I feel that at this point, Lootable Things is in a great place for saying its in an alpha stage. Granted I have not included lootable barrels (yet), and not sure it needs it. But so far, in my own test playing, this has been really nice. Though I think, the chances for certain items needs to be tweaked a little more. So I leave it up to you folks at this point.
Love this mod, but it's begs a question- I'm desperately trying to to figure out how to add mod weapons into the containers and items dropped by NPCs in Enderal SE but I'm at a loss of how to do so. Is that something you had to fiddle with while making this? If you have the time I've got a couple questions about where to start, really.
Yes that is something I deal with when I made this mod. To add modded weapons you could make a patch with either the creation kit or sse edit. I could probably give a few pointers.
I've got creation kit and sseedit already, though I don't have much experience with them yet. Pointers would be GREATLY appreciated! I wanna stick some weapons from Animated Armoury into the game. I managed to put some into merchant's inventories for sale but when purchased in-game, they dont retain the mod's animations (which do work if I cc the weapons, so I know it's not broken). That's as far as I got, kind of at a loss what to try now or how to go about it. Thanks in advance!
Okay. We do it all through the magic of leveled lists. I'd use the CK , cause it's honestly so much easier.
Now this is all from memory, I don't have Internet for my PC, nor do I have Skyrim installed.
First load all masters that should be included, but don't make any your main mod. In this case, DTA and the DTA patch. Once it's all loaded, make a save so you can name your new mod. You could do this part in sse edit (might be easier). Make a new esp , or esp flagged esl. Then add DTA and the DTA patch by right clicking on the name of the newly created mod, and add masters.
The next part would be easier in CK.
The rest I need to figure out how to describe to you on my phone. Cause there's a bit to go over x.x
Very interested in this type of mod. One thing that annoys me in these games is that containers follow a very rigid template of the things they store, so after a while you can tell what you'll find in a container just by looking at it, removing all sense wonder and excitement from looting.
I'll try this mod out when you've developed it a little further, but I wanted to say it's a great idea and good luck with it. I've wanted something like this for a while
7 comments
Now this is all from memory, I don't have Internet for my PC, nor do I have Skyrim installed.
First load all masters that should be included, but don't make any your main mod. In this case, DTA and the DTA patch. Once it's all loaded, make a save so you can name your new mod.
You could do this part in sse edit (might be easier). Make a new esp , or esp flagged esl. Then add DTA and the DTA patch by right clicking on the name of the newly created mod, and add masters.
The next part would be easier in CK.
The rest I need to figure out how to describe to you on my phone. Cause there's a bit to go over x.x