Any chance you could add an option to have materials to have armor in multiple categories? For example you want Mithril to have chain and leather armor, both can show up but maybe the leather variant will have worse defense by some percentage. Splitting ten materials 3 ways means if you're working off of only one gear type, you might be in for a huge wait for the next material you can wear and it gives more flexibility in choose what material fits where.
I kinda want this mod focused on making the existing equipment pool and drop tables usable for more characters as well as increase visual variety for armors without deviating from the vanilla mechanics much.
If you haven't tried it yet, Roleplay and Realism - Items already has the mechanics you want. It adds new Leather and Chain armor pieces for every tier and their weight and armor ratings reflect that. They're also integrated in the loot and shop pool so you're able to organically encounter them as you play.
Roleplay and Realism - Items adds two entire lines of armor sets for Leather (Jerkin) and Chain (Hauberk).
This mod simply makes existing armor made of specific materials count as Leather or Chain. So you can have all Elven armor count as Leather and Orcish counts as Chain while Daedric remains as Plate. Rather more like modern TES games with their Light, Medium (for Morrowind) and Heavy armor categories. It doesn't add new items, just reclassifies existing ones so that not all armors above Chain are Plate.
Love the idea, and it seems to be working, but since installing the mod shops are selling nothing but crap armour, chain, leather, some Iron, occasionally steel, but apart from that I've seen just two Dwarven sabatons and nothing else; weapons are as normal. Drops are almost as bad, did eventually get a Mithril cuirass and mithril helm; apart from that just two pairs of Orcish boots. That was in a haul that's total weight half filled my wagon.
Nerfing the tables is fine, I have no problem with that, the default is far too generous, but some information would be appreciated if indeed it was this mod that was responsible. Are there any known conflicts which might account for the change?
PS My character is a 14th Level default sorcerer, by this stage all materials should be showing up, Elven and Dwarven on a fairly regular basis, and mithril and adamantium would also be somewhat common. Weapons of those materials, plus ebony and daedric have appeared, but as stated only a few pieces of armour.
Don't have either of those; the only mod that I have that modifies loot that I know of is Potions of Illiac Bay. I did install Daggerfall Enemy Expansion at the same time as this mod. I will disable those to see if it makes any difference and let you know.
Well couldn't detect any difference so maybe my memory was at fault, subsequent tests haven't made any difference, so I've come to the conclusion that is the case. Everything showed up when using the add_all_equip armor console command, so let me know when you've read this message and I'll delete this thread.
It should work completely fine with existing replacers. Just set the "Texture Archive" option to "Vanilla Textures" to make it use the properly replaced ones.
The mod also doesn't touch artifact armor yet (Lord's Mail and Ebony Mail) because I'm still wrapping my head around how DFU initializes the artifacts.
18 comments
- Elven, Mithril and Ebony set as Leather
- Silver, Adamantium and Orcish set as Chain.
Making each type of armor having 4 materials assigned to it.If you haven't tried it yet, Roleplay and Realism - Items already has the mechanics you want. It adds new Leather and Chain armor pieces for every tier and their weight and armor ratings reflect that. They're also integrated in the loot and shop pool so you're able to organically encounter them as you play.
This mod simply makes existing armor made of specific materials count as Leather or Chain. So you can have all Elven armor count as Leather and Orcish counts as Chain while Daedric remains as Plate. Rather more like modern TES games with their Light, Medium (for Morrowind) and Heavy armor categories. It doesn't add new items, just reclassifies existing ones so that not all armors above Chain are Plate.
Nerfing the tables is fine, I have no problem with that, the default is far too generous, but some information would be appreciated if indeed it was this mod that was responsible. Are there any known conflicts which might account for the change?
PS My character is a 14th Level default sorcerer, by this stage all materials should be showing up, Elven and Dwarven on a fairly regular basis, and mithril and adamantium would also be somewhat common. Weapons of those materials, plus ebony and daedric have appeared, but as stated only a few pieces of armour.
Do you have some other mod affecting drops like R&R or Unleveled Loot?
Thanks for your response and the mod.
The mod also doesn't touch artifact armor yet (Lord's Mail and Ebony Mail) because I'm still wrapping my head around how DFU initializes the artifacts.