Oblivion
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Jigalag23

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Jigalag23

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About this mod

This mod adds a moderate chance of obtaining lore-friendly vanilla items to both Necromancers and Conjurers as well as a very low chance to obtain extra rare loot from the bosses. Also, necromancers now carry short swords instead of maces.

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Immersive Necromancer and Conjurer Loot

This mod adds a moderate chance of obtaining lore-friendly vanilla items to both Necromancers and Conjurers as well as a very low chance to obtain extra rare loot from the bosses. Also, necromancers now carry short swords instead of maces.


== What this mod does ==

What's the difference between a necromancer and a conjurer? Is it philosophy? Is it ethics? Perhaps goals? No. It's robe color. Necromancers wear black, and conjurers wear blue. That's it. Oh, and necromancers have scrolls sometimes. At least, that's what Bethesda decided. No more! By altering the inventory of each generic necromancer and conjurer, these nefarious mage factions are now quite distinct from one another and actually worth raiding.

I started this mod when I realized you couldn't get black soul gems from the average necromancer (not that I use them, mind you. I'm a... *cough* perfectly upstanding member of the Mages Guild). This struck me as odd since black soul gems seem so important to necromancers. Why wouldn't more of them have them? I then realized that conjurers have virtually no loot since they don't spawn with scrolls, that just leaves their weapons, clothes, and any potions they don't drink while you're fighting them. Quite dissatisfying to loot, if you ask me.

There are other mods that may attempt to make their loot more immersive as well, but I didn't see any big, widely used ones, so this is my version, released for any who would like it. If you like it, please remember to come back and endorse so others have a better chance of finding it. For those who disagree with my version of immersion, nitpick details of lore, or just plain like to argue, you're free to voice your opinions in the comments, but know that I personally will not engage. I am open to suggestions regarding additional loot from the vanilla game that I may have missed/not thought of as well as any issues anyone encounters.

The changes to each group are below.

Necromancers

The general theme is to better align their loot with what we know it should be based on our encounters with them in the Mages Guild quest line. That means more soul gems and more body parts.

All necromancers (including bosses) now have:
  • Short swords instead of maces.
  • 1 50% chance to drop a soul gem – all varieties (including black soul gems).
  • 2 50% chances for... shall we call them necromancer supplies?
    • Blood potions, bones, human hearts, human skins, and mort flesh.
Necromancer Bosses:
  • 1 10% chance to drop a Varla stone.


Conjurers

The general theme here is to introduce an actual theme. We hear very little about conjurers in the base game – they are simply there. I expanded on the two themes I do see; they summon Daedra and they often have alchemy supplies in their lairs. Therefore, they consort with Daedra in order to obtain rare ingredients and items.


All conjurers (including bosses) now have:
  • 1 50% chance to drop one of the following ingredients:
    • Blood grass, Clannfear Claws, Daedra Heart, Daedra Silk, Daedra Venin, Daedroth Teeth, Fire Salts, Frost Salts, Harrada, Scamp Skin, Spiddal Stick, and Void Salts.
  • 1 10% chance to drop one of the following:
    • One of the two crystal ball miscellaneous clutter.
    • One of the four Alchemy apparatuses, up to Journeyman (at level 10).
  • 1 15% chance to drop a Welkynd Stone.

Conjurer bosses:
  • 1 15% chance to drop a Sigil Stone


==What this Mod Does Not Do ==

This mod does not alter or remove any of the existing leveled lists associated with these NPCs (with the exception of substituting short swords for the necromancers' maces), it merely adds the new ones as described above. You should expect to find all of the normal loot you found on necromancers and conjurers before plus what this mod gives the chance of finding. This mod also does not alter their stats, spell lists, scripts, or any other attributes. Only inventory. This mod makes no changes to any  necromancer/conjurer lairs, nor does it include any custom assets or DLC assets.

Additionally, I only made my changes to generic necromancers. Any necromancer NPCs that looked to be more than a generic respawning one you would find in an average dungeon I left alone to be on the safe side of not messing up anything with the Mages Guild quest line. That means there may be a couple of dungeons in that quest line where they all still carry maces instead of the short swords.


==Requirements ==

This mod shouldn't require anything beyond the base game as only vanilla assets are altered/used.


==Conflicts ==

This mod will conflict with any other mods that make changes to necromancer or conjurer inventories. This is due to the way Oblivion works. Two separate mods cannot alter the inventory of the same NPC. Whichever one is lower in your load order will prevail, overriding the changes of the higher mod. This type of conflict between mods should not result in crashes, but if you run both mods only one will actually work. The only way around this that I know of would be to make a patch .esp or possibly through Wrye Bash, though how to do so is currently beyond my skill set. I have several mods under my belt at this point, but I am still relatively new to modding.

The mod Oblivion Character Overhaul will interfere with the spawn rates for this mod but is still perfectly compatible. I'm not exactly sure why OCO prevents the new leveled lists from working correctly, since it doesn't alter inventories, but it does (at least according to my own testing). If you are having issues with the new leveled lists working correctly then make sure it is below OCO in your load order. Placing this below OCO should not revert NPC faces back to vanilla (according to my testing).

Nothing else should conflict. If the new lists don't appear to be spawning (and you have it below OCO) then something else is conflicting with it, and it needs to be moved lower in your load order. The easiest way to check if the mod is working right is to visit a fresh necromancer lair to see if they spawned with short swords instead of maces.


==Installation ==

This mod is a single .esp file, and due to its simplicity, it can likely just be dropped into your Oblivion data folder. Check the box for the Immersive Necro and Conj Loot.esp in the Data Files of your Oblivion Launcher, and you're good to go.


==Uninstallation ==

Uncheck the Immersive Necro and Conj Loot.esp in the Data Files of your Oblivion Launcher and then delete the .esp from your data folder.


==Permissions ==

Feel free to tweak this as you like. If you decide to re-upload here or elsewhere, changed or not, please just give credit. There may be no unique assets here, but I still spent my own time putting it together.


== Related ==

Sick of the robbers of Cyrodiil having no loot either? If so, you may also be interested in another mod I created that alters the inventories of bandits and marauders. Check it out here:

https://www.nexusmods.com/oblivion/mods/50093


==Credits ==

Bethesda for a great game and the Construction Set