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  1. chocolatenoodle
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    MorrowLoot Ultimate is out! It's finally ready for upload. Launched with compatibility patches for 14 other mods

    Thanks for your support, this is the official successor to the work I began here and is due in part to the feedback provided here.

    http://www.nexusmods.com/skyrim/mods/66105/?

    I still plan to do a little maintenance on the patch files here, no worries.
  2. SpookaXX
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    Could you please make a version that doesn't require Warmonger Armoury?
  3. snoozyboy
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    Hi do I also remove the "Weapons and Armor Fixes Remade - Morrowloot Support" patch http://www.nexusmods.com/skyrim/mods/53771/?

    If this mod does it all, I'll be satisfied. Thanks!
  4. snoozyboy
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    Thanks for making a non-RotE version.
  5. chocolatenoodle
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    In response to post #25337344.


    Spoiler:  
    Show

    chocolatenoodle wrote: New version's main file will not require SIC or any other mod and will instead come with patches. It's pretty close to done.


    Will the ebony fix be separate from your rebalancing/crafting changes? If not, I suggest leaving this page up (you mentioned you might remove it) because I know a lot of us use Weapons and Armor Fixes which would conflict. And my favorite stealth overhaul, Stealth Skills Rebalanced, relies pretty heavily on keywords added by WAF.

    I'd like to be able to revisit this someday if I have to reinstall etc.
     


    No worries - nothing I make will conflict with WAF, the Unofficial Patches, or even CCF again because I now treat their changes as vanilla records. And because of how they're designed, complete compatibility doesn't even require a dependency, nor does it interfere with functionality if the user doesn't have them.
     
    I have your feedback to thank for that, Rusey and sure, I'll keep this page around and break it up into smaller patches. BTW, if you have experience with scripting or writing quests, I'm in need of some brief collaboration for a final touch. I can only offer credit on the mod page (and a sooner upload).
  6. chocolatenoodle
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    New version's main file will not require SIC or any other mod and will instead come with patches. It's pretty close to done.
    1. Rusey
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      Will the ebony fix be separate from your rebalancing/crafting changes? If not, I suggest leaving this page up (you mentioned you might remove it) because I know a lot of us use Weapons and Armor Fixes which would conflict. And my favorite stealth overhaul, Stealth Skills Rebalanced, relies pretty heavily on keywords added by WAF.

      I'd like to be able to revisit this someday if I have to reinstall etc.
  7. Kanirod
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    Do i really need immersive creature? your mod fix things that i wanted to be fixed but i don't use SIC because i think some creature are breaking immersion.
    1. Kanirod
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      Maybe a small answer? what if i use without Immersive creature?
  8. chocolatenoodle
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    Gonna drop a brief outline of new Morrowloot version:
     
    Rebalance of Weapons & Armor: Glass and above, as well as many of the unique, armor & weapons will have their base stats buffed and slightly reworked. All of them. You wouldn't believe how many actual weapons & armor are in this damn game. In addition, tempering will be nerfed to the minimum possible to where a character with only 15 smithing skill can still improve an item. If your smithing was 14, you actually couldn't temper anything yet ^_^ The buff to Glass+ is approximately equal to the stat loss at master-level tempering; this means a max level character in full daedric/dragon gear is *about* the same strength as he would be in vanilla. Characters who do not smith, however, will enjoy a buff. The result is that when you find a rare item, it will be an upgrade on the spot (even if you've improved your gear). This also allowed me to buff Ancient Nord Hero items to where Deathlords & Overlords, who would have had Ebony, do not lose any damage. Watch those arrows
     
    Fortify Crafting Skills: Sources of Fortify Smithing/Alchemy/Enchanting have been all but removed from the game. All items with Fortify Smithing/Alchemy, except for unique items such as The Forgemaster's Fingers, will no longer appear in the game (and there are no "Fortify Enchanting" items). Alchemical ingredients with Fortify Smithing/Enchanting (none do alchemy) have had those effects replaced, and non-crafted potions that Fortify Smithing/Enchanting will no longer appear in the game. The few unique items that Fortify Smithing or Alchemy have been made unenchantable. It will no longer take only self-control to not abuse crafting in Skyrim!
     
    Morrowloot 4E Edition Expanded: I've added a ton here, mostly rolling in features from the Highly Recommended list (and all tweaked). Encounter Zones, the mechanics from Immersive Potions, custom Uncapper settings, No Leveled Item Rewards, and adjusted alchemical ingredient effects (because I was sick of being an alchemist and looted potions always being better than my own) just to name a few. Every method & idea that I've repurposed will have the original author credited on the mod page.
     
    Smithing Formulas: Just a quick note: you will be able to craft Daedric gear in my version, but only after you've acquired some amount of forbidden knowledge...
     
    Gear & Tempering Rebalance Standalone: These changes will be available as a standalone mod on a separate page for those who don't want the rest of the features.
     
    Actual Patches: Yes, I will be uploading main files that have no other mod dependencies. A real shocker, I know. This project has graduated from just sharing the patches I made for personal use to a full mod. If I keep this page around, it will be to break its files down into separate patches instead of serving as the key ingredient in a "modpack guide".
  9. chocolatenoodle
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    what other mods do you plan on adding? Do you take suggestions ?
     


    Current plan is to upload my own version of Morrowloot with much of the recommendations built-in, as well a rebalancing of armor & weapons and crafting. I've completed most of the rebalancing portion and still need to decide how to package everything together and handle compatibility. New version will be uploaded to a new page because of the scope of expansion. Recommendations will always be read and responded to as long as this is still small-time . At the moment, keep in mind that I'm still constructing the base of my ideas and extras will likely have to wait.
     


    Do i really need immersive creature? your mod fix things that i wanted to be fixed but i don't use SIC because i think some creature are breaking immersion.


    I will be making an SIC-less version but I started with it since it was the greatest barrier to fixing the Ebony-draugr problem on my own installation lol. In the meantime, I recommend just pulling up the MCM and checking "purist" version (and then maybe toggling a few individual spawns that you like). SIC with only lore-friendly spawns is pretty fantastic.
  10. chocolatenoodle
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    New version update. Firstly, I realized my patch was conflicting with Revenge of the Enemies on a few records. Derp. So I made two versions of the main file: one that requires RotE, and one that does not (but still conflicts with it). If you have RotE, just replace the ESP with the new main file. If you don't, the new download is slightly better but not a big deal. Note that when you switch ESPs, you will lose any Ancient Nord Hero items on your character, so add replacements back to your inventory with the console (instructions below).
     
    Also fixed up some compatibility issues with Weapons and Armor Fixes. From now on, everything I make will be designed to work with, though not require, Weapons and Armor Fixes, Clothing and Clutter Fixes, and the Unofficial Patches. Basically, I'll be treating them as a part of the base game. If you're not using any of them for some reason, stop doing that (seriously)
     
    To replace lost Ancient Nord Hero items: Open the console in-game, enter

    help "Ancient Nord Hero" 4

    A list of the Ancient Nord Hero items and their Item IDs will show up. For each item you need, enter

    player.additem [Item ID] 1

    and one will be added to your inventory. 2 at the end will give you two, 3 will give you three, etc.
     
     
     
    Lastly, a big update is coming as I've finally settled on how exactly I'll be going about my planned changes. The scope of this expansion patch will widen, depend on fewer mods, and recommend fewer complimentary mods. A patch for Immersive Armors and Immersive Weapons is further down the road. LWE and Warmonger are still awesome so the armor & weapons pool is still good.
    1. iggyluer
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      what other mods do you plan on adding? Do you take suggestions ?
  11. chocolatenoodle
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    FYI, for Dual Sheath Redux users there is now a patch for Warmonger Armory here thanks to dptheslothking


    He's a good person. Note that since it's only replacement meshes, there's no compatibility concerns.