Tags for this mod
Activity logs
This page was last updated on 27 July 2025, 8:47PM
- Changelogs
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Version 2.4
- Stop converting items in merchant's containers as it breaks the automatic refresh of levelled lists
- Don't convert unlevelled items in actors' inventories as it's rare and can convert recovered projectiles
- Improved the setting page layout
- Small performance improvements, bug fixes, and code simplifications
- New setting to control the modifier level reduction for weapons converted thanks to the second chance setting
- Improved creatures' wealth settings, please reset the Misc setting section to get the new defaults
- Can be updated mid-game
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Version 2.3
- Improved adjacent exterior cells processing for equipped items
- Fixed actors spawned in adjacent cells having their equipment processed too late
- Fixed actors' wealth from owned containers computed too late, after converting their equipped items
- When entering a new cell, randomly distribute the equipment processing over time to reduce potential lags
- Improved the refresh of converted items when related settings are changed
- Can be updated mid-game
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Version 2.2.1
- Fixed the burden modifier not on strike for projectiles
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Version 2.2
- Added interoperability with Protected Beasts (version 1.2 and above)
- Supports all beast armors handled by Protected Beasts and its compatible mods
- Allow the burden on strike modifier on projectiles
- Can be updated mid-game
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Version 2.1.5
- Fixed error when opening containers after adding valid items to those which had no valid items before
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Version 2.1.4
- Prevent conversion of items in jail's containers (stolen goods)
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Version 2.1.3
- Fixed a modifier missing an effect
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Version 2.1.2
- Fixed a few generated enchantments missing in the addon
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Version 2.1.1
- Don't convert items in scripted containers
- Use item record ids (in addition to item ids) to ensure that learned new valid items come from levelled lists
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Version 2.1
- Track NPC levels to allow converting items they own in cells where those NPC are not present
- For owned containers (by NPCs or factions), estimate the owner level on container open, rather than on cell loading, to improve the loot level estimation thanks to more gathered statistics
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Version 2.0.4
- Fixed 2 Lua errors when opening some containers
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Version 2.0.3
- Improved the evaluation of whether protectors see the loot or not (handle doors)
- Fixed a harmless Lua error when analysing doors while there are no doors
- Fixed crowd factor wrongly applied to containers protected by passive actors
- Fixed container's loot level sometimes above their owner's level
- Don't convert items when the container's owner level is unknown
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Version 2.0.2
- Fixed property modifier descriptions not updated to v2.0
- Updated Ruffin Vangarr's levelled item list (8 mods supported)
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Version 2.0.1
- Updated items added by Wares Ultimate 2.1 from Tamriel Data 25.05
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Version 2.0
- Breaking changes, you need a new game to play this version
- Balanced and fixed multiple modifiers, with @Cybvep's help
- New positive/negative modifiers by @Cybvep
- Ensure weakness effects are applied before other effects
- Don't convert items in containers when there is no protector around
- Reworked how wares conversions are handled, you should now be able to use a dead merchant container as a storage
- Fixed creatures not getting converted items because of wrong wealth calculations
- Updated Tamriel Data supported items to version 25.05
- Midgame changes in your load order are now supported (deep refactoring, game object ids are now properly tracked)
- Reduced saved data size in game save
- Reduced the amount of attached scripts to actors and containers
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Version 1.5.1
- Balanced multiple modifiers, thx to @Cybvep
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Version 1.5
- Boost the loot level when detecting locked and/or trapped doors that block the access to the loot
- Improved the loot level and conversion chance boost formulas when loot protectors are numerous
- Reduced potential loot level and conversion chance boosts based on trapped and immersed containers
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Version 1.4.1
- Exclude a few useless modifier combinations (e.g. Lock and Unlock, or Water Walking and Water Breathing)
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Version 1.4
- Added new modifiers with some missing effects: Dispel, Frenzy, and Rally
- Allowed bows and crossbows to get more defensive modifiers
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Version 1.3.9
- Updated convertible item list to support OAAB 2.5.0 new items
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Version 1.3.8
- New settings to control which item types can be converted (armors, clothing, weapons)
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Version 1.3.7
- When changing settings or using the player scaling setting, don't revert items from already opened loots (player and follower inventories, private containers...)
- Added info on midgame installs about the risk to get his private containers processed on next access, and how to revert those changes
- Removed Julan companion exception as it's now handled by a generic approach
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Version 1.3.6
- When converting an item, round the condition value (decimals are shown by Quick Loot)
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Version 1.3.5
- Added a console command to revert changes in a loot (container or actor)
- Fixed some items not properly refreshed when disabling then enabling specific settings
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Version 1.3.4
- Exclude Julan companion inventory items
- Fixed items not re-equipped on the player when disabling the mod
- Removed workaround for OpenMW bug #8397 as it doesn't happen anymore
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Version 1.3.3
- Fixed error preventing item conversion on merchant's containers
- Fixed duplicated item retrieval leading to increased chance of conversion
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Version 1.3.2
- Replaced the "Modifier Level Difficulty Range" setting with an "End Game Loot Level" setting that controls Fresh Loot rewards based on loot levels
- Added a conversion chance boost based on the loot level compared to the "End Game Loot Level" setting
- Replaced the first item chance boost with an equipped weapon second chance boost (on second roll, the weapon gets lower modifier levels)
- Creature level boost is now automatically computed a based on the "End Game Loot Level" setting (to fix creature levels being lower than NPCs')
- Added an item conversion chance boost when the container keepers are numerous (only for hostiles)
- Allow modifier levels above loot keeper levels, if the keepers are numerous (only for hostiles)
- Fixed broken merchant items restoration and conversion when changing the impacting settings
- Swapped Sturdy and Superior mod names
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Version 1.3.1
- Added a global interface function to allow other mods to trigger the item conversion in a given loot (required by QuickLoot 1.7)
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Version 1.3
- New setting to disable merchant's items conversion
- Support the conversion of new available merchant's items
- Set merchant's items loot level to the minimum level between the merchant and the player
- The first modifier chance boost based on the loot difficulty level is now only applied to the first picked item
- Exclude all chance boosts on merchant's containers
- Removed the chance reduction applied on each new conversion within the same loot
- Fixed (workaround) item restoration errors caused by the OpenMW bug #8397
- Fixed new actors (e.g. summons) in cells not taken into account to evaluate the container difficulty levels
- Allow to disable the actor's wealth limit on the amount of converted items (set setting to 0)
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Version 1.2.5
- Don't convert unlevelled and unequipped items in actors' inventory to prevent converting player's recovered projectiles
- Exclude "+max damage" modifier from crossbows
- Added level 1 modifier for "+min damage" (with small value +2)
- Fixed occasional conversion error when trying to add a mod with a level it doesn't have
- Fixed price too high for converted projectiles
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Version 1.2.4
- Chance to get a property modifier (setting) now also applied on the second modifier (if any), in order to improve the chance to get 2 property modifiers
- Fixed the impossibility to get 2 property modifiers
- Fixed rare cases where a first property modifier (e.g. armor class change) could change item applicable modifiers, resulting in a wrong second enchantment modifier picking (e.g. fortify wrong armor skill)
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Version 1.2.3
- Added an exclusion on Alvis Teri, to prevent breaking the Redoran's quest "Founder's Helm"
- Added an exclusion on dead Redoran Guards in Andasreth, to prevent breaking the quest "Recover Shields from Andasreth"
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Version 1.2.2
- Fixed an error when loading exclusion lists from a game save
- Allow modders to add exclusions on actors and containers
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Version 1.2
- Fixed missing and extra convertible items (e.g. extra quest item that's not supposed to be converted)
- Fixed items durability not properly preserved during conversion
- Excludes an NPC from equipment conversion (from Project Cyrodiil) because converting his weapon breaks a quest
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Version 1.1.2
- Fixed settings update going wild on CPU
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Version 1.1.1
- Fixed valid item lists setting cleared when pressing the section reset button
- Fixed few settings triggers for refreshing equipped items
- Added info for potential mods incompatibility
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Version 1.1
- Added item conversion support for mod "Boots for Beasts"
- Added item conversion support for mod "Daedric Maul"
- Added item conversion support for mod "Weapons Expansion Morrowind"
- Added item conversion support for mod "Killing Spree Helluva"
- Added item conversion support for main Ruffin Vangarr armories mods
- Added item conversion support for mod "Vanilla Friendly Wearables Expansion"
- Show loaded lists of convertible items in the settings page
- Improved support for patches that add new convertible items
- Don't check items in current cell if not required
- Fixed error when clearing removed actors
- Fixed equipped items not properly updated after changing related settings
- Fixed equipped items not properly updated for active cells when player scaling is enabled
- Improved doc
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Version 1.0
- First version
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- Author's activity
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July 2025
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27 Jul 2025, 8:47PM | Action by: mym
File added
'FreshLoot [version 2.4]'
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27 Jul 2025, 8:46PM | Action by: mym
Changelog added
'Change log added for version 2.4'
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27 Jul 2025, 8:45PM | Action by: mym
Attribute change
'Description changed.
Mod version changed to 2.4.'
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22 Jul 2025, 10:01PM | Action by: mym
File added
'FreshLoot [version 2.3]'
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22 Jul 2025, 9:59PM | Action by: mym
Changelog added
'Change log added for version 2.3'
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22 Jul 2025, 9:59PM | Action by: mym
Attribute change
'Mod version changed to 2.3.'
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20 Jul 2025, 5:50PM | Action by: mym
File added
'FreshLoot [version 2.2.1]'
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20 Jul 2025, 5:49PM | Action by: mym
Changelog added
'Change log added for version 2.2.1'
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20 Jul 2025, 5:49PM | Action by: mym
Attribute change
'Mod version changed to 2.2.1.'
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20 Jul 2025, 5:21PM | Action by: mym
File added
'FreshLoot [version 2.2]'
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20 Jul 2025, 5:20PM | Action by: mym
Changelog added
'Change log added for version 2.2'
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20 Jul 2025, 5:20PM | Action by: mym
Attribute change
'Description changed.
Mod version changed to 2.2.'
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08 Jul 2025, 7:10AM | Action by: mym
Attribute change
'Description changed.'
June 2025
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11 Jun 2025, 8:36AM | Action by: mym
File added
'FreshLoot [version 2.1.5]'
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11 Jun 2025, 8:35AM | Action by: mym
Changelog added
'Change log added for version 2.1.5'
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11 Jun 2025, 8:35AM | Action by: mym
Attribute change
'Mod version changed to 2.1.5.'
May 2025
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26 May 2025, 9:45PM | Action by: mym
File added
'FreshLoot [version 2.1.4]'
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26 May 2025, 9:44PM | Action by: mym
Changelog added
'Change log added for version 2.1.4'
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26 May 2025, 9:43PM | Action by: mym
Attribute change
'Mod version changed to 2.1.4.'
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19 May 2025, 6:00PM | Action by: mym
Attribute change
'Description changed.'
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- Mod page activity
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August 2025
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09 Aug 2025, 5:56PM | Action by: Yrbem150
Tracked
Fresh Loot (OpenMW)
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09 Aug 2025, 1:03AM | Action by: Drennin
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'Fresh Loot (OpenMW)'
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06 Aug 2025, 1:10AM | Action by: theanon
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'Fresh Loot (OpenMW)'
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05 Aug 2025, 1:13AM | Action by: Lalabird
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'Fresh Loot (OpenMW)'
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04 Aug 2025, 10:36AM | Action by: User27748
Untracked
'Fresh Loot (OpenMW)'
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03 Aug 2025, 6:26PM | Action by: PunchStuff
Endorsed
'Fresh Loot (OpenMW)'
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03 Aug 2025, 5:06AM | Action by: peDroluctik
Tracked
'Fresh Loot (OpenMW)'
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02 Aug 2025, 11:25AM | Action by: thewhiteleshy
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'Fresh Loot (OpenMW)'
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01 Aug 2025, 1:09AM | Action by: HeWhomHastFallen
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'Fresh Loot (OpenMW)'
July 2025
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31 Jul 2025, 10:55AM | Action by: xdevilx2
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'Fresh Loot (OpenMW)'
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31 Jul 2025, 5:26AM | Action by: 1GeminiTiger1
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'Fresh Loot (OpenMW)'
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30 Jul 2025, 9:13PM | Action by: thewhiteleshy
Untracked
'Fresh Loot (OpenMW)'
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29 Jul 2025, 9:08PM | Action by: Mastermonkey26
Endorsed
'Fresh Loot (OpenMW)'
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29 Jul 2025, 2:41AM | Action by: daRoofs0nFire
Endorsed
'Fresh Loot (OpenMW)'
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29 Jul 2025, 2:13AM | Action by: BlatentlyObvious
Endorsed
'Fresh Loot (OpenMW)'
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28 Jul 2025, 8:49PM | Action by: PensivePen
Endorsed
'Fresh Loot (OpenMW)'
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28 Jul 2025, 10:14AM | Action by: IgRock
Tracked
'Fresh Loot (OpenMW)'
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27 Jul 2025, 3:30PM | Action by: plutofish13
Untracked
'Fresh Loot (OpenMW)'
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26 Jul 2025, 5:01PM | Action by: thewhiteleshy
Tracked
Fresh Loot (OpenMW)
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26 Jul 2025, 3:01AM | Action by: HastyJ
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'Fresh Loot (OpenMW)'
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