Secondly, the revenants are not leveled, thus you have a chance of meeting a bonelord or a skeleton champion at level 1.
Level-scaling is an abomination, so I greatly approve of this (along with the lack of liches). For consistency, I recommend adding this as a recommended mod.
Thanks, but I don't think I'll be adding it to the list, since a deleveler touches a lot of stuff, not just tombs, being its own thing. To me they are separate and in case of vanilla undead don't really require each other.
This doesn't affect Solstheim barrows, correct? Would you consider making an addon for Solstheim with skeletons, bonewolves and draugr? Unless there's some lore reason against it. I know DtD included werewolf spirits, which struck me as odd.
Yes, it doesn't, and there's a lore reason for that - because the undead on Solstheim in Bloodmoon are presented as cursed hauntings, not ancestral protective revenants: https://en.uesp.net/wiki/Bloodmoon:Undead. Only in Skyrim did Bethesda change them to be such - the draugr in particular, but I guess since bonewolves are "foul beasts created by black magic", they aren't fit for barrow protection as well, especially considering how superstitious the locals are. I don't know about skeletons though, but because there's no lore reference to the Nords using them as guardians in Bloodmoon, I'll also leave them be. However, we do know that Stalhrim protects the corpses like a sarcophagus (https://en.uesp.net/wiki/Lore:Stalhrim), so I may add an MCM option to spawn Frost Atronachs upon touching the ice in barrows, if it's really necessary.
Thanks for pointing out the typo, I'll fix it when a new update is due.
Ah, that's fair. The Frost Atronach idea sounds interesting, but don't Nords generally dislike Daedra of any kind? I suppose an exception could be made for atronachs, since they aren't really aligned with any Daedric Prince.
but don't Nords generally dislike Daedra of any kind?
Indeed they don't, however, I think Frost Atronachs can be viewed as elementals which can appear in sacred places, like a manifestation of a destructive aspect of Solstheim's nature.
I never tried it myself, but I heard there were issues using this with Quick Loot. Is that resolved or never true in the first place or still the case?
Well, in fact, it wasn't even designed to be compatible with QuickLoot to begin with. I don't think it's needed to make such a patch at all, the looting system is fine as it is.
This is really good! If you're taking suggestions, I'd like to see the taunt and environmental text as toggleable MCM options--I love the flavour text, but I also like the idea of an optional purist-friendly integration (i.e. only the conjuration sounds, like with vanilla cursed items).
Small typo: "[As you open the chest, you notice the fires inside the barrow has gone dim]" -> "...have gone dim"
Another request: would you be interested in adding quickloot support, ex., changing the event trigger to TakeItem? Edit: after testing more, it looks like this works as intended with Quickloot!
Please consider adding a slider to the MCM to adjust the chance of safely opening a chest/urn/vein
The formula for safely opening a chest/urn/vein is: safeOpenChance = basicChance(70-75, randomly generated) + (Luck / 10) + (Agility / 10)
At present I have "hard coded" basicChance to 40-45 Would be nice to adjust this "on-the-fly" even if it meant having to reload after making adjustment.
Well, I made the basic chance this large to motivate the player to advance their stats - at basic chance of 40-45 the undeads will pop out anyway, so why even bother? Could just as well omit the randomization altogether, setting every grave to trapped. I could integrate the slider easily, but I'm quite unsure about this, as it could break the balance.
I get your point. I think you misunderstand me. I indeed want the proposed change in order to advance stats but want it to "scale" as I become stronger/ better skilled. I've gone and changed it to 40-45 for safety because once I have started hitting higher skills, (my luck is 90 and agility is 120 on a level 50+ character) there is ~14% less likelihood of an undead spawning. So I'm aiming for better balance.
Anyway it's not difficult for me to create a slider, add a configurable variable for "basicChance" and be done with it. It's simple coding. Just a hassle with any future updates to add my code.
It works in any interior that has "Tomb" in its name, so with Remiros' Tombs it will definitely. I did a quick skim through RR-Bitter Coast's esp and it doesn't appear to give fancy names to the new tombs, so I'd say most likely it will as well.
33 comments
Btw, "Sepulchral" is misspelled in the title.
However, we do know that Stalhrim protects the corpses like a sarcophagus (https://en.uesp.net/wiki/Lore:Stalhrim), so I may add an MCM option to spawn Frost Atronachs upon touching the ice in barrows, if it's really necessary.
Thanks for pointing out the typo, I'll fix it when a new update is due.
Indeed they don't, however, I think Frost Atronachs can be viewed as elementals which can appear in sacred places, like a manifestation of a destructive aspect of Solstheim's nature.
I never tried it myself, but I heard there were issues using this with Quick Loot. Is that resolved or never true in the first place or still the case?
Well, in fact, it wasn't even designed to be compatible with QuickLoot to begin with. I don't think it's needed to make such a patch at all, the looting system is fine as it is.Small typo: "[As you open the chest, you notice the fires inside the barrow has gone dim]" -> "...have gone dim"
Another request: would you be interested in adding quickloot support, ex., changing the event trigger to TakeItem?Edit: after testing more, it looks like this works as intended with Quickloot!Please consider adding a slider to the MCM to adjust the chance of safely opening a chest/urn/vein
The formula for safely opening a chest/urn/vein is:
safeOpenChance = basicChance(70-75, randomly generated) + (Luck / 10) + (Agility / 10)
At present I have "hard coded" basicChance to 40-45
Would be nice to adjust this "on-the-fly" even if it meant having to reload after making adjustment.
I've gone and changed it to 40-45 for safety because once I have started hitting higher skills, (my luck is 90 and agility is 120 on a level 50+ character) there is ~14% less likelihood of an undead spawning. So I'm aiming for better balance.
Anyway it's not difficult for me to create a slider, add a configurable variable for "basicChance" and be done with it. It's simple coding. Just a hassle with any future updates to add my code.
Cheers