About this mod
A loot overhaul of the original Tomb Expanded, with the added bonus of compatibility with Morrowind Rebirth.
- Requirements
- Permissions and credits
- Changelogs
---- Re-balanced Tombs Expanded, version 1.2
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Tombs Expanded is a great Morrowind add-on made by Zappara, for us who like the old-school dungeon crawling, but the loot in the new levels was randomly generated and quite haphazard, unbalanced and OP.
It completely broke the fragile Morrowind economy which I have created, using some available balancing mods on Nexus.
On the other hand, in my current setup, I use Morrowind Rebirth which conflicts with a lot of mods including Tombs Expanded, so I decided to edit the Tombs Expanded mod and and revamp the loot as well as remove the conflicts with Morrowind Rebirth.
At some point, I decided to try my rusty editing skills and add new content to some levels and I really like the result.
In the current state, this mod completely removes the conflicts with version 5.2.1 of Morrowind Rebirth, but I cannot guaranty it for the next versions.
It also gets more complicated when we include other mods that add their own content to the tombs, like Loot Well Urned.
I have tried to soften the blow at some points, but I cannot test all the mods.
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This mod does not require Morrowind Rebirth, or any other mod, other than the resources of the original Tombs Expended, version 1.1 by Zappara, which I have included as an optional file.
But I strongly recommend the following mods if you want to be a real tomb raider:
*** davidkrumz' Loot well Urned.
I edited the mod for myself to reduce the chance of special items.
*** Zappara's Disturb the dead or it's LUA based descendant:
*** inpv's Sepulchral Curses.
I use Sepulchral Curses because it's LUA based and I could easily add the support for Tomb Expanded's containers by editing the text.
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------------------ Revamped container loot:
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It's almost impossible to make a perfectly re-balanced version of Tombs Expanded, because there are hundreds of randomly generated containers and monsters, all with their own randomly generated loot list, but I did my best to reach that goal.
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There is a theme to the whole setup:
* The more exotic the shape of the container, the more exotic the loot.
* The more common the shape of the container, the more common the loot.
So for instance Mummies would almost always have better loot than small sacks.
But on the other hand, almost *every* container has a small chance to surprise you with a great gift.
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I tried to keep another rule for my loot overhaul:
* Bigger containers would have the chance of more loot items, or bigger loots.
* Smaller containers would have less items in the loot list and smaller ones.
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Some containers have been used just once in the whole mod, some have been placed two times through-out the levels, but some are used more than that.
Some containers are even used more than twenty times in the mod, so I developed another theme:
* The more common the container, the more common the loot and the less items in the loot list.
* The less common the container, the less common the loot and the more items in the loot list.
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These rule were not perfectly kept through-out the development of the mod, but I did my best, and also I tried to infuse variety and special gifts and surprises in the semi-random loot lists, especially in the less used containers.
I have also developed a hierarchy of nested random loot lists that randomizes the loot in the whole setup, but almost *every* container has a small chance of random surprises and great gifts, but this chance varies depending on the above rules and factors.
So in the end, this mod tries to revamp the loot in the great mod by Zappara, and make it less game breaking, but if you become a real tomb raider and raid any tomb that you encounter, you will eventually find some great loot.
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Another fact that is also important:
The loot is semi-randomized, but it is also semi-dependent on the player level, (surprises and random gifts aside), so do not raid all the tombs in the beginning of the game. You can just raid the ones you encounter as you level up, because you will find better loot in higher levels.
But also do not evade the tombs for later levels, because who knows, you might find a surprise loot that would help you a lot in you adventures.
If you do not like the loot being semi-dependent on player level, you can use OperatorJack's Deleveler, which is also LUA based and dynamically affects any leveled list, but be warned, this can make the game a lot harder at lower levels.
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In the end, I did not touch the creature loot, because it had less problem and it was too much work for less reward, so I left it alone for later updates, if there is any.
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-------------------- Changes to the tombs:
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Andalor Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added a trapdoor to the next level.
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Arenim Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level.
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Drethan Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added a trapdoor to the next level.
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Ginith Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level.
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Helan Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level, inside a whole new section.
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Indaren Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level, inside a whole new section.
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Llervu Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added a trapdoor to the next level.
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Redas Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added some content and another way to the next level.
Altered the next level to go with the theme.
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Releth Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level, inside a whole new section.
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Salothan Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level.
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Samarys Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added a trapdoor to the next level.
Added a whole new section to the next level.
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Senim Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level.
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Seran Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level, inside a whole new section.
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Thalas Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level, inside a whole new section.
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Tharys Ancestral Tomb
Removed conflict with Morrowind Rebirth.
Added another way to the next level, inside a whole new section.
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----------------------------- Final notes:
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For the permissions, I have no claim on my changes to the original mod and hereby redirect you to the original author of the mod, Zappara.
If (s)he insists that I remove this mod, I will, if not, then anybody can take the mod and alter it as (s)he likes.
I might eventually upload my own updates for the mod, but this might not happen at all.
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Install Zappara's mod and replace the esp with this one, then mark the esp for the game to load it at start-up.
To remove the mod, remove the added files. ;)
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