5.1 -I fixed more stuff, primarily a few conflict resolutions with MLU and SSE's unique way of doing things, some tweaking to world-item balance, value fixes, etc. Unfortunately you'll have to make a manual bashed patch is SSE-edit most of the time (or load this after your bashed patch) if you want my item values to carry over as MLU will otherwise take priority in an exceedingly-obnoxious 50-50 split.
Versions 5.0 Final -Fixes upon fixes upon fixes, all compiled over the course of a few years of playing. These are the final updates.
Morrowloot Patch Version 3.0 -Fixes the entire patch detonating, tons of Leveled list fixes and pricing fixes.
Version 4.4 -Carried over changes to level rate properly
Version 4.3 -Fixes some nighteye bugs on ingredients, turns out ingredients with the nighteye effect were applying the screen FX for no reason
Version 4.1 -Fixes Jewelry Leveled Lists to ensure no broken skill-ramping drops
Version 4.0 -Major merchants/smiths in large-cities will now have more interesting and useful items/gear for sale, depending on region and alliance -Morrowloot patch now removes higher-level-gear from bandits so that the game's economy and merchants have a purpose -The best fences in the richest towns are now far more likely to have impressive goods
Version 3.5 -Lingering and Ravage potions damage toned down roughly 15% and 30% respectively -Toxin changed to a non-decay variant, turns out bethsoft software-engineers probably didn't define their variables correctly as ANY negative exponent value results in instant-death. I assume the final-value is rounded and the curve is simply rounded from a real-number to infinity, in any case it was broken and now it isn't.
Version 3.0 is out!!! Sorry about the long break in updates, was waiting to recover from my most recent dysautonomia flareup.
-Total re-imagining of nearly every-single ingredient effect and potency -Added new Toxin poison variant! Toxin does low damage at first and ramps up over time! -Changed Lingering Poison to deal Large amounts of damage at first and wane over time! -Ravaging Now loses potency in a less-severe manner over time -Added Pugilist potion so you can punch good -Added Armor-fortifying potions for discerning wizards and spell-swords alike! -Added Night-eye Potions! -Added weapon-speed potions! More sensible ingredient effects and potency than ever!
Version 2.8 -Fixes a few more errors
Version 2.7C is out! -Now that I'm feeling a bit better I was able to fix a few bugs and Typos! -Questionnaire added to Forum/Discussion area LOOKING FOR FEEDBACK!
Version 2.7 Beta -Hopefully resolved the last of my bugs from having to rebuild this mod -Introduces many new effect magnitude, value, and duration settings -properly compensates with an adjusted level rate that is based on item value, this may be too strong and I might need to come up with a new ratio -New Patch for Civil War Equipment Organized Out!
Version 2.6 Round 2 of fixes after creation-kit detonation, should fix potions and a few other bits
Version 2.5 Rebuilt Morrowloot patch Almost totally rebuilt main file, thanks creation kit! Mr B's Unique Loot patch fixed and updated! Version 2.4 -Fixes a few errors Morrowloot patch -Fixes a few errors
Version 2.3! Sorry for the file mix-up and the bit of insanity while I tried to fix that and some craziness the Creation kit dropped on me last second!!! -Fixes USSEP compatibility and re-adds appropriate masters to BOTH files -Massive, all-encompassing changes to potions and ingredients -New potion; types, values, and duration -The strongest potions have lower durations and are meant for quick and potent bursts of ability -Mid-level potions tend to last longer, but have more tame effects while weak potions are diluted and have weaker effects and lower durations -Ingredients are now somewhat more potent on average -Broken skill-ramping from alchemy somewhat removed or toned-down, replaced instead by returning and very useful effects from other titles! -Potions re-priced to be affordable and potent enough for non-alchemists to stock up and carry buffs, heals, and poisons without breaking the bank!
Version 2.0 is out!
-Armor taken from Civil-war actors shouldn't be accepted by merchants most of the time. -Merchants have had their leveled lists tuned to their competence and should be useful all game for supplies! -Merchants now have some specific and flavorful items scattered around Skyrim, with region and lore determining what goodies they may have. -Massive adjustment of rarity to most miscellaneous items. Rarer Gems, Jewelry, Potions, and everything in-between are now actually rare, not high-level. -Massive Re-pricing to merchant-made trade goods to keep them relevant.
New Morrowloot Ultimate and Unique loot Patches available!
Version 1.0 -Nearly every item in the game re-priced using ratios I created between Skyrim and Morrowind -Partially de-leveled and changed most consumables and materials/ingredients to probability in nested leveled-lists -New leveled lists added to merchants to ensure they have variety and aren't negatively influenced or rendered useless by probability in world- Loot-tables -10% top and bottom tweak to barter settings to increase influence of barter-skill
Hoping to get a bit of feedback from those who have been playing with the mod for a while now.
-How much gold did you have by around level 15? -When were you first able to afford Breezehome and how many services, shops, and potions/supplies did you find yourself using? -Did you notice/enjoy the presence of better, cheaper, and more-useful items in merchant loot-tables? -How does the rate of leveling Alchemy feel? Did you like how rare ingredients leveled you up far quicker than mundane and common ones? -How did the balance of potions feel? Do you like how much more impact high-level potions can have? Did you think it was interesting that medium-strength potions last far longer? -Did you like the new potion/poison effects?
Wish there was a way to remove the "battle-worn" effect on armor. In real life it wasn't just left it in field, it was melted down and reused by whoever looted it. Or sold to fences at least.
Great mod. Just out of curiosity, why did you add the new "battle worn Imperial/Stormcloak" armor sets? It makes it redundant in that all the soldiers have two sets of armor.
Edit: Actually I see what you did in your plugin but when I made my bashed patch it merged the leveled lists. Is there a tag you're supposed to assign to your plugin? I'm assuming you added battle worn stuff for the 'mmersion?
Edit 2: Now I really see what you did. You made the battle worn armor unable to be sold. Profiting off dead soldiers is unethical. Nice.
Yes ^^ more than unethical though, it should be illegal like reneer's guard overhaul made looting dead guards. But Skyrim's factions are a borderline-useless trainwreck of niche-usable and debatably functional half-efforts. Personally I use Delev, Relev, Stats in my bashed patch, there are allot of mods that can cause soldiers to have two sets of armor, not much I can do about it but advise the use of wyre bash.
I ended up manually editing my bashed patch to pull the standard armor out of the merged leveled lists for imperial/stormcloak soldiers. There's got to be a better way of doing that, though... right? I'm no expert on manually adding any tags to plugins.
Honestly bash never really ended up with full functionality, my guess would be that a mod getting merged is overwriting my changes (removing the LL from soldiers). You could try marking mine as nomerge and loading it right before/after your bashed patch.
Wish there was a way to remove the "battle-worn" effect on armor. In real life it wasn't just left it in field, it was melted down and reused by whoever looted it.
Great mod! The latest version of the MLU patch, 5.2 causes a CTD with no crashlog during startup of the game. Downgrading to v5.0 solves the problem temporarily. An investigation and update of the patch would be most appreciated! Thanks
The problem doesn't seem to exist with 5.0 so I've made it a main optional file until I can redownload everything and take a look at why 5.2 might be causing issues.
Hey just a heads up: After I updated the MLU patch from 5.0 to 5.1, I've been getting a CTD upon bootup of SSE. I reverted to 5.0, and everything works just fine. This might, might, be on my end but I don't think so. I can't find any reason for that to be the case, I reinstalled MLU, Miscellanea Overhaul, and all of their respective associated mods and patches I have, Vortex isn't reporting any conflicts, still getting CTDs. Just thought I'd let you know.
That's wild, I'm uploading a new version today, but I've had no problem at all on my end, wife just had surgery and logged nearly 100 hours with only 1 ctd the entire time...
No, not really, there are other mods out there which do a better job of it, and bashing this for stats will usually let my prices win out while the changes from said mods carry-over.
New, Final versions, converting to SSE is a nightmare but I couldn't sit-by and not carry changes on over for everyone - hope you all enjoy!
Better animal update Word of warning, this is an alchemy mod which makes cure poison more accessible The New Rule is: if something winds up, lunges, or comes at you with fangs -don't get hit-, if you're fighting something venomous - bring cure poison.
Errors found in MLU Patch: [00:00] Checking for Errors in [88] Morrowind_Miscellania-Morrowloot.esp [00:00] _mwl_lordsmail "Lord's Mail" [ARMO:2C05C820] [00:00] ARMO \ EITM - Object Effect -> [0605C7D9] < Error: Could not be resolved > [00:00] _mwl_fists "Fists of Randagulf" [ARMO:2C05C821] [00:00] ARMO \ EITM - Object Effect -> [0605C7DD] < Error: Could not be resolved > [00:00] ARMO \ Armature \ MODL - Model Filename -> [0605C867] < Error: Could not be resolved > [00:00] _mwl_dragonbone "The Dragonbone Cuirass" [ARMO:2C05C822] [00:00] ARMO \ EITM - Object Effect -> [0605C85F] < Error: Could not be resolved > [00:00] _mwl_eilodon "Eleidon's Ward" [ARMO:2C05C823] [00:00] ARMO \ EITM - Object Effect -> [0605C869] < Error: Could not be resolved > [00:00] ARMO \ Armature \ MODL - Model Filename -> [0605C866] < Error: Could not be resolved > [00:00] _mwl_sehtboots "Seht's Legs" [ARMO:2C05C87E] [00:00] ARMO \ EITM - Object Effect -> [0605C880] < Error: Could not be resolved > [00:00] ARMO \ Armature \ MODL - Model Filename -> [0605C881] < Error: Could not be resolved > [00:00] _mwl_wraithguardML "Wraithguard" [ARMO:2C05C8A1] [00:00] ARMO \ EITM - Object Effect -> [0605CA06] < Error: Could not be resolved > [00:00] ARMO \ Armature \ MODL - Model Filename -> [0605C8A0] < Error: Could not be resolved > [00:00] _mwl_daedric_crescent "Daedric Crescent" [WEAP:2C05C826] [00:00] WEAP \ EITM - Object Effect -> [0605C7D8] < Error: Could not be resolved > [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C877] < Error: Could not be resolved > [00:00] _mwl_scourgemace "Scourge" [WEAP:2C05C827] [00:00] WEAP \ EITM - Object Effect -> [0605C7DA] < Error: Could not be resolved > [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C87D] < Error: Could not be resolved > [00:00] _mwl_fangofhowdoispellthis "Fang of Haynekhtnamet" [WEAP:2C05C828] [00:00] WEAP \ EITM - Object Effect -> [0605C7DC] < Error: Could not be resolved > [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C878] < Error: Could not be resolved > [00:00] _mwl_stendarrshammer "Stendarr's Hammer" [WEAP:2C05C829] [00:00] WEAP \ EITM - Object Effect -> [0605C86E] < Error: Could not be resolved > [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C860] < Error: Could not be resolved > [00:00] _mwl_hopesfire "Hopesfire" [WEAP:2C05C82A] [00:00] WEAP \ EITM - Object Effect -> [0605CA5A] < Error: Could not be resolved > [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C876] < Error: Could not be resolved > [00:00] _mwl_paladinsblade "Chrysamere" [WEAP:2C05C82B] [00:00] WEAP \ EITM - Object Effect -> [0605C873] < Error: Could not be resolved > [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C871] < Error: Could not be resolved > [00:00] _mwl_skullcrusher2 "Skullcrusher" [WEAP:2C05C87A] [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C879] < Error: Could not be resolved > [00:00] _mwl_iceblade "Iceblade of the Monarch" [WEAP:2C05C883] [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C886] < Error: Could not be resolved > [00:00] _mwl_goldbrand "Goldbrand" [WEAP:2C05C884] [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C885] < Error: Could not be resolved > [00:00] _mwl_sunder "Sunder" [WEAP:2C05C8A3] [00:00] WEAP \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0605CA0C] < Error: Could not be resolved > [00:00] WEAP \ EITM - Object Effect -> [0605CA07] < Error: Could not be resolved > [00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C8A2] < Error: Could not be resolved > [00:00] All Done!
That is really bizarre, I've got to admit I haven't noticed any actual issues in-game and I don't recall editing any of the weapon effects... I may need to simply update my mod to work with the latest version as they may have changed something about their added weapons.
This may have been caused by how SSE calls for and formats textures and models, I'm going to be pushing out an update which will hopefully address this in the near future.
Ehehe, turns out I had accidentally duplicated those references - while also editing the real ones - fixed now, but was harmless.
I'm in love with this mod, it's made things so much more challenging and every 1000 gold has been a milestone for me.
Unfortunately, cells respawn, and with them, so does loot that's incredibly valuable and breaks any sense of difficulty earning gold with merchants. Stuff likes potions and Ebony Ingots, and there doesn't appear to be a good solution that won't bloat my savefile, so I have to force myself not to cheese it.
I do understand such a thing would be outside the scope of this mod however.
Yeah, there's unfortunately not a lot to be done about some of the more-basic aspects of Skyrim's engine sadly. I think there are some mods out there which tweak cell-respawn rates but they would likely have a side-effect of making the world slowly feel more empty (if they target exterior cells at least).
227 comments
-I fixed more stuff, primarily a few conflict resolutions with MLU and SSE's unique way of doing things, some tweaking to world-item balance, value fixes, etc. Unfortunately you'll have to make a manual bashed patch is SSE-edit most of the time (or load this after your bashed patch) if you want my item values to carry over as MLU will otherwise take priority in an exceedingly-obnoxious 50-50 split.
Versions 5.0 Final
-Fixes upon fixes upon fixes, all compiled over the course of a few years of playing. These are the final updates.
Morrowloot Patch Version 3.0
-Fixes the entire patch detonating, tons of Leveled list fixes and pricing fixes.
Version 4.4
-Carried over changes to level rate properly
Version 4.3
-Fixes some nighteye bugs on ingredients, turns out ingredients with the nighteye effect were applying the screen FX for no reason
Version 4.1
-Fixes Jewelry Leveled Lists to ensure no broken skill-ramping drops
Version 4.0
-Major merchants/smiths in large-cities will now have more interesting and useful items/gear for sale, depending on region and alliance
-Morrowloot patch now removes higher-level-gear from bandits so that the game's economy and merchants have a purpose
-The best fences in the richest towns are now far more likely to have impressive goods
Version 3.5
-Lingering and Ravage potions damage toned down roughly 15% and 30% respectively
-Toxin changed to a non-decay variant, turns out bethsoft software-engineers probably didn't define their variables correctly as ANY negative exponent value results in instant-death. I assume the final-value is rounded and the curve is simply rounded from a real-number to infinity, in any case it was broken and now it isn't.
Version 3.0 is out!!!
Sorry about the long break in updates, was waiting to recover from my most recent dysautonomia flareup.
-Total re-imagining of nearly every-single ingredient effect and potency
-Added new Toxin poison variant! Toxin does low damage at first and ramps up over time!
-Changed Lingering Poison to deal Large amounts of damage at first and wane over time!
-Ravaging Now loses potency in a less-severe manner over time
-Added Pugilist potion so you can punch good
-Added Armor-fortifying potions for discerning wizards and spell-swords alike!
-Added Night-eye Potions!
-Added weapon-speed potions!
More sensible ingredient effects and potency than ever!
Version 2.8
-Fixes a few more errors
Version 2.7C is out!
-Now that I'm feeling a bit better I was able to fix a few bugs and Typos!
-Questionnaire added to Forum/Discussion area LOOKING FOR FEEDBACK!
Version 2.7 Beta
-Hopefully resolved the last of my bugs from having to rebuild this mod
-Introduces many new effect magnitude, value, and duration settings
-properly compensates with an adjusted level rate that is based on item value, this may be too strong and I might need to come up with a new ratio
-New Patch for Civil War Equipment Organized Out!
Version 2.6
Round 2 of fixes after creation-kit detonation, should fix potions and a few other bits
Version 2.5
Rebuilt Morrowloot patch Almost totally rebuilt main file, thanks creation kit!
Mr B's Unique Loot patch fixed and updated!
Version 2.4
-Fixes a few errors
Morrowloot patch
-Fixes a few errors
Version 2.3!
Sorry for the file mix-up and the bit of insanity while I tried to fix that and some craziness the Creation kit dropped on me last second!!!
-Fixes USSEP compatibility and re-adds appropriate masters to BOTH files
-Massive, all-encompassing changes to potions and ingredients
-New potion; types, values, and duration
-The strongest potions have lower durations and are meant for quick and potent bursts of ability
-Mid-level potions tend to last longer, but have more tame effects while weak potions are diluted and have weaker effects and lower durations
-Ingredients are now somewhat more potent on average
-Broken skill-ramping from alchemy somewhat removed or toned-down, replaced instead by returning and very useful effects from other titles!
-Potions re-priced to be affordable and potent enough for non-alchemists to stock up and carry buffs, heals, and poisons without breaking the bank!
Version 2.0 is out!
-Armor taken from Civil-war actors shouldn't be accepted by merchants most of the time.
-Merchants have had their leveled lists tuned to their competence and should be useful all game for supplies!
-Merchants now have some specific and flavorful items scattered around Skyrim, with region and lore determining what goodies they may have.
-Massive adjustment of rarity to most miscellaneous items. Rarer Gems, Jewelry, Potions, and everything in-between are now actually rare, not high-level.
-Massive Re-pricing to merchant-made trade goods to keep them relevant.
New Morrowloot Ultimate and Unique loot Patches available!
Version 1.0
-Nearly every item in the game re-priced using ratios I created between Skyrim and Morrowind
-Partially de-leveled and changed most consumables and materials/ingredients to probability in nested leveled-lists
-New leveled lists added to merchants to ensure they have variety and aren't negatively influenced or rendered useless by probability in world- Loot-tables
-10% top and bottom tweak to barter settings to increase influence of barter-skill
-How much gold did you have by around level 15?
-When were you first able to afford Breezehome and how many services, shops, and potions/supplies did you find yourself using?
-Did you notice/enjoy the presence of better, cheaper, and more-useful items in merchant loot-tables?
-How does the rate of leveling Alchemy feel? Did you like how rare ingredients leveled you up far quicker than mundane and common ones?
-How did the balance of potions feel? Do you like how much more impact high-level potions can have? Did you think it was interesting that medium-strength potions last far longer?
-Did you like the new potion/poison effects?
Edit: Actually I see what you did in your plugin but when I made my bashed patch it merged the leveled lists. Is there a tag you're supposed to assign to your plugin? I'm assuming you added battle worn stuff for the 'mmersion?
Edit 2: Now I really see what you did. You made the battle worn armor unable to be sold. Profiting off dead soldiers is unethical. Nice.
Great mod! The latest version of the MLU patch, 5.2 causes a CTD with no crashlog during startup of the game. Downgrading to v5.0 solves the problem temporarily. An investigation and update of the patch would be most appreciated! Thanks
Please confirm.
Better animal update
Word of warning, this is an alchemy mod which makes cure poison more accessible
The New Rule is: if something winds up, lunges, or comes at you with fangs -don't get hit-, if you're fighting something venomous - bring cure poison.
Errors found in MLU Patch:
[00:00] Checking for Errors in [88] Morrowind_Miscellania-Morrowloot.esp
[00:00] _mwl_lordsmail "Lord's Mail" [ARMO:2C05C820]
[00:00] ARMO \ EITM - Object Effect -> [0605C7D9] < Error: Could not be resolved >
[00:00] _mwl_fists "Fists of Randagulf" [ARMO:2C05C821]
[00:00] ARMO \ EITM - Object Effect -> [0605C7DD] < Error: Could not be resolved >
[00:00] ARMO \ Armature \ MODL - Model Filename -> [0605C867] < Error: Could not be resolved >
[00:00] _mwl_dragonbone "The Dragonbone Cuirass" [ARMO:2C05C822]
[00:00] ARMO \ EITM - Object Effect -> [0605C85F] < Error: Could not be resolved >
[00:00] _mwl_eilodon "Eleidon's Ward" [ARMO:2C05C823]
[00:00] ARMO \ EITM - Object Effect -> [0605C869] < Error: Could not be resolved >
[00:00] ARMO \ Armature \ MODL - Model Filename -> [0605C866] < Error: Could not be resolved >
[00:00] _mwl_sehtboots "Seht's Legs" [ARMO:2C05C87E]
[00:00] ARMO \ EITM - Object Effect -> [0605C880] < Error: Could not be resolved >
[00:00] ARMO \ Armature \ MODL - Model Filename -> [0605C881] < Error: Could not be resolved >
[00:00] _mwl_wraithguardML "Wraithguard" [ARMO:2C05C8A1]
[00:00] ARMO \ EITM - Object Effect -> [0605CA06] < Error: Could not be resolved >
[00:00] ARMO \ Armature \ MODL - Model Filename -> [0605C8A0] < Error: Could not be resolved >
[00:00] _mwl_daedric_crescent "Daedric Crescent" [WEAP:2C05C826]
[00:00] WEAP \ EITM - Object Effect -> [0605C7D8] < Error: Could not be resolved >
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C877] < Error: Could not be resolved >
[00:00] _mwl_scourgemace "Scourge" [WEAP:2C05C827]
[00:00] WEAP \ EITM - Object Effect -> [0605C7DA] < Error: Could not be resolved >
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C87D] < Error: Could not be resolved >
[00:00] _mwl_fangofhowdoispellthis "Fang of Haynekhtnamet" [WEAP:2C05C828]
[00:00] WEAP \ EITM - Object Effect -> [0605C7DC] < Error: Could not be resolved >
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C878] < Error: Could not be resolved >
[00:00] _mwl_stendarrshammer "Stendarr's Hammer" [WEAP:2C05C829]
[00:00] WEAP \ EITM - Object Effect -> [0605C86E] < Error: Could not be resolved >
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C860] < Error: Could not be resolved >
[00:00] _mwl_hopesfire "Hopesfire" [WEAP:2C05C82A]
[00:00] WEAP \ EITM - Object Effect -> [0605CA5A] < Error: Could not be resolved >
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C876] < Error: Could not be resolved >
[00:00] _mwl_paladinsblade "Chrysamere" [WEAP:2C05C82B]
[00:00] WEAP \ EITM - Object Effect -> [0605C873] < Error: Could not be resolved >
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C871] < Error: Could not be resolved >
[00:00] _mwl_skullcrusher2 "Skullcrusher" [WEAP:2C05C87A]
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C879] < Error: Could not be resolved >
[00:00] _mwl_iceblade "Iceblade of the Monarch" [WEAP:2C05C883]
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C886] < Error: Could not be resolved >
[00:00] _mwl_goldbrand "Goldbrand" [WEAP:2C05C884]
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C885] < Error: Could not be resolved >
[00:00] _mwl_sunder "Sunder" [WEAP:2C05C8A3]
[00:00] WEAP \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0605CA0C] < Error: Could not be resolved >
[00:00] WEAP \ EITM - Object Effect -> [0605CA07] < Error: Could not be resolved >
[00:00] WEAP \ WNAM - 1st Person Model Object -> [0605C8A2] < Error: Could not be resolved >
[00:00] All Done!
Ehehe, turns out I had accidentally duplicated those references - while also editing the real ones - fixed now, but was harmless.
Unfortunately, cells respawn, and with them, so does loot that's incredibly valuable and breaks any sense of difficulty earning gold with merchants. Stuff likes potions and Ebony Ingots, and there doesn't appear to be a good solution that won't bloat my savefile, so I have to force myself not to cheese it.
I do understand such a thing would be outside the scope of this mod however.