Unfortunately the patch does not work when I use a bashed patch. I still find items from MILR in almost every box. Does anyone have a hint for me how to use the MILR patch and a bashed patch?
You have to open up MILR in Xedit and look at the fields in your bashed patch to see what is wrong. Bashed patches always mess something up, Either they bash something they shouldn't or the don't bash something they should. The larger your load, the more likely bash messes stuff up.
Drag the values you want to a new esl "after bash" compatibily patch and assign it to load lower than the bash. Remember to turn this patch off whenever you re-run bash.
My after bash patch grew and grew over the years until now I don't bother with it. Everything is manually curated.
If you don't get the Amulets too version, you'll still find lots of amulets in urns and such. With Amulets too, it appears I nerfed everything too hard so I've been slowly inceasing the values looking for the magic number where things aren't too common, but they aren't super rare either.
Hey there, this mod is a bless for me, cause More Interesting Loot is what keeps my playthroughs going, but the nerf was indeed needed. However, it seems like IT REALLY is nerfed to the ground for me - i use Amulets too version, and my first and only artifact with EvoSys was after level 25, while looting tons of Boss chests. Amulet drops work great, but other than that, i sometimes wonder if it works correctly. Do you have any ideas to make higher drops? I checked in SSEdit, no mod conflicts with yours, besides original MILR (your patch is loader after)
IIRC, MIL doesn't add much in the way of amulet artifacts. It just adds normal, plain unenchanted amulets. It just adds a LOT of them, so I'd walk out of BBF with maybe 80k worth of amulets. Which is just silly. Almost every urn had one amulet and every few urns would have three or more. In my experience Amulets still drop, they just drop at a more reasonable rate.
Thank you so much for this mod! I tried with just the base mod at first but I was immediately dismayed at the piles of rare artifacts in some random bandit-infested mine, and a completely unintuitive (and maybe non-functional??? I tried moving sliders to both extremes with no noticeable effect on drop rates) config menu in the MCM. I loved the original and this add-on makes the new version playable again.
Thank you. I quickly noticed how I was showered with very interesting and very valuable loot. Despite not being one for utter and complete immersion/challenge, it was too much and I meant to manually reduce the loot.
Then I had to see the config menu which had dozens of sliders with 'arbitrary' effects, for higher % would mean less loot (?!) and there was no preset in sight. I remain hopefully that the balance with this patch will be more agreeable since it could not be any worse anyway (rather non than a ton).
In regards to Vendors, I personally think that either way is fine since one has to pay for it in the first place. Heck, how often does one buy weapons, armor and jewelry from them in vanilla? IIRC very rarely and only when it is enchanted (primarily robes).
I do it, lol. I converted the LE version of More Interesting Loot to SSE because I like the ability to edit the drops and create my own weapons and armors and add them to the mod.
With this version you shouldn't be walking out with a "bunch of overpowered" gear. You might get lucky and get a good piece now and again.
I'll probably need to adjust it again soon though. The vendor trash and gear have the same chances right now, I could probably bump the trash up more. On this playthrough I haven't been getting hardly any.
Im confused, the amulets too version says it requires the original mod? But the first main file doesnt? Do i need to install the main mod and overwrite it in the load order with this or not?
edit: My bad, didnt realise this mod was much smaller than the original, meaning its a patch. Just got confused for a second
I'm doing a playthrough of Skyrim and I'm at level 30 and have just found my first special item. Is there a way I can up the number of special items without making it as ridiculous as the original mod is but more than what it is now?
It sounds like you have a mod conflict somewhere. Try opening your mods in xEdit and then select this mod and look at the values of each item. There aren't that many. It should show you what mod is causing the conflict. Then you can either remove the conflicting mod, or merge them somehow.
Edit: I tried some tinkering around in SSEEdit to see if I could make the change myself, but it doesn't seem to have taken.Any advice on what parameters I should adjust on the Urn containers in order to reduce the jewelry?
To reduce, not eliminate, the chance. The change needs to be made in the Leveled Item entry. One way is to reduce the chance directly. The other way is to combine all of the entries into one item, so there is only a chance for one item instead of three chances to spawn. The base chance is 60%(chance none). Scarcity is also pretty good for reducing drop rates. I'll go ahead and do it that way dropping the chance from 40% x 3 to 5x3
I really appreciate you doing that. I'll load an earlier save before I entered Labyrinthian and see how things go. Though I'm still curious how this works exactly. The consolidated leveled list in your original patch showed the LVLD parameter to be set to 90, meanwhile in the original mod, the Dragonbone Rings, for example, are set to 60. By my logic, that would mean that the jewelry would still have had less chance to appear than the chest loot. I'm afraid you'd need to ELI5, so I'll just crack open the new patch and see if it makes more sense.
Edit: Okay, I think I get it. You've set the integer to 95, but this isn't a 95% chance that it WILL appear, it's a 95% chance that it will NOT.
27 comments
Drag the values you want to a new esl "after bash" compatibily patch and assign it to load lower than the bash. Remember to turn this patch off whenever you re-run bash.
My after bash patch grew and grew over the years until now I don't bother with it. Everything is manually curated.
If you don't get the Amulets too version, you'll still find lots of amulets in urns and such. With Amulets too, it appears I nerfed everything too hard so I've been slowly inceasing the values looking for the magic number where things aren't too common, but they aren't super rare either.
Then I had to see the config menu which had dozens of sliders with 'arbitrary' effects, for higher % would mean less loot (?!) and there was no preset in sight. I remain hopefully that the balance with this patch will be more agreeable since it could not be any worse anyway (rather non than a ton).
In regards to Vendors, I personally think that either way is fine since one has to pay for it in the first place. Heck, how often does one buy weapons, armor and jewelry from them in vanilla? IIRC very rarely and only when it is enchanted (primarily robes).
I'll probably need to adjust it again soon though. The vendor trash and gear have the same chances right now, I could probably bump the trash up more. On this playthrough I haven't been getting hardly any.
edit: My bad, didnt realise this mod was much smaller than the original, meaning its a patch. Just got confused for a second
Is there a way I can up the number of special items without making it as ridiculous as the original mod is but more than what it is now?
Poetic Licence? lol
Just joking of course, I love that you made this edit as i was a bit afraid of the drop rates from reading the comments on the main mod.
I'm glad you like the mod.
Edit: I tried some tinkering around in SSEEdit to see if I could make the change myself, but it doesn't seem to have taken.Any advice on what parameters I should adjust on the Urn containers in order to reduce the jewelry?
Edit: Okay, I think I get it. You've set the integer to 95, but this isn't a 95% chance that it WILL appear, it's a 95% chance that it will NOT.