Skyrim Special Edition
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LeucisticDinosaur

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LeucisticDinosaur

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About this mod

Modifies leveled lists and containers to make loot from different sources contain more distinct types of items. Designed to be modular and compatible.

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Changelogs
What does this mod do?

This mod edits leveled lists and containers with the intent of making enemies and chests drop thematically-appropriate items.  The goal is for loot from different sources to feel meaningfully distinct (rather than always being some combination of gold, potions, gems, and the odd enchanted weapon).

Changes are separated into modules; available plugins are listed below. There is also a base plugin, LazyLocalizedLoot.esp, that contains some new leveled sublists that are used in the modules. All plugins are flagged ESL, so they shouldn't take up a slot. I think most or all could actually merge into a bashed patch, though that probably depends on your Wrye Bash version and settings. They are also safe to merge manually if you would like.

A bashed patch or some other method of merging leveled list / container changes is pretty much 100% required.

This mod does:
  • Remove items from some lists and containers: for example, chests in giant camps won't have armor, gold, or potions
  • Add items to some lists and containers: for example, healing and turn undead scrolls, staves, and tomes now have a chance to drop from Vigilants
This mod does not:
  • Change what vendors have available for sale
  • Change enemy outfits, spell lists, etc
  • Relevel or delevel equipment or item drops overall
  • Deliberately change value / scarcity of loot overall
  • Remove or add items physically in the world
  • Edit any record that is not a container or leveled list
These are statements about the mod's implementation and intention-- exceptions exist.  For example, it's possible that an enemy could use a staff or scroll that this mod added to their loot lists; some items that previously spawned in a leveled way have been given alternative ways to spawn on a different level curve; and some categories of items are more or less rare with this mod installed, impacting overall loot value indirectly.

The changes made by each module were made to suit my own preferences and load order.  I don't intend to create different versions of these to match other preferences or load orders; they've been separated out to allow you to use just a few if you like some of the changes but not others.  It should also be straightforward to edit these modules if you have a bit of familiarity with xEdit.


No Trinkets
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  • Gold, gems, and other "trinkets" won't drop from animals, dragons, werewolves, or ghosts; only their body parts should remain in the lists
  • This mod doesn't touch the Whiterun guard armor dropped by Mirmulnir; presumably that was in his stomach, anyway
  • Spiderwebbed corpses have a chance to drop trinkets and lockpicks
  • Burned corpses drop only bonemeal
Bandits
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  • Bandit chest and loot contents have been left close to vanilla
  • Removed robes and soul gems from bandit chests
  • Increased chance / amount of potions
  • Scrolls, tomes, and staves found on or around bandits are now more likely to be low-level and related to healing, combat, or utility
Citizens
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  • Cupboards now have a chance to contain one or two potions, depending on the wealth of the owner
  • End tables now have a chance to contain one or two books, depending on the wealth of the owner
  • Dressers and end tables in orc strongholds, which were completely empty for some reason, now have a chance to contain misc items and clothes
  • Removed jewelry, soul gems, and scrolls from orc stronghold chests
  • Orc stronghold chests are more likely to contain ingots, potions, and Orcish equipment
  • Delphine's chest in the Sleeping Giant Inn now has some extra potions and utility & combat scrolls
  • The Sky Haven Armory chest no longer contains gold, gems, or various other trinkets, and has a higher chance to drop potions and utility, combat, & healing scrolls
Civil War
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  • Imperial and Stormcloak chests have a chance to contain extra potions and low-level scrolls
  • Imperial chests are more likely to contain buff and healing scrolls and Stormcloak chests are more likely to contain destruction scrolls
  • Imperial and Stormcloak chests no longer have a static chance to contain specifically level 100 scrolls
  • Imperial and Stormcloak chests no longer contain gems or jewelry
  • Desecrated Imperial / Stormcloak corpses (in Kilkreath Ruins) no longer drop a huge amount of gold, and instead have a small chance to drop a trinket
Daedric
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  • Chests in Apocrypha no longer contain gold and less frequently contain potions, gems, or equipment
  • Boss chests in Apocrypha have a small chance to contain a single Daedric armor or weapon item regardless of player level
  • Chests in Apocrypha have added chances to contain scrolls and tomes of any level regardless of player level, weighted towards Daedric-themed summoning items
  • Seekers are more likely to drop combat and summoning scrolls and tomes of any level
  • Lurkers no longer drop gold
  • Lurkers drop more ingredients and have a small chance to drop combat scrolls
  • Afflicted chests (during The Only Cure) now have a significantly higher chance to contain potions, especially healing potions
  • Afflicted chests no longer contain ingots, gems, or jewelry
  • Chests in the Soul Cairn drop more conjuration-related magic items and fewer healing potions
Draugr
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  • Draugr chests and urns no longer contain potions or gold
  • Burial urns have a chance to contain bonemeal
  • Urns and chests have a chance to contain embalming tools and linen wraps
  • Draugr chests are more likely to contain Ancient Nord equipment
  • Draugr scrolls and tomes will be necromantic or combat-oriented
  • Dead, dormant, and active draugr now have a more similar set of drops; they won't drop gold and potions and have a higher chance for Ancient Nord equipment, bonemeal, and/or embalming tools and wraps
  • (Weirdly, skeletons also use the LootDraugrRandom list for part of their inventory; they now won't drop gems, ingots, or potions)
  • Dragon priests have a chance to drop necromantic or combat-oriented scrolls, tomes, or staves
Dwarven
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  • Removed gold and potions
  • Armor and weapons from Dwemer sources are now drastically more likely to be Dwemer
  • Increased chance of Dwarven metal ingots and gems
  • Religious amulets no longer drop from Dwemer sources
Falmer
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  • Increased variety of poisons carried by Falmer
  • Removed gold, lockpicks, and enchanted mage robes from Falmer sources
  • Added a chance to drop Falmer-themed ingredients and weapons
  • Reweighted magic item drops, increasing chances to drop combat-related magic items and especially frost-related ones
  • Snow Elf chests have been given additional chances to drop healing items and Elven equipment
Forsworn
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  • Forsworn chests are more likely to contain Forsworn armor and weapons, though they still have chances to drop any style
  • Forsworn and Hagraven scrolls are less likely to be random 100-level scrolls and more likely to be combat-related
  • Hagraven loot generally reworked to contain items a hagraven might find useful
  • Armor, weapons, and unenchanted jewelry were removed
  • Ingredients, magic-related potions, and extra scrolls, staves, and tomes were added
Giants
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  • Removed gold, armor, weapons, potions, soul gems, robes, jewelry, and staves
  • Giants drop animal hides and alchemy ingredients
  • Chests may also contain mineral ores
Rieklings
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  • Removed gold, potions, armor, and weapons, including Ancient Nordic Pickaxe
  • Decreased amount of gems
  • Rieklings drop a bit more jewelry and junk
Thalmor
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  • Thalmor and especially Thalmor wizards are more likely to drop themed scrolls, staves, and tomes (including combat and healing items)
  • Thalmor are a bit less likely to drop gems and have a chance to drop some random jewelry instead
Vampires
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  • Vampires are much more likely to have blood potions around
  • Equipment and jewelry found in vampire chests or dropped by vampires is more likely to be enchanted
  • Scrolls and magic items found in vampire chests are more likely to be related to Destruction (especially frost and non-elemental) and summoning
  • Soul gems from vampire sources are more likely to be black soul gems
Vigilants
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  • Vigilants have a chance to carry anti-undead and healing scrolls and tomes
  • Silver Hand have a small chance to carry anti-undead and healing scrolls
  • Dawnguard caches have chances to contain anti-undead, healing, and utility scrolls
Warlocks
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  • Warlock chests are less likely to drop random unenchanted jewelry and gems
  • Armor, weapons, and jewelry from warlock sources are more likely to be enchanted in general
  • Warlock scrolls are less likely to be a random master-level scroll (seriously, what is going on with that?) and can now pull from a variety of lists


What's different between this mod and other loot mods?

The changes made by this mod were intentionally kept very limited in scope. NPCs, encounter zones, and locations are not touched; all changes are implemented via edits to containers and leveled lists. Changes to NPC equipment lists were also avoided. This does mean that this mod makes less precise changes than many loot overhauls.

The focus is on making loot from different types of enemies and dungeons feel meaningfully distinct while maintaining maximum compatibility.


Installation

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To use this mod, you need (1) LazyLocalizedLoot.esp and (2) one or more of the other plugins.  I very strongly recommend making a bashed patch or otherwise merging changes, as otherwise it's very likely this mod will conflict with other mods that add new drops or edit existing ones.  An example load order might look like this:
  • LazyLocalizedLoot.esp
  • LazyLocalizedLoot - No Trinkets.esp
  • LazyLocalizedLoot - Giants.esp
  • LazyLocalizedLoot - Vigilants.esp
  • Bashed Patch, 0.esp
For the most part it shouldn't matter where this mod's plugins are in relation to the rest of your load order as long as you generate a bashed patch or use some similar tool to resolve leveled list and container conflicts.  If another mod is tagged Relev and edits some of the same lists as this one, load order does matter and you may want to load Lazy Localized Loot after that mod.  (Or, if you'd prefer the other mod's changes, you can load it last-- it's safe either way, just a potential consistency issue.)  In such a case changes might be merged in an unexpected way depending on what changes the other mod makes; I recommend checking in xEdit if you're concerned or if you see something weird ingame.

Some or all of this mod's plugins may be merged into a bashed patch automatically; if so, they don't need to be activated when running the game.  They're all flagged ESL, but if you're on VR, use a tool that limits plugins to 256 regardless of ESL status, or have some other reason to want to merge them, it should be safe to do so manually as well.  Let me know if you have any issues.


Recommended mod pairings & alternatives

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This mod was designed to work together with several other loot / leveled list mods that I use.  These are not required, but I've confirmed that these mods work together with Lazy Localized Loot with a bashed patch.  Minor loss of consistency is possible for certain changes (for example, some cases where additional potions added to chests aren't carried forward).
Consistency patches are available for:
Alternatives to this mod with different approaches include:
  • Immersive Limited Loot specifically removes items from some sources; for example, many enemies no longer drop gold.
  • Bunnified Dungeon Loot removes items like potions from draugr and dwemer containers.
  • Faction Specific Loot (for Thalmor plus others in the series) changes drops from different factions in a more detailed way than this mod, including NPC-specific changes.
  • Thematic Loot SSE makes chests contain a more specific set of items by location.
  • ...and probably some others I'm not aware of.  Feel free to let me know if there's another I should add.
Or, if you're looking for something with a larger scope:
  • Open World Loot both rearranges loot drops to depend on source and modifies the progression curve of loot as you level up (plus changes to encounter zones).
  • MorrowLoot Ultimate is the classic go-to for changing loot and world leveling; this mod also adds a number of new items.
USSEP is not a requirement, but if you have it, a bashed patch should merge this mod's changes with USSEP's fixes correctly.


Compatibility

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All hard conflicts with other mods should be (mostly) resolvable with a bashed patch or similar.  It's very likely you need to make a bashed patch or similar; if I say a type of mod is "compatible" I mean it is compatible if you have done so.

Consistency patches are available for:
  • Scarcity SE
  • Apocalypse
  • Other magic mods could have consistency patches, but it's not necessary; tomes, scrolls, and staves will still drop from whatever lists they're normally in without a patch, it's just the themed lists (e.g. anti-undead items that Vigilants can have) that would be affected.
Mods that aren't themselves entire overhauls of the loot system are generally mostly or entirely compatible.
  • Mods that add items should work out of the box in that they'll generally still show up with Lazy Localized Loot installed.  Manual consistency patches could be made but it's not necessary in order to use them together.  For example, Apocalypse can be used together with this mod without a patch and its items will still drop from some sources, but the optional consistency patch adds its items to the themed lists-- so with this patch a Vigilant will have a higher chance to drop a scroll, staff, or tome of Bone Spirit or Circle of Strength.
  • Mods that change rarity of higher-level items are likely to be compatible depending on how the other mod structures its changes. I made an effort to restrict this mod's changes to top-level containers and lists, so mods that edit only sublists should be fully compatible and consistent.  For example, I would expect a mod that prevents bandits from using or dropping equipment over Steel quality to be compatible.
  • Mods that edit or add enemies and containers are often compatible.  Some mod-added containers may not follow this mod's changes-- so, for example, if a mod adds new giant camps including chests with a different appearance or contents from those in vanilla giant camps, those chests may still contain gold, armor, weapons, etc.
  • Mods that delevel or relevel drops are technically compatible, but would benefit from a consistency patch.  I don't intend to provide specific patches to make this mod's new magic item and equipment lists match the balance of each deleveling/releveling mod-- I already lost far too much of my sanity staring at xEdit while putting together this mod's base configuration-- but if you have some familiarity with xEdit yourself, you can deal with the problem by just increasing the rarity of this mod's new magic item and equipment drops via the global variables in LazyLocalizedLoot.esp.  For example, if you wish to remove this mod's new tome drops (which are leveled), you can set __LootVarTomesChanceNone to 100.


Details on new "themed loot" lists

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When putting together this plugin, I found that the set of leveled lists available in Skyrim.esm and the DLC plugins was too limiting for what I wanted to do.  For example, leveled lists that drop spell tomes and scrolls are separated by level and school, but don't make more specific distinctions (like fire vs frost spells, or necromantic spells vs other types of summons) -- and most places that scrolls can drop from just pull randomly from all available lists.  For this reason, the LazyLocalizedLoot.esp base plugin adds some new themed sublists to assist in distributing scrolls, staves, and tomes to NPCs and containers in a more detailed way.  You can look through the plugin in xEdit to see the exact lists if you'd like; otherwise, approximate details are below, as some of the list names could be misleading.

  • Daedric - Summoning spells that don't involve undead.  Also includes spells like Conjure Familiar that aren't explicitly Daedric.
  • Defensive - Spells that heal or mitigate damage.
  • DestructionFire - Spells that do fire damage.
  • DestructionFrost - Spells that do frost damage.
  • DestructionShock - Spells that do shock damage.
  • HostileOther - Spells that don't do elemental damage, but nonetheless are primarily suitable for casting on enemies.
  • Necromantic - Summoning spells that involve undead as well as a small number of "warlock-themed" damage spells.
  • Righteous - Anti-undead spells, plus other spells that fit a paladin theme in spell mod patches.
  • Utility - Spells that would be useful for the non-magical adventurer, primarily out-of-combat utility like light spells and waterbreathing.
  • Weapon - Bound weapon spells (and, in the Apocalypse patch, spells like Strength of Earth that require using a weapon).
There is also a set of "base" lists which wrap random tome, staff, and scroll lists already present in vanilla, but adhering to this mod's level curves.

Three copies of these lists are present: default, low-leveled, and static.  Default lists drop items in a leveled way meant to imitate base-game level curves for the most part, up to master-level items.  Low-leveled lists follow the same level curve, but cap out at adept-level items.  Static lists have a chance to drop items at any level randomly.  It's important to note that master-level spell tomes will never drop randomly from loot; these sublists aren't even set up as records.  However master-level scrolls and staves do have a chance to drop from certain sources (and can drop from increasing numbers of sources at and above character level 30).

Additional themed loot lists are present for a few types of equipment (such as Forsworn and Falmer) to assist in making those types of equipment more common in areas where it would make sense.  The structure of these lists is simpler and I think it should be pretty straightforward to tell what each one does in xEdit.