Skyrim Special Edition
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ImmortanJoel

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ImmortanJoel

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About this mod

Enhance the experience of finding loot in the world.

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Now compatible with Beyond Skyrim!

The aim of this mod is to strengthen the impact of finding loot. While you can certainly craft your way to godhood, this mod seeks to enhance the experience of finding loot in the world.


This mod does so by altering the damage values of many specialty armor and weapons to make finding Steel-Ebony more impactful, improves the chance of finding Daedric and Dragonbone/Dragonscale armor to be inline with other items, and adds Dragonbone weapons with enchanted variants to the level lists.

The main obstacle that devalues the act of finding loot is that so many special weapons (Forsworn weapons, Falmer weapons, Scimitar esc.) are readily available to the player at any level. If you happen to stumble upon these weapons or armor pieces, you ruin the act of looting for some time. Most weapons like this have their damage standardized to Elven quality. Meaning if you happen to find one, then you miss out on Orcish and Dwarven weapons, and won't find better quality until Glass.

This means that, at level 1, you could be stuck with a weapon until level 27!


Also, early game loot is changed slightly. Steel weapons won't show up on bandits until level 4, Iron One Handed weapons have their damage reduced by 1 so that you feel a greater impact between Iron and Steel (Two Handed weapons already exhibit this in vanilla) and Draugr weapons have had their damage reduced to be a middle ground between Steel and Iron.

No items listed under Artifacts by the UESP are changed by this mod. A special mod just for Artifacts is available.

A full list of changes is posted below, but before you see that, here are some of my other mods!


KPatch Vanilla AF Dragon Enhancement (I simply make default dragons rarer and make higher level dragons spawn earlier).

KPatch Conjuration XP (The XP gain you get for summoning atronach is actually glitched, so this mod fixes it, as well as rebalances the XP you gain from early level Conjuration spells, like Raise Undead).

KPatch Minor Artifact Balances (Changes items listed under Artifacts by the UESP. Basically this mod, but with Artifacts)



Available on Xbox One and PS4



Detail Changes

NOTE: Weapon changes are listed by what they have been changed to with what they previously were. So Draugr weapons - Iron (Steel) means that Draugr weapons have been changed to be of Iron quality and were previously of Steel quality.

Chances of finding Daedric armor and weapons have been normalized with the rest of the weapons and armor. (You'll start seeing weapons at level
46, armor at 48) Including enchanted variants.


Chances of finding Dragonbone and Dragonscale armor have been normalized
with the rest of the armor.

Dragonbone weapons with enchanted variants added to the game and added to leveled lists. (start appearing at level 58 with max variants at level
64)

Draugr weapons - Iron (Steel)

Iron weapons minus 1 damage

Leather Cuirass are included in all Blacksmith shops by default (LitemMinBlacksmith)

Replaces Hunting bow with Imperial bow in all Blacksmith shops by default (LitemMinBlacksmith)

Steel weapons show up on bandits starting at level 4 instead of 1

Steel weapons show up in loot starting at level 3 instead of 2

Banded Armor shows up on bandits starting at level 4 instead of 1 and loot at level 3

Bandit bosses unchanged

Hide armor - Fur

Forsworn Armor - Fur (Leather)

Forsworn no longer spawn with Ebony

Dawnguard Weapons - Orcish (Dwarven)

Nordic Carved Armor - Orcish (Ebony)

Dawnguard Armor - Leather and Steel (Elven and Dwarven)

Ancient Falmer Armor - Between Scale and Glass (Glass)

Hide Armor equal to fur

Vampire Gauntlets - Fur (Elven)

Blades Armor - Steel (Ebony)

Falmer Honed weapons - Dwarven (Glass)

Stalhrim and Daedric weapons have been rebalanced to match logical progression (For example: Daedric and Ebony waraxes were equal in
damage.)

Draugr Honed weapons - Orcish (Elven)

Forsworn arrows - Iron (was worse)

Bloodscythe and Soulrender - Orcish (Glass)

Iron gear from loot limited to novice enchantments

Steel gear from loot limited to novice and apprentice enchantments

Steel Crossbow - Between Orcish and Dwarven (was Daedric)

Dwarven Crossbow - between Elven and Glass (was 2 higher than Dragonbone)

Blade of Woe - Elven (was dragonbone) and speed increased to meet all other daggers (1.3) was 1.

Bolar's Oaithblade - Orcish (Elven)

Bow of the Hunt - Hunting Bow (Orcish)

Drainblood Battleaxe and Sword - Orcish (Elven)

Drainblood bow - Orcish (was between Elvish and and Glass)

Eduj and Okin - Orcish (Elven)

Ghostblade - Orcish (Steel)

Windshear - Orcish (Elven)

Forsworn Weapons - Steel (Dwarven)

Falmer supple bow - Dwarven (Glass)

Falmer Weapons - Orcish (Dwarven)

Falmer shield - Steel (between Dwarven and Orcish)

Skyforge Steel - Orcish (Elven)

Draugr do no longer spawn with Ebony

Scimitars - Steel (Elven)

Blades Sword - Orcish (Elven)

Bound weapons - Orcish (was all over the place) Mystic versions -  Elven (Daedric or even better)

-----Arrow changes-----
Draugr - 10
Steel - 13
Steel bolt - 14
Falmer - 13
Orcish - 16
Dwarven - 20
Nordic - 20
Dwarven Bolt - 22
Elven - 24
Bound - 24
Glass -29
Ebony - 34
Stalhrim - 34
Daedric - 40
Dragonbone - 40
---------

Vendors now sell unenchanted variants 4 levels earlier.

--------Beyond Skyrim Changes--------

Applied vendor changes.

Northern Arms now sell proper enchanted items instead of Skyrim Steel and Iron (Will be officially patched soon)

Ayleid Weapons renamed to Ancient Ayleid and changed to Draugr Quality (Iron)

(Beyond Skyrim's Iron weapons were already reduced by one! Maybe they've seen my mod!)

Daedric items now spawn at the same rarity as other items in Cyrodiil

Dragonbone weapons with enchanted variants now spawn starting at level 57 in cyrodill.

More Beyond Skyrim tweaking will comes as I'm able to play more and examine it more from in CK.