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VenomSoro

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VenomSoro

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About this mod

Adds an additional luck-based loot system. Try your chance at obtaining useful magical trinkets with a random selection of effects.

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Changelogs
What This Mod Does:
  • Adds a chance for a magical item with random custom effects to generate on enemies and in dungeon loot piles.
  • Introduces additional enchantments that are added to these magical items.
  • Gives the Luck attribute more use as it is tied to the chance of these items generating and the quality of the item when it is generated.
How This Mod Works:
  • When an enemy dies and for every loot pile within a dungeon, the player rolls a chance for a trinket to generate. If this roll succeeds, the player must then roll for the trinket's quality. Depending on this roll, the quality will either be Grand, Major, or Minor.
  • Once the quality is selected, up to 3 enchantments are randomly selected and added to the item. The number selected is based on the item's quality. The strength of these effects are based on the item's quality as well.
  • The chance for a trinket to generate and the chance for the trinket to be a higher quality scale with the player's luck (at 100 luck, the player will have increased their chances by 100%).
  • The chance for trinket generation is also influenced by the type of enemy. Generally, animals and golems (atronachs) will not drop trinkets. Higher level enemies, such as Daedra, Vampires, and Liches, increase the chance for trinket generation by 100%.
Mod Settings:
  • Users can adjust the base chance for a trinket to generate and the base chance for the trinket to be a higher quality.
  • Setting the chance for the trinket to be a higher quality (Major and/or Grand) to 0 will disable those quality levels.
  • My suggestion is to keep the base chance for trinket generation low as the roll for this chance occurs frequently (enemies and loot piles). For quality base chance, this only occurs if a trinket is generated, so this may be adjusted if users feel that higher quality trinkets are too infrequent.
Potential Effects:
  • Vitality
    • Regenerate {4...6...8} Health per Round
  • Stamina
    • Regenerate {1...2...3} Fatigue per Round
  • Mind
    • Regenerate {1...2...3} Spell Points per Round
  • {Attribute}
    • Fortify {Attribute} by {10...15...20} Points
  • {Skill} Expertise
    • Fortify {Skill} by {10...15...20} Points
  • {Element} Guard
    • Supplies an Elemental Resistance: {Element} effect with {50...65...80}% chance
    • Resistances of the same element do not stack (so 2 resist fire 50% effects won't equal 100%)
  • Spell Guard
    • Supplies a Spell Resistance effect with {20...35...50}% chance
    • Spell Resistance effects do not stack with themselves
  • Reflect
    • Supplies a Spell Reflection effect with {15...25...35}% chance
    • Spell Reflection effects do not stack with themselves
  • Wizardry
    • {50...75...100} Extra Spell Points
  • Capacity
    • {33.33...66.67...100}% Increased Weight Allowance
    • Increased Weight Allowance effects do not stack
  • Protection
    • Strengthens Armor {5...10...15} Points
    • Strengthen Armor effects do not stack
  • Feather
    • Sets the weight of the item to 0.25 kg
    • While the item is equipped, the weight of the item is set to {-20...-35...-50} kg
      • This will reduce the player's encumbrance similarly to Morrowind's Feather spell (100 kg + [-20 kg item] = 80 kg)
  • {Flames…Blizzards…Acid…Storms…Force} (Weapon)
    • On-Strike: {Elemental} Damage Health {10…20…30} to {20…40…60} Points
  • Miracles (weapon)
    • On-Strike: Transfer Health {6…12…18} to {12…24…36} Points
  • Silencing (weapon)
    • On-Strike: {35…50…65}% chance to Silence target for {6…12…18} Rounds
  • Ruin (Weapon)
    • On-Strike: {5…10…15}% to instantly kill target
      • Similar to Mehrunes’ Razor effect, but instead of save or die, it is a flat chance based on item quality
Example of Trinket Generation:
  • A Ring of Minor Vitality: Regenerate 4 Health per Round
  • A Ring of Major Vitality & Spell Guard: Regenerate 6 Health per Round & Spell Resistance 35%
  • A Ring of Grand Vitality, Spell Guard, & Protection: Regenerate 8 Health per Round, Spell Resistance 50%, & Strengthen Armor 15 Points
  • Random trinkets can be generated using the console command "generate_trinket"
Weapon and Armor Generation:
  • Both weapons and armor have a small chance of their material being daedric, this chance increases with the item quality.
  • Weapons have a minimum material based on the quality of the item. At minimum, minor weapons are steel, major weapons are elven, and grand
    weapons are mithril.
Compatibility:
  • Should be compatible with anything. This mod doesn't make edits to monster drops or dungeon loot piles, it only adds the item to the drops or piles if the player rolls successfully.