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  1. syclonix
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    The "How to fix the Bashed Patch" by ServantOfSin is not required for the mod to work properly. I've tested it and the LVLG records correctly override the LVLD records in the Bashed Patch as long as Scarcity is at the bottom of the load order as intended.

    UPDATE: To explain further: When you use a LVLG (Global) record to modify a LeveledItem the LVLD record is ignored. In other words, it does not matter what the LVLD record contains because if your load order is correct with Scarcity right before the Bashed Patch the LVLG record will "disable" the LVLD record even though the Bashed Patch imports a different value from another esp.

    I hope that helps. So rejoice! No need to do the extra work of running scripts on your Bashed Patch.
    1. disi30
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      An UPDATE

      I kind of liked the available spells to be limited...

      What made me wonder, not sure what normal behaviour is because I mostly use this mod, if I use something like Wintermyst Echantments, that create a lot of duplicated items with different enchantments for the game and add them to the lvld lists "on the fly". Does this mod still affect those?
      I noticed that at around lvl 10 every bloody bandit runs around with an enchanted weapon, while the boss chest only contains 20 gold.

      p.s. OK, from the main page:
      Scarcity will not affect NPCs equipped weapons and armor, only the additional weapons and armor they might drop upon death. This ensures Scarcity does not change gameplay balance/difficulty.
    2. Avastgard
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      @syclonix

      Are you saying that the fix is not necessary as of v.1.3.0 or was it already unnecessary before?
    3. Astakos
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      The SrveantOfSin's fix is still required from what I saw running the BP with Scarcity v.1.3.0 Beta.

      Unless syclonix is referring to the dev version of WB and not the one uploaded to Nexus.
      I am not using the dev one so I do not know how it behaves.

      An example can be seen here: http://i.imgur.com/AI5EKo3.png
    4. sirjesto
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      That photo would indicate that the fix is still needed.
    5. Sthaagg
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      I did a test with last version and I've got same result as Astakos, Scarcity's esp is right before my bashed patch.
    6. syclonix
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      Hi guys, I suspect that the fix was never needed in the first place. Please trust me when I say that I've tested the Bashed Patch in the Creation Kit and it works as intended: You do not need to use additional scripts, just build the bashed patch as you normally would. I would take a screenshot to demonstrate it, but I'm short on time right now--maybe later.

      To explain further: When you use a LVLG (Global) record to modify a LeveledItem the LVLD record is ignored. In other words, it does not matter what the LVLD record contains because if your load order is correct with Scarcity right before the Bashed Patch the LVLG record will "disable" the LVLD record even though the Bashed Patch imports a different value from another esp.

      I hope that helps. So rejoice! No need to do the extra work of running scripts on your Bashed Patch.
    7. Astakos
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      Thank you for the explanation syclonix.
    8. afonik
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      "LVLG: Points to a global record. If this is set, the value of the global is used instead of LVLD for chance none."
      Source: http://pt.uesp.net/wiki/Tes5Mod:Mod_File_Format/LVLI
    9. Sthaagg
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      Okaaaayyyyy

      I will try it

      Thanks for explanation !
    10. disi30
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      With Wintermyst Enchantments and the spells available not being reduced, all that is left of this mod for me are boss chests only containing a few pieces of gold.
    11. Avastgard
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      Do you mean you get too many items with the enchantments from Wintermyst?
    12. disi30
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      At least from level 10 up you get some good stuff.
      Yesterday we killed the Master Vampire in Morthal, he dropped some +15% Sneaking bonus unique boots, which is OK. I also got tons enchanted armour and weapons off his thralls. All the chests together in the hideout (3-4) contained maybe 50 gold.

      At level 18 I think, every random merchant also has at least 2-3 enchanted items to sell.

      And now the mages sold me "Bound Sword", "Bound Waraxe" and some more cool spells straight at level 1.

      p.s. I still like the idea of this mod. It would be cool if everyone would be fighting with normal unenchanted stuff until maybe level 30, then the first fire enchanted swords turn up or you can now find enchanted loot in chests.
      I am no masochist, I just do not like 10000 dmg daggers or onehitting bows. If everyone would not have enchanted stuff and it would be rare, it would make it more interesting.
      Maybe he can make the mod also suppress stuff from other mods?
    13. Avastgard
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      I suggest you try using Loot and Degradation (http://www.nexusmods.com/skyrim/mods/55677) for its feature of distributing enchanted items to NPC's. You can adjust how often those will drop, and I set it to minimum. Alongside Wintermyst and the patch (http://www.nexusmods.com/skyrim/mods/75604) for both mods, I've been finding just the right amount of enchanted gear (so far, on level 12, I've found maybe 3 or 4 Wintermyst enchanted items).
    14. disi30
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      Uhh, so weapon/armour degradation can be turned off?
      Then I use lots of items/enchantments, this mod for chests, then Bashed Patch, Skyproc Patchers and loot&egradation runs in the game?

      I may as well start a new game then
    15. Avastgard
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      Uhh, so weapon/armour degradation can be turned off?

      Yes.

      Loot and Degradation may not be the best option for you then, if you have so many other mods.
    16. syclonix
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      Hi disi30,

      No changes were made to enchanted items in the latest version, enchanted items are still properly effected by the Loot Rarity module you've selected.

      The latest version of Scarcity only changed Spell Tomes (no longer affected by the Merchant Rarity modules) and Gold (Now affected by the Loot Rarity Module).

      If you're seeing more enchanted items it's because you're either lucky or the mods that are adding those enchanted items are not using the Vanilla levelled lists and therefore Scarcity cannot adjust their chance of appearing.
    17. disi30
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      It is soo much data.

      Your leveled item lists are occasional overridden by all sorts of mods like Heavy Armory, Book Covers of Skyrim, Immersive Weapons etc.
      WryeBash then combines the items from vanilla with the keyword from your mod and restores the original chance with your keyword included.

      Wintermyst then adds another couple of hundred items separate to the leveled item list.

      It needs something dynamic like a Skyproc patcher or ingame script like Loot&egradation does.
    18. syclonix
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      Hi disi30,

      "Your leveled item lists are occasional overridden by all sorts of mods like Heavy Armory, Book Covers of Skyrim, Immersive Weapons etc."

      ^^This is the issue. Place 'Scarcity - Less Loot Mod.esp' as far down in your Load Order as possible. The optional modules should be loaded after 'Scarcity - Less Loot Mod.esp'. If you are using a Bashed Patch, load Scarcity's .esp's right before the bashed patch then rebuild the Bashed Patch. That will take care of all of the mods except for those that dynamically insert into levelled lists e.g. Wintermyst.

      I wish I knew how to build something as cool as Skyproc Patcher but I don't so, sorry I can't help with dynamically inserted levelled lists.
    19. disi30
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      The discussion looks kind of bad on the mod page, sorry. But you have messages disabled...

      Technically for every lootable item added by any mod to work with yours, needs vanilla NoChance 0 and your keyword related to the level of the item?

      This should be possible.

      It would need to parse every leveled list from any mod, combine them, look for every item, set nochance 0, look for the level and apply your keyword related to the level?
      Then your mod knows the loot and does its magic?
      Sorry for being so persistent, but there is no such thing in Skyrim to manage loot across mods. If we could make loot really rare, this would be great.

      p.s. Wintermyst itself does not dynamically insert itself into the game per se. It has a leveled item list for all its enchantments in combination with several items. Those miss your keyword to work.
    20. disi30
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      how is this (ScarcityProc)
      It checks for ChanceNone in the list, then applies your global keyword <ChanceNone>LootChanceNone.
      SpecialLoot flagged lists are untouched, so are lists that have already your global keyword.
      Ingame I notice the vendors have random stuff of low value
      Some bandits were naked, but I got two enchanted items from the chest in the Steam Camp at level 12 (http://imgur.com/a/N9HtP) and the Chief had a Preacher's Axe I think.
      All others had crap unenchanted items, yay!
    21. Sthaagg
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      Interesting

      You run your patcher after generated bashed patch or before ?
    22. disi30
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      I install Scarcity with the multipliers I want (it has all vanilla items covered)
      Run Bashed Patch (here you add items that you want to find but have no levelled list, if I understand this correctly)
      Run the Skyproc, that merges everything together and set the global keyword for items that have none.

      This way, nearly every single loot item is managed by Scarcity with the exception of special loot or items that had no levelled list and are placed into the world.

      But we need some info from Syclonix, at the moment only maybe one npc out of five is dressed. Also tested in a new game. Here is ~100 different vampires and vigilants... http://imgur.com/a/ScMcj
    23. Avastgard
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      This looks extremely promising, disi! Have you tried it with mods that add stuff to the leveled lists, like Wintermyst? If it manages to pull everything together but still keeps enemies on the verge of nakedness, than that's the experience I've been looking for all these years!

      Maybe you could somehow exclude cuirasses, boots and a weapon?
    24. Sthaagg
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      funny ^^
    25. disi30
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      I think that global keyword <X>ChanceNoneKEEP works better.

      I started a new game, spawned 5 bandits at level 1 and had lots of bandits in different unenchanted armour/weapons.
      Setlevel 100 and spawned 5 bandits, they had high level armour/weapons and all unenchanted.
      no naked NPC
      Went into Whiterun at level 100 and the smith had 2 enchanted items for sell.
      Belethor had an amulet enchanted with Wintermyst, I think: http://imgur.com/a/5p6xe
      I have a lot of mods, this enchantment could be from anywhere.

      try this: https://drive.google.com/file/d/0BwBWuqNMZviuTm1td2xubDM4Yk0/view?usp=sharing

      My testing:
      console commands:
      God mode: tgm
      Spawn Bandit Chiefs: player.placeatme E1646 5
      Killall: killall
      Check for their loot
      Change level: player.setlevel 10
      Spawn 5 bandit chiefs
      killall
      check their loot
      ...
      With Scarcity 2x from Level 10 on they get some enchanted items, but not everyone, maybe 1 out of 5 and mostly only one item.
      The Fire Blast and other curious enchantments I found are not vanilla.
    26. battlecarrier
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      Disi30, your problem with Wintermyst has a much simpler solution than you are making it seem. Wintermyst only uses the bashed patch's leveled lists so it knows what items to add to the game, however since the bashed patch doesn't contain any information that is exclusive to it, it is not a required master for Wintermyst.

      What this means, is you can build the bashed patch both before AND AFTER running Wintermyst's patcher. Just make sure to change the load order before building it the second time so scarcity and the bashed patch are after wintermystpatcher.esp... I'm seriously not sure why you're overcomplicating such an obvious thing.
    27. disi30
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      You don't need to run the Wintermyst patcher at all, it comes already with leveled lists and enchanted items. The patcher I made, makes those enchanted items NOT spawn on every lousy bandit running around.
      Instead they get the same chance to spawn as other loot governed by the Scarcity mod.

      The patcher is not tied to Wintermyst, it should work with every mod adding leveled lists. Like Immersive Armours, Bookcovers of Skyrim Lost Library etc.

      If syclonix thinks this is useful, he can have it. Works for me...
    28. Sthaagg
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      The one you linked above is up to date to your last change ? Because i want it ^^
    29. disi30
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      Jupp! I removed the old one.
    30. Sthaagg
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      Thank you I hope Syclonix will test it too, it seems to be a great addition
    31. Avastgard
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      Do bandits still spawn naked?
    32. disi30
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      Nope, they have normal armour suited to their level. Here some examples of bandit chiefs: http://imgur.com/a/MbdJM

      p.s. FYI, I removed Loot&egradation. Just Scarcity, item and enchantment mods.

      Lvl 14ish, I just finished the Vigilant of Stendarr quest. The Potion of Exclusive Healing was available at the merchant in Dawnstar, no problems. I've got two enchanted weapons, one enchanted helmet and one staff. Everyone was dressed with normal cloths otherwise or standard robes with the usual magicka enchantments. On the way we also killed several bandits, all dressed with regular non-enchanted armour/weapons.
      I use 4xMerchant and 6xLoot
    33. Avastgard
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      Should I add Scarcity Proc as an external binary to be run from Mod Organizer? Like with Wrye Bash?

      EDIT: I am getting an error everytime I try to do that. Do I need any other mods before running ScarcityProc?
    34. disi30
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      It needs Scarcity Less Loot Mod in the load order to work (but should still run, even without it, but be useless).
      It's a Skyproccer, you need Java 1.7 or up on the system and run it from within Mod Organizer.
      Just add the archive to Mod Organizer, then activate it.
      Go to the Data Tab and look for the Skyproccer folder, expand it and look for Scarcityproc.jar.
      Right click it and choose Add as Executable.
      Then run it from the drop down menu like you do run LOOT.
      It will generate a Scarcityproc.esp in your Overwrite folder.
      Right click the Overwrite folder and choose "Create Mod", name it something like "ScarcityProc" and activate it.

      The other videos are too much blabla
      https://youtu.be/8FTjoKe4qlI
    35. Avastgard
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      Yeah, I had used SkyProccer before for ASIS, but that was a long time ago. I forgot I had to install it as a mod, run it and then drop the files from the overwrite folder in the mod folder.

      But, for some strange reason, I still can't run the jar file from the drop down menu on MO. I have to go to the Data Tab, expand the Skyproccer folder and Right click Scarcityproc.jar and select Open/Execute. Only then it runs properly.

      But now I seem to have made the Skyproccer correctly, although, to be honest, I didn't notice much of a difference in the game loot. Lucan Valerius still had the same spell tomes and the other mercahndise was somewhat lower level. But the biggest difference I noticied was that throughout Bleak Falls Barrow I found several sums of exaclty 20 gold on several places: Draugr, chests, etc. This is a lot more gold than I usually find when I have kuertee's Gold Adjustment installed.
    36. Avastgard
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      Update: I did the bandit chief test, and here are my results

      Level 1: They all had iron or banded iron gear and no enchanted items (I'm not using any enchantment mods like Wintermyst). Curiously, three of the five had 50 gold with them.

      Level 10: They all had steel equipment and some had dwarven weapons. One had an enchanted weapon and one had 100 gold.

      This all leads me to believe Scarcity or the Skyproccer are not addressing gold as they should. What do you make of that?
    37. disi30
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      I also find many more potions and gold with the patch than without. IMHO it was buggy before and this is like it is supposed to be. Before it was odd to loot a high level chest deep in a cave and find 20 gold in it, but any enemy on the way to the chest had 10k gold worth of enchanted items on them. Now they have more potions and gold, but normal enemies have no enchanted items (except enchanted robes on wizard, I noticed).
      To me it is a difference of day and night with and without the patch, as I use many item and enchantment mods.

      I can only share my observations with the change of every leveled item list having the Scarcity global keyword now.

      Spell tomes at vendors are not affected in the latest version 1.3.

      p.s. Sounds normal to me, bandit chiefs are boss mobs. You have killed 10 normal bandits on the way to them and if they have one enchanted item and/or 100 gold, this is OK?
      How many enchanted items and gold do you find without the patch?
    38. Sthaagg
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      I've got naked bandit with your patch.
      (it is a bandit from populated series mods)

      I've a lot of naked people in fact :/
      I will waiting a little to use it.
    39. Avastgard
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      Did you use the second version he uploaded? https://drive.google.com/file/d/0BwBWuqNMZviuTm1td2xubDM4Yk0/view?usp=sharing
    40. disi30
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      Dunno, no naked people here with this version and Scarcity installed (you still need the mod of course, this is only an addition to make other mods compatible).

      Here how I use it:
      Have a bunch of item and enchantment mods.
      Install Scarcity as usual with the main .esp and the two rarity .esp (3 .esp in total)
      Run WryeBash and create a Bashed Patch, add any item/enchantment you want to find in the world to the leveled item lists. Optional merge the two rarity esp from Scarcity into it.
      Activate the Bashed Patch.
      Run the ScarcityProc and activate the generated ScarcityProc.esp.
    41. Sthaagg
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      That what i did, i will redo a try, maybe I have inverted by mistake.
    42. battlecarrier
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      I'm still confused... You shouldn't need a skyproc patcher.

      The bashed patch does not create leveled lists, it merges all of the leveled lists that other mods have to prevent them from overwriting eachother. Therefore, as long as you are running and loading the bashed patch AFTER anything that contains a leveled list, Scarcity should apply to it. There are only two exceptions, the first being something like Immersive Armors or Forgotten Magic that distributes its items dynamically through scripts instead of leveled lists, and the second is the scenario where you run something that uses the bashed patch to add variants to the leveled lists such as the Wintermyst patcher. In the first scenario there is nothing you can do to change the distribution unless it has droprate controls in its MCM (like Forgotten Magic), and in the second scenario all you have to do is rebuild the bashed patch a second time after running whatever patcher made new leveled lists.

      Disi, I think you're SERIOUSLY overcomplicating this. Scarcity is working fine as long as you properly manage your load order and bashed patch.
    43. disi30
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      Don't use it

      If you look into the normal Wintermyst.esp, there are lots of sublists defined with tons of enchanted items in it.
      Those sublists are added to the main leveled lists as items by Wryebash to have a chance to spawn.
      These sublists are unaware of the global override by Scarcity
      (LVLI class as reference: http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format/LVLI)
      The LVLG record in nearly every vanilla leveled list is set by the Scarcity mod to point to another global record.

      I cannot find any documentation, but from my testing the sublists ignore the LVLG entry of its masterlist and generate whatever item they want, the masterlist also does not check what the sublists return.

      This is the famous naked problem. If a sublist does not generate any item or is empty and the masterlist picks the sublist as item to be added to the NPC, then there is no item in the game. This is what happened when I chose the <ChanceNone>LootChanceNone global flag for the LVLG entry on those sublists.

      With the <ChanceNone>ChanceNoneKEEP global flag in those sublists as LVLG, it seems they do generate an item every time, but not as many magical ones.

      Lets say the NPC tells the master leveled list "I want a helmet!", the masterlist adds "But not too fancy!" from its LVLG record, it tells sublist No.2 to generate a helmet, this is a Wintermyst sublist and does not do "not fancy". It produces the Helmet of Reckoning, because the Player Level is 10+. The NPC now gets the enchanted Helmet of Reckoning, which can be looted by the player after he killed the NPC.

      You and I do not know how Scarcity does its magic to prevent magic clutter everywhere. I think it is a hashvalue in the global record that prevents too many magical items. But this magic now applies to sublists added by any mod as well.
    44. battlecarrier
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      Syclonix has literally explained how his mod works, it changes LVLG records for extra loot and loot from containers, which then override LVLD records.

      Now there's something severely wrong with what you are talking about. The leveled lists for equipped items don't work AT ALL like how you just described, there is no "not too fancy" or whatever tf you were talking about. All NPC's have pre-determined outfit and weapon information that pulls an item from pre-determined lists of equipment based on the level of the NPC. Since Wintermyst only adds items to the "Ench" sublists, the only time you will see a wintermyst item is when the outfit information specifically points to a leveled list that calls for an enchanted item from that sublist. In other words, any time you see a Wintermyst item, you would have seen a regular enchanted item anyway with or without Wintermyst.

      An example of this is the NPC LvlBanditBoss. It follows a series of leveled lists to determine the race and equipment of the Bandit Chief, so for the sake of the example lets say we are level 9 in vanilla skyrim and it rolls EncBandit02Boss2HNordM. This points to the leveled list LItemBanditWeapon2H boss to determine his weapon, and BanditArmorHeavyBossOutfit to determine his gear. Following the path of the weapon, it has an equal chance to be a battleaxe, greatsword,or warhammer, so lets say we rolled LItemBanditBossGreatsword. LItemBanditBossGreatsword has LVLF data that says it picks gear from every level record less than or equal to the player's level. Looking at the LVLO entries we see that we have an equal chance to have either: Steel Greatsword, Orcish Greatsword, Enchanted Iron Greatsword, or Enchanted Steel Greatsword. If it rolls enchanted steel greatsword, it would then select from one of the sublists that Wintermyst has changed. In this scenario, odds are you see a wintermyst enchantment because there are so damned many of them (e.g. SublistEnchSteelGreatswordStamina has odds 13:3 in favor of being a Wintermyst enchantment).

      It should be noted that none of these records should have a LVLD or LVLG attached to them unless it's okay for the npc to not have that piece of gear, such as gauntlets. What you're doing with your completely unnecessary side project here is messing with "chance none" variables on lists that SHOULD NOT HAVE THEM and giving enemies a chance to spawn without various pieces of gear.

      This is all a moot point, because Scarcity specifically says on the description that it does not touch these records relating to outfits and equipped weapons: "It will not touch... items equipped by NPCs... so that fights will still be tough." What this brings us to, is that this mod IS WORKING AS INTENDED. If you are messing with records related to outfits and equipped gear, then you are messing with something that is outside of the scope of Syclonix's vision for this mod and should not even be a talking point on this forum.
    45. disi30
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      There is no point of discussion, what you said or quoted in the first sentence of your post is what I try to explain for the last few posts to you.

      I DO NOT WANT THE VANILLA SPAWNRATE OF ENCHANTED ITEMS ON ENEMIES, I WANT THE NPC EQUIPMENT ALSO RARE ENCHANTED.

      Yes, I made one mistake in my post, it checks for the NPC level for the equipment and not the player level. checks for player level only, modified by difficulty.

      Over and Out!

      p.s. I unshared the file so the link does not work any more.
    46. battlecarrier
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      What you are not understanding is that you CANNOT CHANGE THAT without either manually removing LVLO calls to the enchanted item sublists from the outfit-related leveled lists, or adding more LVLO calls for non-enchanted gear. Messing around with chance none records does NOT change the chance of an enchanted item, it changes the chance of having that item period. Again, this is NOT in the scope of this mod and therefore seems kind of pointless to talk about about on its page.
  2. Kakernak
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    Here is the part that gets me stunlocked, I really wanna use the mod BUT 'If you are also using TES5Edit DO NOT include any of Scarcity's .esp's in your Merged Patch.' here is my question that I can't find the answer anywhere for: can I just disable the mod, make a merged patch, and then add this mod below the merged patch? I don't want to do bashed patch, I only ever operate with merged patch and never had any issues. I am capable of correcting compatibilities issues on my own, but I have no idea if having this mod outside of merged patch will cause issues or not. I only ever operated on everything that isn't generated patch being inside merged patch. Can't find any info online on this whole concept. 
  3. moniker333
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    the description says scarcity is adjuctable but i don't know how to adjust it
    is there a menu or something i'm missing?
    1. joseangelruiz
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      Hello

      I have the same problem.Where is the menu for it?
    2. Isdariel
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      Activate the esp of your choice with your mod manager.
    3. gualay
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      You have different flavors available: 2x,4X,etc with or without merchants. Just pick the esps you want. You need at least 2 esps to make it work, the main mod and one of the variants. That's how it's meant to be adjusted. Each variant has different Leveled lists
    4. cronodoug
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      For me this problem of this mod. If he couldn't make a FOMOD, could have chosen to make multiple downloads with different settings and descriptions in the Nexus.
  4. kubinki32
    kubinki32
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    the idea of the mod is good, but some of the enemies added by the mods do not have weapons and fight with their fists. can this be configured somehow?
  5. NymraLL
    NymraLL
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    Is it possible to merge the 3 ESP of this mod together (like not in a bashed patch, but into one ESP, like the base ESP?)

    thx alot
  6. Magwan77
    Magwan77
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    Could you be a bit more clear? I don't know what that means. I only have one mod to activate or deactivate for scarcity. There are no options.
  7. MoreoW
    MoreoW
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    Is this compatible wits MorrowLoot Ultimate? I lick the idea of both working with each other.
  8. purplis
    purplis
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    Hey !
    Could this mod be used together with "MUS - Morrowloot Ultimate Simplified" ? Or these two mods doing kinda the same thing ?
    https://www.nexusmods.com/skyrim/mods/76753
    1. IAmDarkPhoenix
      IAmDarkPhoenix
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      That's what I was going to as as well.. Does anyone know?
  9. TeriGrander
    TeriGrander
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    Hi, I like how there's less loot with this mod, but having about 50% of all chests empty is kind of bugging me, especially when it's boss chests and master-locked chests. Rather unbelievable, that. Is there a way to change that somehow?
  10. hermaeuslibrary
    hermaeuslibrary
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    I really love how the loot is reduced. But I have one question: I want to install this mod also: https://www.nexusmods.com/skyrim/mods/86745. It adds new gems. They are pretty rare and hard to get. If Scarcity will make them even more rare that they are now, they will become unobtainable. As far as I can understand, new gems are added to one list - LitemGems. How do I make both mods work properly? I really want to have Scarcity, yet I need the new gems... If gems will be placed after Scarcity, will everything work properly?
    1. syclonix
      syclonix
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      Load (ADBs) Brendwelle's Treasures - Gem Pack after Scarcity/modules and after your Smashed/Bashed patch so that Scarcity won't affect the loot rarity of the gem pack.
  11. Demianus001
    Demianus001
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    NVM