v2.0 and the AE Patch are live! Thank you all for your patience, I know it took forever but I put a lot of effort into ensuring both are high-quality and thorough. I've updated and added some additional patches, check for patches that are version 2.0 or higher.
Versions 2.0+ requires the four free CC addons Fishing, Rare Curios, Saints & Seducers, and Survival, just like the newest version of USSEP. I will not be maintaining multiple versions of the main file as that would detract from other work. I believe many who keep an older Skyrim EXE are using a "Best of Both Worlds" patcher or other tools that let you install the CC addons and newer mods with it, here's an informative Reddit post about it. If it works for you, please comment for others to see! -
Since most Glass+ items have now been moved, as before I won't be revealing locations myself but any discussion is fully welcome (including bragging). There's a lot of new stuff to find!
See the 2.0 and Anniversary Edition articles for many details on both.
Only the most important/recommended patches will be kept on the main page now. There is a new official Patches page where all the rest will be hosted. Most of them are still out of date to some extent, more updated patches coming. Any patch that's not tagged v2.0 or higher is likely out of date.
v2.0d info:
Spoiler:
Show
The 2.0d update fixed a bug that kept AE quest Bones for a Crow from completing, unfortunately this may only fix it for entirely new games. If you loot Bjormund's entire inventory and the quest does not complete, use these console commands to get the items you should've: player.additem FE026839 1 player.additem FE02683A 1 player.additem FE02683C 1
If anyone gets v2.0 to work with Skyrim VR please comment about it! VR-compatible version by mb11492 available on the Community Patches page!
MLU and the Boots of Blinding, err, Blurry Speed, and followers -Avoid giving the Boots of Blurry Speed to your followers. It causes BOBS visual effect to transfer to the player, even if they are not equipped. If you experience this, simply take the boots away from the follower. The effect does not persist afaik, probably best not to make a save under these circumstances to be on the safe side.
LOOT 'error' messages and MLU. Loots Errors messages and MLU are likely, in most instances, outdated or not applicable. The messages you see, are user submitted, and can be out-of-date, or inaccurate. In such cases, these messages, unless removed or updated, will persist indefinitely . LOOT does not actually analyze or compare files or their content in same manner as the Xedit or the CK. Though it can detect things like ITMs for example. As for MLU and Loots warnings, AFAIK, no one has made any recent submissions to them in years? possibly. None of the current support files should be flagged by MLU as being in error in some capacity, as this is not the case.
Will this mod work with the new and updated version of Skyrim Skill Uncapper for SE and AE? (the one from 2023) I guess it's the most stable version of skill uncapper but i don't know if this (great) mod will have any conflicts
I kinda need help I downloaded morrowloot and the AE patch but no matter what I do the menus wont appear they just don't start if anyone knows why please respond they are fresh installs and the files are there so yeah
Does MLU 2.0 slide smoothly into a Simonrim build? I love the MLU concept but am not very technical, with bashed patches and all that. Are there any mods or addons in the Simonrim suite to be avoided? Besides Arena, which MLU would replace.
OK, I installed Morrowloot 2.0 and MO2 does not find any conflicts with the rest of my modlist---MLU only overwrites some textures. Does that mean I'm good to go? Or does MO2 not see conflicts in edits of the leveled lists, which I think would be the issue here? I have not installed any addon weapons or armor (yet), will probably wait until MLU patches are available.
using this mod in conjunction with others to make a truly difficult experience.
am playing a mage character and trying to use the mod "No Vendor Spell Tomes" and am wondering if it's possible to up the drop rate of spell tomes in the world to compensate? maybe just on warlocks/dungeons that have magic users (and of course, apocrypha).
I tried using "steady spell learning SSE" to compensate in the meantime but that mod just gives spells too fast (even if set to the lowest 1%). well maybe not fast, but after you get a couple of the weaker spells out of the way it just lines up all of the really great ones.
Honestly would much prefer spell tomes be randomly placed through dungeons rather than the rarer items. But maybe that's just a magic user bias.
If anybody knows how one could do this themselves, please let me know! (By this I mean the lootlists etc. I have 0 experience with such a thing)
EDIT: may have found a temporary band aid solution. with the "better boss loot" mod I used tes5 edit to bring all the spawn values back to vanilla, then I just edited the book values up in certain dungeon types. So far, I tested it in apocrypha, and it seems to be working well enough. no doubt in need of tweaking Hopefully this mod author considers doing it, would probably be more consistent than my band aid.
College Offers All Spells so that you can buy almost any spell at any level https://www.nexusmods.com/skyrimspecialedition/mods/5481
Plus my Economy plugin or using Trade and Barter settings to make gold very difficult, so you can't afford everything easily https://www.nexusmods.com/skyrimspecialedition/mods/8210 https://www.nexusmods.com/skyrimspecialedition/mods/23081
Plus Thaumaturgy or Summermyst you can't easily use high-level spells without leveling up anyway, so strategy and a planned character is still essential.
Cus it takes a long time to kill Draugr Deathlords with Ice Spikes lol
I only suggested it this way since I'm not a big fan of being forced to buy all my spells (sometimes I don't even join the college) when as any other class I will either loot my gear or craft it.
I do also use economy mods to reduce player selling prices by a lot, but even with this I find that when playing magic characters 80% (or more) of my gold goes to buying spells, and rarely does it go to robes/soul germs/staffs/potions etc.
All these things usually shoehorn me into novice robes (since I spend all of my gold on spell books) until I manage to level my enchanting high enough to make spell costs negligible. (Robe upgrades are like 5000 gold, and trying to enchant early leads to 3% bonuses which is not good)
I like the idea though of college offering all spells though. But think I am going to try with the loot tables I edited adding tomes since it is only at the end of the dungeons (only added it to ones that make sense e.g. warlocks, hargravens, apocrypha, and less so for forsworn and vampires).
Can someone tell me a quick confirmed way to tell if the Mod is working? I'm only in Riverwood so far but I went through ember something camp (the first camp on the way to Riverwood beside the wolves) and there was 0 challenge.
I appreciate the sentiment and I'm excited to play the mod, but I don't' want to play the next 2/3 hours wondering if it's working. Are there any early indicators it might be working properly?
Also on the patch page it says the immersive armours patch is outdated and will be updated for 2.0. But I can't find a new patch? Is that just as part of the main mod now?
Immersive Armors needs an updated patch, I've got it more than halfway done but have been busy, hope to get it done soon. Anniversary Edition can kinda fill its shoes if you haven't tried it yet, plus my patch really fixes things up for MLU.
This isn't a mod that can be immediately noticed until you try going somewhere above your level or find a hand-placed item. It's also not the kind of mod that "might not be working" since it doesn't depend on scripts besides a few items Trainwiz made. Even if you had it too high in your load order, it'd be hard to install enough conflicting mods to overwrite more than a few things here and there.
Are you one that'd be interested in a "hardcore mode" addon? It would raise most encounter zones but also put a minimum of like lv16 on the whole of Skyrim, so you'd find (some) bandits tougher than guards right out of Helgen, plus higher level animals. Regular version leaves most of the overworld vanilla.
I absolutely love this mod. It's a must have for me. There is just ONE thing that I would like changed or at least made an option. The arrows aren't effected by Morrowloot so all other high level gear is removed but the "high fantasy" arrows stay in the shopkeepers leveled lists. Please tell me if there is some workaround here. I'd appreciate it a ton.
I know there is this Morrow loot add-on mod for Oldrim but I'm afraid it might break my save https://www.nexusmods.com/skyrim/mods/68379/
Glass+ Arrows definitely shouldn't be showing up at random merchants! I think you have a conflict there, maybe WACCF + Bashed Patch (iirc WACCF adds Glass+ stuff to some lists, which gets carried over into Bash/Smash).
I chose to leave Elven and Orcish still findable but less than Vanilla. They're out of common lists but still in "uncommon" lists, same reason a Bandit Chief might have them but not the rest of the bandits. Dwarven is similar but a bit more rare. Those would logically still be in circulation and purchasable at any level, just a lot less common than Iron/Steel/Leather.
Still, that plugin you linked should be perfectly safe to use as long you update it for SSE with the CK. If you haven't done that before, it's super quick.
One thing I find that helps with merchant inventories is to drastically increase the difficulty of gold. I use my own Economy plugin on this page: https://www.nexusmods.com/skyrimspecialedition/mods/8210
Or you can get the same results with MCM tweaks in Trade and Barter: https://www.nexusmods.com/skyrimspecialedition/mods/23081
Then you won't even want to buy Elven/Orcish arrows most of the time!
I think that to make Daedric equipment it is necessary to have the 7 black books, however I have 6 books and I can still make Daedric equipment. I have smashed patch and according to SSEdit smashed patch takes the characteristic of MU (7 books are necessary) but it can still be made with 6 (I don't know if with less, I didn't try). and thanks for the mod
Isn't there a book you can potentially forget to pick up off the dead guy? The recipes now only require completion of all the associated quests, so that's my best guess if it isn't just a conflict.
i think that the only book I'm missing is the one in Kolbjorn Barrow. I will confirm it It may be a conflict, but I don't have any mods that alter the Daedric recipe.
3085 comments
Thank you all for your patience, I know it took forever but I put a lot of effort into ensuring both are high-quality and thorough. I've updated and added some additional patches, check for patches that are version 2.0 or higher.
Versions 2.0+ requires the four free CC addons Fishing, Rare Curios, Saints & Seducers, and Survival,
just like the newest version of USSEP. I will not be maintaining multiple versions of the main file as that would detract from other work. I believe many who keep an older Skyrim EXE are using a "Best of Both Worlds" patcher or other tools that let you install the CC addons and newer mods with it, here's an informative Reddit post about it. If it works for you, please comment for others to see!
-
Since most Glass+ items have now been moved, as before I won't be revealing locations myself but any discussion is fully welcome (including bragging). There's a lot of new stuff to find!
See the 2.0 and Anniversary Edition articles for many details on both.
Only the most important/recommended patches will be kept on the main page now. There is a new official Patches page where all the rest will be hosted. Most of them are still out of date to some extent, more updated patches coming. Any patch that's not tagged v2.0 or higher is likely out of date.
v2.0d info:
If anyone gets v2.0 to work with Skyrim VR please comment about it!VR-compatible version by mb11492 available on the Community Patches page!
MLU and the Boots of Blinding, err, Blurry Speed, and followers
-Avoid giving the Boots of Blurry Speed to your followers. It causes BOBS visual effect to transfer to the player, even if they are not equipped. If you experience this, simply take the boots away from the follower. The effect does not persist afaik, probably best not to make a save under these circumstances to be on the safe side.
LOOT 'error' messages and MLU.
Loots Errors messages and MLU are likely, in most instances, outdated or not applicable. The messages you see, are user submitted, and can be out-of-date, or inaccurate. In such cases, these messages, unless removed or updated, will persist indefinitely .
LOOT does not actually analyze or compare files or their content in same manner as the Xedit or the CK. Though it can detect things like ITMs for example. As for MLU and Loots warnings, AFAIK, no one has made any recent submissions to them in years? possibly. None of the current support files should be flagged by MLU as being in error in some capacity, as this is not the case.
Are there any mods or addons in the Simonrim suite to be avoided? Besides Arena, which MLU would replace.
I have not installed any addon weapons or armor (yet), will probably wait until MLU patches are available.
But I don't think you need anything other than the Adamant and Artificer patches here!
am playing a mage character and trying to use the mod "No Vendor Spell Tomes" and am wondering if it's possible to up the drop rate of spell tomes in the world to compensate?
maybe just on warlocks/dungeons that have magic users (and of course, apocrypha).
I tried using "steady spell learning SSE" to compensate in the meantime but that mod just gives spells too fast (even if set to the lowest 1%).
well maybe not fast, but after you get a couple of the weaker spells out of the way it just lines up all of the really great ones.
Honestly would much prefer spell tomes be randomly placed through dungeons rather than the rarer items. But maybe that's just a magic user bias.
If anybody knows how one could do this themselves, please let me know!
(By this I mean the lootlists etc. I have 0 experience with such a thing)
EDIT: may have found a temporary band aid solution.
with the "better boss loot" mod I used tes5 edit to bring all the spawn values back to vanilla, then I just edited the book values up in certain dungeon types.
So far, I tested it in apocrypha, and it seems to be working well enough. no doubt in need of tweaking
Hopefully this mod author considers doing it, would probably be more consistent than my band aid.
College Offers All Spells so that you can buy almost any spell at any level
https://www.nexusmods.com/skyrimspecialedition/mods/5481
Plus my Economy plugin or using Trade and Barter settings to make gold very difficult, so you can't afford everything easily
https://www.nexusmods.com/skyrimspecialedition/mods/8210
https://www.nexusmods.com/skyrimspecialedition/mods/23081
Plus Thaumaturgy or Summermyst you can't easily use high-level spells without leveling up anyway, so strategy and a planned character is still essential.
Cus it takes a long time to kill Draugr Deathlords with Ice Spikes lol
I do also use economy mods to reduce player selling prices by a lot, but even with this I find that when playing magic characters 80% (or more) of my gold goes to buying spells, and rarely does it go to robes/soul germs/staffs/potions etc.
All these things usually shoehorn me into novice robes (since I spend all of my gold on spell books) until I manage to level my enchanting high enough to make spell costs negligible. (Robe upgrades are like 5000 gold, and trying to enchant early leads to 3% bonuses which is not good)
I like the idea though of college offering all spells though.
But think I am going to try with the loot tables I edited adding tomes since it is only at the end of the dungeons (only added it to ones that make sense e.g. warlocks, hargravens, apocrypha, and less so for forsworn and vampires).
Also on the patch page it says the immersive armours patch is outdated and will be updated for 2.0. But I can't find a new patch? Is that just as part of the main mod now?
This isn't a mod that can be immediately noticed until you try going somewhere above your level or find a hand-placed item. It's also not the kind of mod that "might not be working" since it doesn't depend on scripts besides a few items Trainwiz made. Even if you had it too high in your load order, it'd be hard to install enough conflicting mods to overwrite more than a few things here and there.
Are you one that'd be interested in a "hardcore mode" addon? It would raise most encounter zones but also put a minimum of like lv16 on the whole of Skyrim, so you'd find (some) bandits tougher than guards right out of Helgen, plus higher level animals. Regular version leaves most of the overworld vanilla.
I know there is this Morrow loot add-on mod for Oldrim but I'm afraid it might break my save https://www.nexusmods.com/skyrim/mods/68379/
I chose to leave Elven and Orcish still findable but less than Vanilla. They're out of common lists but still in "uncommon" lists, same reason a Bandit Chief might have them but not the rest of the bandits. Dwarven is similar but a bit more rare. Those would logically still be in circulation and purchasable at any level, just a lot less common than Iron/Steel/Leather.
Still, that plugin you linked should be perfectly safe to use as long you update it for SSE with the CK. If you haven't done that before, it's super quick.
One thing I find that helps with merchant inventories is to drastically increase the difficulty of gold. I use my own Economy plugin on this page:
https://www.nexusmods.com/skyrimspecialedition/mods/8210
Or you can get the same results with MCM tweaks in Trade and Barter:
https://www.nexusmods.com/skyrimspecialedition/mods/23081
Then you won't even want to buy Elven/Orcish arrows most of the time!
I think that to make Daedric equipment it is necessary to have the 7 black books, however I have 6 books and I can still make Daedric equipment. I have smashed patch and according to SSEdit smashed patch takes the characteristic of MU (7 books are necessary) but it can still be made with 6 (I don't know if with less, I didn't try).
and thanks for the mod
all the best
It may be a conflict, but I don't have any mods that alter the Daedric recipe.