively
    -Toxin changed to a non-decay variant, turns out bethsoft software-engineers probably didn't define their variables correctly as ANY negative exponent value results in instant-death. I assume the final-value is rounded and the curve is simply rounded from a real-number to infinity, in any case it was broken and now it isn't.

    Version 3.0 is out!!!
    Sorry about the long break in updates, was waiting to recover from my most recent dysautonomia flareup.

    -Total re-imagining of nearly every-single ingredient effect and potency
    -Added new Toxin poison variant! Toxin does low damage at first and ramps up over time!
    -Changed Lingering Poison to deal Large amounts of damage at first and wane over time!
    -Ravaging Now loses potency in a less-severe manner over time
    -Added Pugilist potion so you can punch good
    -Added Armor-fortifying potions for discerning wizards and spell-swords alike!
    -Added Night-eye Potions!
    -Added weapon-speed potions!
    More sensible ingredient effects and potency than ever!

    Version 2.7 Beta
    -Hopefully resolved the last of my bugs from having to rebuild this mod
    -Introduces many new effect magnitude, value, and duration settings
    -properly compensates with an adjusted level rate that is based on item value, this may be too strong and I might need to come up with a new ratio

    Version 2.3!
    -Fixed USLP compatibility and re-adds appropriate masters files
    -Massive, all-encompassing changes to potions and ingredients
    -New potion; types, values, and duration
    -The strongest potions have lower durations and are meant for quick and potent bursts of ability
    -Mid-level potions tend to last longer, but have more tame effects while weak potions are diluted and have weaker effects and lower durations
    -Ingredients are now somewhat more potent on average
    -Broken skill-ramping from alchemy somewhat removed or toned-down, replaced instead by returning and very useful effects from other titles!
    -Potions re-priced to be affordable and potent enough for non-alchemists to stock up and carry buffs, heals, and poisons without breaking the bank!

    Version 2.0 is out!

    -Armor taken from Civil-war actors shouldn't be accepted by merchants most of the time.
    -Merchants have had their leveled lists tuned to their competence and should be useful all game for supplies!
    -Merchants now have some specific and flavorful items scattered around Skyrim, with region and lore determining what goodies they may have.
    -Massive adjustment of rarity to most miscellaneous items. Rarer Gems, Jewelry, Potions, and everything in-between are now actually rare, not high-level.
    -Massive Re-pricing to merchant-made trade goods to keep them relevant.

    Version 1.0
    -Nearly every item in the game re-priced using ratios I created between Skyrim and Morrowind
    -Partially de-leveled and changed most consumables and materials/ingredients to probability in nested leveled-lists
    -New leveled lists added to merchants to ensure they have variety and aren't negatively influenced or rendered useless by probability in world- Loot-tables
    -10% top and bottom tweak to barter settings to increase influence of barter-skill
  2. sean144800
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    New Version out with Better animal update
    Word of warning, this is an alchemy mod which makes cure poison more accessible
    The New Rule is: if something winds up, lunges, or comes at you with fangs -don't get hit-, if you're fighting something venomous - bring cure poison.
  3. Saizetsu
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    Uh the LE version requires the Unofficial patch for SE it seems you uploaded the wrong file?...
    1. sean144800
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      oops, let me fix that thanks XD
    2. Saizetsu
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      Thank you for the mod =]
    3. sean144800
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      No problem, couldn't just keep it to myself lol =p
  4. qwertypol012
    qwertypol012
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    Thank you for this mod

    Edit: it needs to be patched for the latest ver of Unique Loot though
    1. sean144800
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      I'm still just using the patch Mr.B uploaded, what is it that isn't working properly?
    2. qwertypol012
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      I believe the patch was overwriting some of Unique Loot's records. It was totally overwriting it, didn't look like a patching at all. I'm not sure though, but it really worried me so i didn't use the patch.

      Btw did you know that Unique Loot has been updated several times this January 2018? If you didn't, then you probably need to check it out. I believe that the patch provided by Mr.B is for the old version, since it's uploaded last February 2017.
    3. sean144800
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      When I get a bit of time I'll look into it, it might be that a patch isn't necessary anymore.
  5. lukamaksic
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    It seems you uploaded the SE version here, since the esp requires special edition patch :p
    1. sean144800
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      Fixed it, thanks for the heads up >_<
  6. Maretti
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    Since this mod overhauls some aspects of alchemy is it compatible with complete alchemy and cooking overhaul?
    1. sean144800
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      Whichever loads last carries over its' changes, if you prefer mine load it afterwards, or I would personally recommend you only use one.
      This mod doesn't really touch food apart from pricing, so if you use a bashed patch alongside a merged patch, using both may not be a horrible idea. Otherwise my overhaul is not likely to play nicely with other alchemy mods, I make multiple changes to every ingredient, add ingredient effects, and change almost all of the relevant vanilla effects.
  7. MisterB1969
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    I had considered doing something like this myself, but thank you for your efforts! It always annoyed me, that the economy they developed for skyrim didn't seem to make much sense at all. This would give me a reason not to use CACO. xD And thanks for including my mod in your recommended mods list!! I Shall do the same in turn. Also here is the link for the regular skyrim version of Unique Loot, http://www.nexusmods.com/skyrim/mods/75370/? .
    1. sean144800
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      Skyrim's economy feels like an after-thought lol, I've played around with this mod for a few years and I think I've finally made it at least somewhat functional, or at least it makes a bit more sense now XD Thanks a ton for the shoutout!, I also have a special edition version up! I'll actually go ahead and link to all the recommended mods in my description, totally overlooked that.
    2. MisterB1969
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      Finally going to be able to use this mod a try on my new load order
    3. sean144800
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      Hope you're having fun with it, just updated to squash a few more bugs.
  8. furankuchan
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    I will for sure use this on my next game...thank you for this. Thank you very much,
    1. sean144800
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      Glad you like it ^^
  9. skorpiss
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    Hello,are you were planning on porting this beautiful mod over to Skyrim:Special Edition ?
    1. sean144800
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      There's a link to the SSE version in the main description ^_^
  10. Aegidius989
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    This mod looks fantastic.

    One question, does it change how much loot you get from chests or are only trader leveled lists changed?
    1. sean144800
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      It changes the loot-tables entirely in some cases.
      So while I would recommend scarcity to handle the amount of loot, and Morrowloot to cover armor and weapons; this mod changes how all the rest of the items are handled.

      To be more specific, gems, potions, and most other drops no longer drop based on player-level and instead actually have a relatively "real" rarity all throughout the game.

      On top of that you might find yourself actually purchasing items from merchants to begin with as they now have MUCH better, cheaper, and more useful items in their lists.
      Hope that helps!
  11. sean144800
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    New version IS OUT! File now works properly, sorry for the delay health issues popped up.