I thought the idea was really good, but finding an Orc Hunter with full armor set before level 1 and dropping his armor was fun (and probably unbalanced).
Yeah, but on the other hand, actually beating that orc ("looking for a good death", or whatever) is quite a challenge, and if you can do so and get that armor earlier than you otherwise could in the base game, then you probably deserve it. (Plus, it's only unbalanced until you hit the levels in which you'd likely have that armor anyway.) (Plus plus, from experience, killing said orc on high difficulties in a remotely fair way, without, say, kiting them around terrain or a fence, is just flat out impossible? So, if you want to cheese the game in the first place, having that armor early makes absolutely no difference in the first place, because you'd be cutting combat out of the game with such tactics anyway.)
I just wanted to say, cheers for the excellent mod, it's among the best of the best for someone like me.
My two cents: This mod rewards thorough exploration and reduces exploit potentials related to crafting. Without this mod, exploring most places is just a chore with nothing unique or worthwhile or interesting to be gained or found, and I wouldn't play the game without it. (There's something of a standard in most RPG games, where the very best gear simply cannot be bought or otherwise so simply acquired, and this mod brings that to Skyrim, while also making said gear that you've found feel special, because random no-name bandits and thugs won't be trolling around in the same top end gear.)
To anyone refusing to give this mod a chance, solely on the grounds of the crafting limitations, consider giving the mod details a once over and try to understand why this mod exists in the first place, and if you still feel the same, I wouldn't even bother with the version that doesn't restrict crafting, cause I think you're missing the point in the first place... (Which is fine, you do you, just don't feel compelled to go out of your way to try this mod if it doesn't appeal to you in the slightest, games are first and foremost to have fun after all.)
Don't understand why Orcish, Elven, Ebony, Glass, etc. aren't available to craft. There are books in the game that actually outline how these armors are created, so it's not like it's some sort of secret knowledge. Not begging for the crafting option as I don't use this mod, but I suggest Requiem's take on armor crafting as a more logical and immersive alternative - discover manuals in the world that instruct one in how to craft these items, and then you're able to take the perk.
There is nothing to understand about it. The mod author made some deliberate choices based on certain considerations. It is up to the mod user whether he agrees with them or not. Now, since you by your own admission do not even use Morrowloot, you are clearly in the most unqualified position to form an opinion or suggest recommendations for this particular mod.
Hahaaaa, yeah good one.... "The man" made a suggestion out of ignorance which is not a good position to suggest anything. Instead of lamenting he can either play one of the 2 Morrowloot alternatives - which probably do what he wants, or just move on.
How is noting the fact that just because someone is not an orc or elf doesnt mean they can not be privy to the trade or preference? What if you are one of those? Totally nothing to talk about ignorance or eligibility towards...
Wow Oblivionplayer437, you were quite a little b&@*$ four years ago weren't you? I certainly hope you've reached drinking age by now, and that maybe it's made you less of a little prick, otherwise I feel really sorry for your parents...
I'm here 9 years after Oblivionplayer's comments. In 2023, in retrospective I can easily see that he's right and he makes more sense than you would expect from an average Skyrim player. Proper comment, Oblivionplayer. And speaking of the mod - Morrowloot isn't about what is realistic RP-wise or not, lol, it's only about gameplay design.
Hello, i lost my Dragonbone Cuirass in an follower inventory bug, can any one give me the ID (can't find it with the help command) so i can spawn it please ?
I don't think that any item in game didn't make sense. It makes sense for certain people to use armors and weapons outside of their race, plus loot tables are usually random. There are plenty of rare items like deadric and dragon already.
hello, from Tes5Edit: [00:00] [REFR:000A8D8C] (places _mwl_hakyen_en "Haynekhtnamet's Bite" [ENCH:03001E26] in GRUP Cell Temporary Children of GeirmundsHall01 "Geirmund's Hall" [CELL:000A5A71]) [00:00] REFR \ NAME - Base -> Found a ENCH reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
i think it must be [WEAP:03003982] (weapon "Fang of Haynekhtnamet") rather than [ENCH:04001E26] ("Haynekhtnamet's Bite" enchantment).
324 comments
(Plus, it's only unbalanced until you hit the levels in which you'd likely have that armor anyway.)
(Plus plus, from experience, killing said orc on high difficulties in a remotely fair way, without, say, kiting them around terrain or a fence, is just flat out impossible? So, if you want to cheese the game in the first place, having that armor early makes absolutely no difference in the first place, because you'd be cutting combat out of the game with such tactics anyway.)
My two cents: This mod rewards thorough exploration and reduces exploit potentials related to crafting. Without this mod, exploring most places is just a chore with nothing unique or worthwhile or interesting to be gained or found, and I wouldn't play the game without it.
(There's something of a standard in most RPG games, where the very best gear simply cannot be bought or otherwise so simply acquired, and this mod brings that to Skyrim, while also making said gear that you've found feel special, because random no-name bandits and thugs won't be trolling around in the same top end gear.)
To anyone refusing to give this mod a chance, solely on the grounds of the crafting limitations, consider giving the mod details a once over and try to understand why this mod exists in the first place, and if you still feel the same, I wouldn't even bother with the version that doesn't restrict crafting, cause I think you're missing the point in the first place...
(Which is fine, you do you, just don't feel compelled to go out of your way to try this mod if it doesn't appeal to you in the slightest, games are first and foremost to have fun after all.)
http://www.nexusmods.com/skyrim/mods/50740/?
And speaking of the mod - Morrowloot isn't about what is realistic RP-wise or not, lol, it's only about gameplay design.
[00:00] [REFR:000A8D8C] (places _mwl_hakyen_en "Haynekhtnamet's Bite" [ENCH:03001E26] in GRUP Cell Temporary Children of GeirmundsHall01 "Geirmund's Hall" [CELL:000A5A71])
[00:00] REFR \ NAME - Base -> Found a ENCH reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
i think it must be [WEAP:03003982] (weapon "Fang of Haynekhtnamet") rather than [ENCH:04001E26] ("Haynekhtnamet's Bite" enchantment).