#Fresh Loot
1 messages · Page 2 of 1
Harder Faster Stronger as well?
it doesn't, but those early encountered are not priviledged, they weight as any other one
hmm
it's just an average
maybe there should be a devaluation of older encounters
I have everything mym released, I'm convincing my friends group to use omw because of these mods
There are thousands of NPCs in the game. Literally. Even more with mods. Averages are fine.
if you've slain 9000 enemies in early game, leveled up 50 times with trainers or so, and slain another 1000 enemies, your rating will still be lvl 5 or so
I mean, if you first encounter many low level actors, the stat will add many ratios like (300 gold for actor level 5), then you'll encounter stringer actors and it may record stats like (1500 gold for actor level 20), which in this case would not change the stat at all
i know i'm pointing out edge cases
the rating does not depend on who you kill, but who openmw load in the cell you visit
isn't that almost the same?
maybe, if you kill everyone you see 😄
How many NPCs do you kill in Balmora in a typical playthrough?
if you play 50 hours at low level before you level up because you suddenly got rich?
not too unreasonable
i'm just saying maybe a weighted average might be better
my stat is based on an very approx. hypothesis: actors' wealth grow linearly with their level. It's not true, but enough for evaluating the loot quality of rare isolated containers
it's weighted. But I think I failed to explain it properly 😅
ohhh okay 🙂
thats cool
i wish people were discussing quickloot, floating heathbars or better bars as much as this mod
it's like i spend all my time and nobody gives a fuck
I use all of your mods, I didn't realize you were the author, in that case thanks! Especially for quickloot
tbh i didn't check what all those messages were about
but at least you get pinged every day
thats probably very encouraging
lets try a simple example:
- you create a new char
- you spawn in a cell with 2 actors level 2 and 4 whose inventories total value respectively are 200 and 400 gold
- FL computes the ratio wealth/level: average of (200/2, 400/4) = 100
- then you teleport to a Sixth House base, with 2 actors level 15 and 20, whose wealth are 1500 and 2000
- FL computes: average of (200/2, 400/4, 1500/15, 2000/20) = 100
- the 2 last actors did not change what FL learned: actors' wealth is their level * 100
Meanwhile @mym trying to balance work, home life and modding: 🙀 😱 🤯 😅
meanwhile pwn having no life, work or anything and creeping on with 11€ per month 😄
this can be affected by price balance mods as it sounds
the logarithmic price scaling is obviously an issue in morrowind
you're doing a great job! I have to admit that I'm not very chatty, and don't have much time generally...
which i hope many people have fixed with mods
i'd assume there are a limited amount of materials of armors and weapons that exist
so you could categorize them into their bas materials
leather, chitin, ebony, daedric
i assume those keywords are usually present in the id of the item
why the need of a categorization?
except for enchanted stuff
FL don't consider item quality
that categorization would eliminate the dependency on the price
hmm
an item with daedric in the id would be evaluated high regardless if its worh 200000 or just 5000
which is the whole purpose of price balancing mods
I get it. But I wanted to handle scenarios like an isolated container with a chitin dagger and lots of jewels. In that case I'd like the chitin dagger to get good modifiers
I use that one, I like it
yeah it's almost as good as the one i made for tes3mp 😄
2018 mod... probably way outdated with all the TR and OAAB stuff
mmmmh
it doesn't cover TR...
Then it eliminates half the stuff
there has been equivalent mods for TR, but always quickly outdated
Yeah
I had a plan to automatically analyse multiple mods, and rescale all prices
and generate a patch addon
Modlists for OpenMW don't have any massive price balance mod ATM
i guess the lack of a price balancing addon for TR makes this an issue
Glass, Ebony, Daedric are all crazy expensive with Expanded Vanilla
wouldn't be hard to make one
I suppose the TR team aligned their prices to Morrowind. Maybe we should not fix the prices, but rather improve the trading mechanics
wdym
That being said, some of that stuff should be crazy expensive. Probably not as much as in Vanilla as Vanilla prices are theoretical
stuff would only be able to be sold for 50% of the value, but that doesnt fix anything
I do think it might be possible to create some sort of automated patch.
Make it work via item ids and models/textures.
Honestly I really wish we had one big mod that just added tags to PTR stuff.
Could probably automate most of it.
It is possible to rescale prices, but quite tricky to preserve balance
basing your calculations on the prices could result in flawed results though
thats why i suggested the keywords thing
For example categorize all locations in the world for music mods.
keywords could work, but partially, we'd have many edge cases
or a database with the original values that you ship with your mod
bed time for me, thx guys for the talk
good night
Ideally you would have a mix of automation and manual tuning.
A lot of PTR stuff could prob be automated though, like readable signposts and music mod support.
Just being able to correctly classify if something is a deadric item would make supporting PTR updates a lot easier.
Why? It seems like a reasonable proposal. Most OpenMW players play with mods, I guess
They don't want to manage mod support other than the few mods they like ig.
better then playing vanilla and more fun
Also I mentioned skyrim map icon (name of the mod that adds map icons) support and it seems the word skyrim triggered some purists...
there will always be fans who dislike every change
I guess the question is whether it's too much work or not
I feel like most of it can be automated.
It would be work but if we could just get one single database that is easy to update...
Then it would not be so bad.
If it's stuff like using ids or keywords then it's about organisation, I guess
Just one single database mod others can hook into to get some generic data about PTR stuff.
Well TR Data and OAAB became sort of mandatory
ALso I guess I come off as an "ideas guy" which tbh is fair.
Yeah if we could get proper extra data for these resources mod support would be significantly easier.
It sucks how each mod needs to add manual support for them.
Especially when a lot of it is similar.
And then these mods are like 3 years old and outdated.
Almost every major mod needs to consider TR Data and OAAB somehow
maybe some of it could be mitigated with access to the original prices before other mods changed it?
Yup, but every major mod is not going to be updated forever.
The Price Balance mod is a good example. I mean, it's useless to me with no TR/OAAB support, for example.
I don't know whether it's possible to change item prices dynamically in OpenMW, but IMO any proper economy scaler would need some sort of dynamic component to cover stuff from other mods.
Otherwise there will always be huge inconsistencies
yup...
it would be fixed when omwscript mods had access to prices, but then you still wouldnt know if you should base your calculations on the base prices or the adjusted ones
I wonder if AI/Machine Learning could help a bit?
wdym by adjusted ones?
thus both should be visible to the other mod
Look at the Expanded Vanilla modlist. All these new quests, equipment etc.
I avoid the large openmw modlists because of all the inconsistencies :/
like TR adding items with the vanilla price scaling, vs a dynamic scaling mod reducing it logarythmically
There aren't many unless you use some sort of overhaul
idk, some of this is based on concepts that dont exist yet
I don't understand why this is a problem.
if for example the mod ranks a 5000$ item as mid-game, but it's actually late-late game because it has been reduced by a price balance mod, that messes up the evaluation
ooh.
Well... TD follows vanilla scaling so it might be fine.
Depends on if it follows that scaling for non Morrowind stuff tho.
The way I imagine the rescaler to work would be to use modified Vanilla items as base for scaling and then change the price of every other item not covered by these changes. Therefore, Vanilla items would not be changed, but everything else would be. This is the first option. Another one is to dynamically adjust the price of everything. Vanilla, modded, everything is treated the same way. Rescaler would make expensive items cheaper according to its formulas.
So every item - vanilla or modded - with 60k base price would have the value lowered to 10k, for example.
u mean it would scan all the database?
Yes
and adjust it relatively
that only works if the price balance mod affects everything, which doesnt work yet
That also suffers from making items too samey.
i'd probably be the first to make a universal price balance mod
Also some ultra rare items might be intentionally insanely expensive.
No, I go even further. You don't even need a price balance mod in this caze. You use the rescaler only
generating esps requires the author to take content mods into consideration
same issue as that price balance mod that already exists
yeah records cant be changed yet
Not even 1
thats the problem
Ok. This is just brainstorming 🙂
IMO it's the only way in the long term
Otherwise you will always need to update everything
so the most reasonable approach seems to be keywords
Just read the data files and make a tool that automatically generates a patch esp
idk, maybe there would be some enlightenment checking the leveled lists
Or you can just generate a lua file that stores all the needed data in a table.
again, pre-generating stuff for all kinds of other mods
Well... You can also just give players the generator and let them generate data for mods you don't directly support.
Yes but that's true for Vanilla. We have artifacts which cost sth like 200k. The rescaler would greatly lower the price but it would still be very high esp with every other high tier item being a bit cheaper as well. Let's say 200k items would become 40k items. This wouldn't change much for the player at all. No merchant can buy this without first getting a lot of gold from the player first. It's not that the artifacts are great as selling items, anyway.
tbh i dont really think there will be a solution to this before 2030 with a new convention that all modders aggree upon
Please be quiet, I cannot sleep 😅
no
dont worry we're not talking about you 😄
I did a script that uses delta plugin to generate a patch on prices: https://gitlab.com/modding-openmw/lower-item-prices/
But then I realized that items were also cheap to buy 😅
cheap to buy means nothing
I use many languages 😉
because you were never buying anything in vanilla
Tbh another problem with the economy is some items that are straight up better than others cost the same...
I applied a pow 0.8 on every price
Not really fixable in a good way :(
better log 10
plus xy - abc ^0.xyz
idk check my price balance mod for tes3mp, its amazing
I thought reading the data would be so much harder lol.
converting the stuff into json or yaml is very easy
then its just a table that you iterate with your preferred programming language
I took shortcuts with regexps
Buying is good. Buying means that the player is spending money. Also, in practice buying price is higher than selling price, anyway. You won't get 10k for a 10k item if you try to sell it while a merchant may sometimes charge you more than 10k depending on disposition and skill
issue is that there is no material property, there's nothing that distinguishes an ebony item from an iron item except the item id
Now I really want a mod that automatically generates readable signs and music locations.
and the higher stats and price
True, but you'll easily get high end stuff too early
This is why I was suggesting some sort of partially automated patch that uses id + name + model to determine the materials of items. Then you just mark some of them as "unsure" and manually correct them.
yeah but the patch would need to be pre-generated
because you cant change the prices dynamically yet
maybe the main question is, what content mods are used?
can we distill it down to 4 or 5 mods?
Is there anything other than OOAB and TD?
TR
TD is TR.
and uhh
TD is the resources for TR + PT
creatures and undeads expansion
Most merchants don't have much high end stuff. It's relatively rare. Also, if you are spending money to buy high end stuff from shops, then it's actually good gameplay. This is how it should be. It's actually more balanced than finding a pre-placed high-end item in a dungeon and snatching it. Looting can be much "cheaper" than buying.
It uses TD and OOAB.
It might add onto them tho, so who knows.
Ghost gate shop 😁
TR uses TD 🥹
Fine. So? If you steal it you get it for 0. Buying costs you resources.
huge script overhead there
True, alright
At least include Project Tamriel 💀
pt?
Then my script may be useful
PC + SHOTN.
fuck another mod i didnt include in my floating healthbars
Project Cyrodil and Skyrim Home of The Nords.
how many content mods are there????? †.†
Does it work in-game?
Pre-generated...
The big ones are just BCOM, TR, PC and SHOTN.
On a mod list
sigh
TR, PC and SHOTN are all under the PTR project which uses Tamreil Data.
Ok, so you pull stuff out of esps and revaluate them with patched esp
BCOM is just the city mod everyone uses it is not a big deal tbh.
if you wanted to assign a real value to all the items you'd have to put all the items of the 6 expansions into a database with their vanilla prices
It still needs updating after every patch but it's better than nothing. I mean, many players probably don't update major mods during a playthrough
tbh thats more than i could ask from anyone
if i was hearing that as a mod author i'd tune out immediately
And currently it requires Linux ... But I could generate a patch for specific mod setups, like MOMW lists
It does add a few new merchants if that matters.
But not any new items.
but if we distill it down to stuff that those 6 expansions have in common
Anyway from what I understand if you support TD you already support PC, SHOTN and TR.
maybe it would be enough if checking for a substring like ebony etc would be enough?
Since those mods just add the landmass + specific NPCs I think?
idk, someone know the ids?
I think that it would be most useful as a sort of tool if that's possible. Select mods->generate file yourself. How feasible is that?
Make sure to check the IDS used in TD.
THey tend to have a prefix.
But yeah checking ids would help a lot.
Maybe also check the actual ingame item name.
I know, just maybe check what they do just in case.
Although since they are a very vanilla style project I am sure they follow vanilla conventions.
Could prob use this data for a crafting mod tbh.
or it could evaluate the stats and enchantments
I would love a mod that automatically reduces the range of shortblades tbh.
because the alternative seems to be a worse nightmare
Actually it's in python, so maybe it works with Windows... But I get really lazy when it comes to coding interfaces...
Maybe also reduce the weight of very lightweight items (weight < 1) to 0 for lazy people like me :/
it's becoming so complicated at this point that i feel guilty for having started this conversation
Ha ha
:)
Oh well. Nothing bad with some brainstorming
maybe the calculated value could be exposed and if the player feels like it's off they can change it
Anyway this would prob work.
- manual tweaking if needed.
Just need to automate most of it.
You want it eaaaasyyy
Hah, I just remember being able to fill my inventory with alchemy ingredients in skyrim.
Just grab EVERYTHING.
Ugh
the level of the enchantments would be fixed anyway, so if it says 1.5 for some reason but the player is lvl 100 they can change it manually (to 5, which is the max)
Decimate the local flora.
Leave nothing behind.
Tbh it is not that much of a problem in morrowind since you can actually do alchemy on the go.
Not a fan. Deciding what to carry should be part of strategic decisonmaking. 0 weight feels like cheating. A player shouldn't be able to carry 300 arrows for 0 weight cost. My two cents.
Nah I don't blame you.
micromanaging inventories is awful imo
Well... having infinite carryweight is not nice either.
I have my "lab". More practical that way. I store indgredients in containers and don't carry alchemy equipment with me. Only potions
there are different concepts, i prefer carry weight only affecting how much i can return to the merchant for selling
I used to do that too...
But the ccc mod broke...
All my alchemy items got nuked 
Gone...
Forever...
The thing is that with ingredient weight you can actually decide what to carry because there is a cost. With 0 weight it's a no brainer. Almost nothing should have 0 weight except keys and such.
I am not really sure if I would use it tbh.
But I think it would be nice for some people.
if you're actually an alchemist you have those trips to your closet where you have to transfer everything for crafting though, and deposit everything again afterwards
idk, was there a quick transfer keybind?
Not in OpenMW...
for transferring an entire stack?
iirc it was awful
YOu need to drag and drop.
so the best solution was weightless ingredients
Yes. I do alchemy in bursts. There is also a mod which allows you to transfer all ingredients with 1 click (you transfer a ring)
does it really hurt having all the ingredients on you though?
i wouldnt make those 1kg kwama eggs weightless, but everything else?
on the other hand,... yes i would
fuck all the ingredient weight
At 0 weight cost? Yes it does. If you care about immersion, realism, etc., that is.
Immersion is complicated.
if you have a quick transfer mod, sure
I even use a mod for gold weight
Just because something is like real life does not make it immersive.
or a nearby crafting mod
In face some of the most immersive games are unrealistic at all.
i didn't have any of these, and i don't know if they are flawless
There is realism and then there is immersion.
It's not like real life. Far from it in this case.
For example fatigue harms speech and alchemy and such in morrowind. This makes sense but in practicality this causes the player to wait to restore fatigue before they do anything which ends up taking them out of the immersion rather than immersing them more into the game. Of course this is all subjective but that is an example of what I mean.
It is something that seems immersive in paper, but in game play it can cause the opposite effect.
I also use stuff like basic needs mods, gold weight mod, a tax mod, no pausing in inventory mod... You can probably see where I'm going with this combo. Not everbody plays that way but that's what modding is for.
I am not saying it is strictly a bad thing tho.
Just that this kinda stuff is complicated.
Anyway the ideal is to make mods that satisfy both sides of the spectrum.
We are modders, we have that power lol.
I wish we had ashfall :(
Sure. Plenty of cheat mods for those who like it. Some do.
Survival elements fit in with morrowind so well tbh.
Yes. Frostwind is sort of similar, just less advanced. Waiting for that new mod - Devilish Needs
I get it but I do want to mention that this is a pretty minor change, this is only really a cheat because it is not in the base game. Even the vanilla game does not have gold weight.
Basically I am just saying that the games own logic is not that consistent, lol.
Anyway an automatic weight mod would be nice, so I hope we get one one day.
Just small qol for people who don't have much time 🫠
(As a CS uni student I suffer from this)
We hijacked this thread....😅 I think that in the future it will be better if we stick a bit more to the mod's function, haha
Yeah, but let's not make his life any harder, lol
(Yeah ik, I am being sarcastic, sorry about that lol)
sry i found a half dead humble bee in my bathroom that i'm trying to caress back to life, good night everyone
it's still fighting, dont worry. maybe it will feel better tomorrow
I read that 80% of bees in the US have died recently. Good luck! 🐝🍯 ❤️
Every last soldier counts! 🫡 🐝
Reading you helped me waking up after my short night
Has a punishment, each one of you all will give me at least 3 constructive feedback on Fresh Loot 👨⚖️
BTB set huge weights on apparatuses to force the player to have his lab
BTB definitely has its plusses and minuses
I would say that https://discord.com/channels/260439894298460160/1226608966612553749 obviates much of BTB
With help from https://discord.com/channels/260439894298460160/1314853522520539188 and mods like Max Yari's AI improvements etc., I don't really miss BTB explicitly. I do know that many of the economy mods I had preferred prior to encountering MOMW modlists were already included in the same, so it's been minor tweaks and adding worthy gameplay mods since then.
☕ @rustic estuary
Yeah, I tried to extract as many good parts as I could from BTB
It shows in the best way! 🙇♂️
Fresh Loot 1.4 released!
- Added new modifiers with some missing effects: Dispel, Frenzy, and Rally
- Allowed bows and crossbows to get more defensive modifiers
@peak berry I finally decided to not add fortify health/fatigue/magicka effects. I'm not convinced of their benefit or the way you fixed them. I need time
1.4 is safe for midgame updates
Justice...Fireworks 🤔
Just-us--Farworks?
Justuh fuhworks
Just-uffa-works
Just Works™ 
nice, for as not adding fortify values, fair enough
Then again, it helps in balancing, like I previously mentioned, having too many items with the fortify skill could be very OP, so restricting it to spells and potions, I think its probably a better option
Fresh Loot 1.4.1 released!
- Exclude a few useless modifier combinations (e.g. Lock and Unlock, or Water Walking and Water Breathing)
I tried to limit the magnitude of fortify skill modifiers. Did you already gather too many of them and feel OP?
not really used fortify that much
I was just mentioning it as an observation more then anything
now that will really come in handy
got some other constant effect items as well
awesome, that will come in handy
I'm curious: Where did you find it?
had to kill Navil and Ranes Ienith. those items and some others were in a locked large cabinet, I think it was a level 80 lock
then I suppose this is a fair loot considering the enemy and the lock
indeed
they were pretty tough, as one of the brothers is behind two level 60 locks, and the other brother attacks you from behind.
so yeah, I would say its fair loot
what FL doesn't do, is detecting that a loot is behind a locked door: Too complex and prone to false positives
FL detects locks (and traps) directly on containers
I just mentioned it, in case it was a factor
my only problem now is, is there a mod to turn off the enchanchment effects?
tried googling, not sure if its possible, but having that every minute or so, is a bit annoying, really want the items,
Ty for the update
you mean the visual effects?
none that I know of
that is annoying
there are mods that changes the effects though
not sure what effect that is - shield?
probably
i use that one to remove it, i think https://www.nexusmods.com/morrowind/mods/45989
no clue about other effects, tho
lighting shield
not sure, then, haven't used elemental shields for quite a while
ah, that mod's desc says it removes elemental shields too
if it's only about elemental shield effects, there is that: https://www.nexusmods.com/morrowind/mods/42179
yeah that looks more recently updated
I will use that
yours only removes the sparkles, while the two others remove all effects
maybe it's useful to have at least the aura effect
that one is used by MOMW lists
that looks really neat, by the way, i think i'll check it out
ah
how do you install?
just the datapath iirc, no esp
i edit cfg manually tho, so not sure about umo if that's what you're using.
ok
ahh it needs to go in vanilla data folder, which makes sense
much better
thanks again, that works a treat
at least now, I don't have to deal with a light show, my god, its full of stars crap
guys, I found a clean way to take into account locked and trapped doors that block the access to containers.
Now I'd like to boost the loot level based on those new access difficulties, but I'm not sure how.
For example, currently:
- if a container has a base loot level of 15
- and there is a lock 50 on it
- and the related setting limits to 10 the loot level lock boost
- then the final loot level will be 15 + 50% * 10 = 20
But now, if that same container is behind a locked door, how do I mix the lock boosts?
- do I simply take the max lock value? max(container lock, door1 lock, door2 lock...)
- do I sum the lock boosts? (can lead to huge loot level boosts)
- what else?
@burnt cape @devout fossil @cyan mountain @magic fjord
OverallLockFactor = max(ContainerLockLevel, Door1LockLevel, Door2LockLevel...) + .50*NextHighest(ContainerLockLevel, Door1LockLevel, Door2LockLevel...) + 25*NextHighest(ContainerLockLevel, Door1LockLevel, Door2LockLevel...) + etc.
I can only guarantee that the above is an idea.
how would you detect a door though
either you count all the doors in this cell that you've unlocked so far
or you need some insanely complicated pathtracing
- from the initial player position to each container in the cell
- try find a navigation path, allowing door opening (ignore doors)
- if there is a path, then find again a path, but without door opening
- if there is no second path, or if the path is different, then we have doors between the player and the container
- then, with the first path, from each point to the next, do a ray cast with only doors as collision objects
- if a door is hit, check if it's locked and/or trapped and save the info
- continue up to the container
- if there is no second path, or if the path is different, then we have doors between the player and the container
How is impact to computation time on cell load, I wonder
interesting formula. I'll have to check how it behaves.
I already check multiple things for every actor on every container
It might need a final magic number fudge factor, and it might want to be logarithmic
I'll have to explain things a bit in the settings page, so the player understand that the max lock boost is not really a max if there are doors...
Good eyes there 👀
I have another formula that behaves nicely, a sort of hypotenuse computation: (lockA ^ 2 + lockB ^ 2 + lockC ^ 2) ^ (1/2)
And if it produces too high values, we can use "^4" and "^1/4"
Try with some values and please tell me if it produces reasonable values 🙂
I think 1/4 is less OP
maybe I'll use that same formula also for the "crowd factor bonus" computation
Pythagorass progression part -1
Fuller erroneously rationalizes the irrational vol. of his cube with the aid of the -S- constant, and in the process using a totaly different cube of vol. 8 as if vol. 3 cube, this error is obvious via modeling, Pythagoras, sphere packing and mathematics. So many ways to prove him wrong.
CJ is a nice guy, I have nothing against him, but if he thinks I'm waiting for him to dissect my work ,well that will never happens simply because as I know for sure he has no clue, he is in a fog the same way Rybo, or J.B. or Kirby, Steve hey ask those guys, what's up what is next for -S- I'm selling cubes, brochures, have models as well mathematical proofs -S- is absolutely meaningless to me. It is the worst of the modeling devices since my cube arrived on the scene. They teaching is done.
https://www.youtube.com/watch?v=DE8dGSqSFYY
Please be advised to don your brain armor before exploring this video! LOL
Use max lock value. As a rule of thumb, the hardest lock is the one that matters the most, as it's the major obstacle for the player. If sth is locked behind a door with 50 lock and container with 30 lock, then combing them into 80 is not really a fair assessment of challenge. 50 is enough in this case.
I agree on GP reasons. But on the RP point of view, if someone set 10 locks level 50 and 10 traps level 50 to protect his container, I'm not sure it's fair to simplify that to lock 50 and trap 50
I think a small boost added for multiple protections is fair
It's sounds purely theoretical, as such extremes won't really happen in-game. If you want to combine values, then the lower ones should count much less, as they matter much less than higher ones. Also, keep in mind that there is no real RP in a random loot mod. There will always be randomness involved so it's up to RNG. All the calculations are hidden from the player, anyway 
The player expect things when unlocking and disarming multiple doors/containers
ok it's statistical, but I want to provide a proper reward
Sure. Just not a combined value
check that formula, with ^4 and ^1/4 instead, it seems sensible
And their may still find nothing 😄
note that the chance to get loot is partially impacted by the loot level
Can you provide an example with formula in action?
Let's say we have a door with 75 lock and a chest with 50
4 locks? How would it even work?
Ok, but 3 doors leading where? Can you really check that they block the path to the chest? 😮
This looks sensible
we have a path finding feature in Lua
that
I think there should be a limit, maybe check for 2 locked doors, or one, then the lock and trap on a chest
Interesting! You have a complex pathfinding tool, but you cannot check the merchant's gold 😅
I think Vanilla MW and most added content will naturally set a limit
yeah 😅
check Orvas Dren's house for a good case
I mean, the items I found yesterday are nice, and that was with two guys and a trapped and locked chest of 80, do we really need to go above even that? if so, what more moddfiers could be added on top?
that was where I was yesterday remember
There is probably a max loot lvl
Yeah, it's good to keep things balanced and stay on safe side
oh yes, mym, that sparkle remover mod, that I'm using, I would give that a shout out on your nexus page about it, just in case anyone else wants to know how to disable the sparkle effect,
especailly if constant effect items become more common with this mod
in vanilla, they are rare and expensive to enchant
I mean, that sparkle effect was a bit much, I think its a vanilla effect, but like I said, doing constant effect items are rare, so its not a huge deal, especaily elemental shield stuff
I was taken aback a bit having several constant effect items, and yes, I still consider them to be fair loot.
still, I am finding this mod to be really refreshing, and well worth having
You know, this really should be added to a mod list
it's planed in MOMW lists for v8.0
nice to hear that
otherwise, I would have shouted at the rooft tops to get this mod included
besides, its getting beta tested and balanced ready for that day comes
8.0, huh? What's the ETA for that?
I would like to know too, guess it means a fresh playthough at some point
I'll admit that my initial proposal was largely influenced by ease of explanation. I have yet to compare the curves.
I'm not sure. Maybe OpenMW 0.49
when it comes
yeah, just checked how much it costs to make constant effects items, a LOT!!!
so yeah, the stuff I got, probably would have set me back at least 50k plus
not that I'm complaining, its nice to see CE in
and how vauable they are
so they should be kinda of rare and only if you get from say the place I got them, high level chests and enemies.
or something like that
as long as they dont drop too regularly, and in my game, only got some
so in that regard the balance is fair.
but my point is, add to many modifers to loot, then CE items will drop more often, and you get flooded by them
or how to get loot
CE enchantments are not exactly rarer, it's just that they appear with tougher enemies
oh yes, have you included night eye, water breathing as modifiers?
if you have water walking in, I would only have that as a cast when used, same as levitate if you have that in
IIRC 😅
I think I made both available only on use
good
having them as constant effects will be a pain,
and slow fall was the other one, not seen that pop up yet,
but if its in, then great
Yes it is included
awesome
just checking
as night eye slow fall and water breathing are huge spells that every mw player should have, one way or another
the strange thing with Slowfall is that 1 pt spell is actually better than 30 pt spell, as it negates fall damage fully and doesn't slow down your fall as much so you can do things quicker
this has not been changed in OpenMW
it shouldn't work that way. 1 pt spell shouldn't negate all fall damage
True
I set small values for slow fall
that should be reported as a bug, maybe it could be fixed on the engine side,
frankly it always seemed like a bug to me
I don't think that it was the intended effect
Actually I could even reduce the fall value for higher level modifiers 😅
nice
If it's same as vanilla, then it's not a bug. If you complain, you have to create your mod... If it's possible
can we change spell effects in OpenMW?
That's how openmw works
No
well, technically, there are some bugs like NPCs shifting that got fiixed in openmw and that was a bug in vanilla
yeah and there are other things as well
you can tweak HTH damage formula to include STR, for example
it's a toggle
there are other things like that
and NPC equiping items you sold, you can toggle that in the launcher settings,
so there are a few vanilla bugs that have been fixed
so technically if the slow fall is bugged in vanilla, it could and should be fixed in openmw,
and one other, "can loot in death amination" that also has a toggle, you could say that was a bug, but its a player choice if you want to or not
They only fix very obvious bugs. When it's debatable they may add an option. Otherwise they say: That can be solved with a mod, now, or when the Lua API will allow it
Except that it's impossible xD
Only the devs can do it
that is a bummer
I would argue that e.g. 1 pt Slowfall for 60 seconds is better than 30 pts for 60 seconds. Constant 1 pt Slowfall is also great. Much better than 30 pts
So maybe it's the duration which should be tweaked for modifiers instead of magnitude
I think it's already mostly the duration that changes
now that is sweet, problem is, I have no idea how I got it, probably from a fight, had it a while I think, going through the main story line, but yeah, real nice, and what is more, those things are super hard to enchant, as they only can have 4 enchantment level max, I think that goes above that number.
Just need to find a matching brother and I will be pretty much fully enchanted
That's clearly a Fresh Loot item
There is no way to create such an enchantment with a normal Morrowind
I know, the l button confirms it. just saying how sweet it is, just wish I can find a matching brother for my other shoulder
not complaing,
its nice that fresh loot goes beyond standard limits
which makes it fun to fiind as well
plus it matches my skill set, which is also nicer
it knows lol
someone is watching me, I can tell lol
Ah yes, perfect then 🙂
Ha ha it does not 😁
then I need to pray to the RNG gods and hope they answer lol
What's the approx level of enemies you are fighting recently?
level 20 plus, I'm using the ncgdmw lua edition
sometimes a bit higher, sometimes lower, but I can't remember where I got the above item from, as I killed a few enemies on my travels,
I am currently level 24
And do you steal things? Do you kill passive actors?
haven't really stolen much, I done a fair bit of killing, and a bit of lockpicking, that is where most of my loot comes from
some story releleted
Would you say then that items in owned containers are too OP?
at the mo, I think its been pretty balanced,
I am keeping to the default settings as well
I think the version can boost the level loot a bit, maybe I'll rescale the loot level distribution
Since you are playing a high lvl character, IMO it might be useful if you drop more reports later on. It's not quick and easy to balance late-game content 🙂
true, that may take a while mind, as ncgdmw lua edition rebalances stuff as well, so its been slower, but more rewarding.
But such reports will be even more useful
I mostly kept those settings to defaults, as iit rebalnces how fast skills level
indeed
at some point I might give the decay system a go, but not yet,
It's easy to test low lvl balance but hard to do it with high lvl characters with natural in-game progress 🙂
yeah
I mean in vanilla, with the right skills, you can easy powerlevel yourself. but here, with that mod, its a lot harder, but misc skills also play a part,
I play with skill decay on for additional challenge in mid- and late-game
I will turn it on once I feel too op
anyway, I will continue to test, and report stuff over time, just want another brother for that item, lol, it will probably drop when I'm not looking for it
Note that Fresh Loot is not directly leveled. By default, the player level is not used to generate the loot, except for merchant's items.
There is only an estimated difficulty to get the loot
high level players with 100-200 hours or more of gameplay will have plenty of encounters both vanilla and modded ones, complete many quests, visit places which most low lvl players tend not to go to etc.
so it's plenty of useful data
True. I just wanted to say that all the possible loot is available at level 1, if you can get it
In other words, if you kill a given actor or open a given container at level 1, you'll get a similar loot than if you do it at level 100 for those same actor or container
But for a container, if the spawned enemies around are stronger at level 100, then you'll get a better loot
and they often will be, as many encounteres are spawned by leveled creature lists. Also, Fresh Loot is RNG-based, so you will simply get more opportunities to get FL items with more hours on the clock
@rustic estuary ever thought of a clone button
What do you want to clone?
Just in general the items to both sides
You mean convert normal items to Fresh Loot items?
You would take an enchanted made by fresh loot and clone a brand new one
Then it's a cheat button 🙂
I don't really see the added value, except for testing or cheating
What would the odds be of getting the exact same item spawned
For testing and cheating, a cheat button might be useful, to see what random moddifers get attached to items, and if moddifers are working right, but apart from that, no use. the mod iis about finding uniquely created magical items and pray to the RNG gods, that you get something good.
and to carry on from the balance question. while I have had a few CE items now, but its not been that many, take for example that ebony armour item I got, if I had got 3 or even a full set in one go, THEN I would be concerned. as it would mean, that somwething is broken and needs fixing.
Items like that should be rare, but as I said yesterday, I can't remember where I got it from. (as I doing the MW main quests now) so being all over. (and not a single crash!!!!!!)
I would say, balance seems to be ok, again, I not touched the settings, so in that regard, I feel that fresh loot is doing a great job, especailly giving me CE items what are technically impossible to do. one could say, that FL is cheating in that respect, those moddifers from the ebony item are quite powerful. then again, the game has some nice unique items as well, currently using a 1h axe called decay (from TR rebuilt item list) but anyway, I think for the time being balance seems fine.
I would complain or be worried if items were too numerous, then I would bring that to your attention, otherwise that would spoil things.
In vanilla Morrowind you can already find items impossible to create items, like the nordic furred hat you can get from the paralyzed Nord.
It could be useful for testing. A button though requires some work to code it, and disable it by default. Maybe it could be a "reroll" button, rather than clone
There could be a setting that shows such buttons in the item window
that would be fine, and above that button, "for testing purposes only"
I think I know where I might have got that ebony item from, Ald Daedroth in the main quest, you need to clear that out for the wise woman to go there to get to the inner sanctum, while you are there, its a free for all against two different factions. I am fairly sure I get that armour piece from there.
From an actor or a container?
indeed, and wraithguard and a few other items. its just that for the default items, its REALLY hard to enchant them, as most have very little enchant level. which makes FL very good, as it gives you better options, then in vanilla.
from an actor I think
at least 6 plus in a room, and with summon creatures
free for all
maybe 8
If those buttons are disabled by default, and you have to enable them from the settings, where there is a description on the testing purpose, no need for extra info around the buttons.
I think one button per line, maybe two if I add a "revert" button too, to restore the original unconverted item.
sounds good,
I was thinking those buttons could look like they are for testing, say a separator
for testing
up to you, as long as the player knows there for not for playing normally
like the thick separator line under misc settings, or global settings
a reroll button would be useful for testing
would be useful to test what modifiers are attached to what items, how the level of the moddifers might effect things as well
so far, from the fresh loot items list, my highest is 4, I assume it can go higher then that? so a setting or slider to force the level of the item / modifiers
The level max is 5
There is a global setting to change the modifier level distribution based on the loot level (access difficulty)
understood
I was thinking it could be an override, once you have the testing buttons enabled, so you can set which level your are testing currently without having to touch any other settings
so you can enable the testing buttons in a save, then test stuff like item level, ok you could change the global settings, but it would be handy if there were overrides,
so you want level 3 loot, then click on reroll, and you always get level 3 loot
that's what I mean, it will help a lot
many other of those settings, can't really be used in testing, as they are more chance based.
or can be used in the right environment,
that is why I think there should be an override, for the level
Level 3 loot or level 3 modifier?
Level 3 loot will give you random modifier levels, mostly level 1
I mean the level on the fresh loot item page, as it lists the level besides each item, So is that the item level?
It's the modifier level, i.e. the prefix or suffix level
ok, so overriding that as a slider, then click on reroll, and you always get that modifier level, it could be useful for testing, to see if what modiffers gets attached, and if some combinations are too weak or too powerful for that level.
I think this will help a lot, then you can fine tune, how those moddifered items drop and at what charactor level, and other factors.
anyway need to go for a bit, back shortly
Got an extension to the above, on the FL settings page, at the bottom, you could have something like an ehchant page, where you can select the item in question, once selected, reroll will bring up an extended window beneath that., with a simulated roll or stats. (so the selected item remains untouched. )
Then you can keep on rerolling and getting simulated results each time, if you want to commit that roll to the item, then there should be an OK button, or if you wish to revert
The hardest part to tweak is to set the proper loot level. If the loot level correctly matches the challenge to get the loot, then converting the loot level to modifier levels is the easy part
The loot level is directly based on actors protecting the loot. But there are many different situations, like actors being at distance from the loot, seeing or not the loot, the number of actors protecting the loot, their hostility level. Also the locks and traps (on the container or the doors) protecting the loot. Also the ownership of a container, the owning faction and the related rank......
I take into account many factors to produce the final loot level. If my algorithm fails, you may get OP loot or the opposite
yeah that makes sense
and that kind of thing is a lot harder to test.
but seeing what modifiers are selected, or can get rolled, may still be a good start
for example, for steel armour, sets, you may only want a modifier level of say 2. ebony 3 / 4 while Daedric a possible max 5, same with light and medium, so lower tiers of armour don't get the best modifiers,
so Imperial Templar Knight Cuirass, that could have up to level three modifiers, I think this might help to balance things,
I'm not sure it's the best way. It's actually fun and interesting if mid items have very good enchantments or properties. For high tier stuff it's obvious because you want it, anyway. However, if keeping the mid stuff is enticing sometimes, we are creating interesting decisions for the player.
you could be right there, could be a setting that could restrict modifier levels to low / mid tier gear, maybe a way to challenge yourself, or to balance yourself, if you want to use low or mid tier gear for fun, and don't want a powerful modifier level.
I was thinking of balance more then anything, but the above suggestion might work
It's more balanced to have better effects on mid equipment
That way the choices are less obvious
For example, daedric axe with best enchantment is a no brainer. Now, if you find orcish axe with good effects, then you might even consider using it instead. At least for a while or in some situations.
I also think that very good enchantments with some negative effects are interesting.
There are a couple of original mixes to get with Fresh Loot 😁
well, completed the main story now moving to side quests and content. current level 25, I need to work on getting some more misc skills up, overall, I feel the fresh loot has done a great job on giving me some nice loot. so will continue to post my findings.
Thanks so much for your feedback.
Don't expect to get better loot from FL, excepted if your added content provides high level actors
still looking for a Ebony Left Pauldron enchanted version mind, I will be happy once I got that, otherwise, I'm good
that is what I figured, but still, its probably a good idea to post anything specail I might have found
Maybe I could increase the change to get a conversion for the other half of shoulders, gloves, boots, greaves?
Yeah, keep it random and don't make things easier for convenience.
There is one thing, I tried killing Menta Na for a Daedric war axe, (should be a random Daedric weapon drop) however, I'm not sure if fresh loot is interfering, or the loot gets determined before I kill Menta Na , but when I do kill him, I'm only see a plain Claymore, nothing else. I tried to reload before I kill him, same result, and a save before I get the quest to kill him, same result. So not sure, if FL is interfering with the loot table in some way, or there is something else up? from this page, it also lists that he can drop a random ring, but I not seen one drop either
So, not sure what is at fault in this instance
Fresh Loot does not change item types.
There are mods though that prevent daedra to drop too many Daedric items, e.g. by scaling the drop on the player level.
Like one of "vanilla friendly creatures and undeads expansion" 's addons
ok, was just checking
oh shit wrong channel mb
@magic fjord @burnt cape do you know specific places where there is a trap door on the ground, which is locked and/or trapped and which leads to another cell (teleport door) where you can find containers?
I'm sure I've seen multiple of them, but I can't recall where
Dunno, maybe Morag Tong?
yeah, it seems so
looked at wiki
but which place?
from the top of my head, can't remember, I will look out for one
I cannot find that in balmora's guild
Vivec
what about the puzzle canal, ?
I can't recall such a door
racking me brains
maybe such situations are too rare to worth the handling
I'm trying to make the loot better behind teleport doors that are locked or trapped
understood
Check Morag Tong in Vivec, then
Vivec Arena in Vanilla
Yeah, I just checked, and there is a whole bunch of rooms in there, I'm not sure it would be fair to boost the loot of all containers
Yeah
The Vivec Morag Tong Guildhall is the headquarters of the Morag Tong.
It is located in the Arena Hidden Area within Vivec's Arena Canton; through the Arena Waistworks, to the Arena Canalworks, to the Arena Storage, into the Arena Hidden Area. The entrance to the hidden area, or guildhall, is through a locked (50) trap-door located in the corner of a locked (50) and trapped storage room.
Seems a bit much. It's just 1 door, after all.
What I had in mind is small room configurations, with multiple containers
That will be rare. Maybe some storage areas.
I don't think it's important, though
Fresh Loot 1.5 released!
- Boost the loot level when detecting locked and/or trapped doors that block the access to the loot
- Improved the loot level and conversion chance boost formulas when loot protectors are numerous
- Reduced potential loot level and conversion chance boosts based on trapped and immersed containers
downloading
Please note that a few setting defaults have changed, and you need to click on the reset buttons to get the new defaults.
I'm seeing a warning in the error console, not sure if this means anything to you, sometimes I do check the error console, or if I'm reporting another bug, but anyway, I not seen this error in the previous build, or I only got the item in question recently,
yesterday I reported a bug with NCGDMW Lua Edition, but now, I'm wondering if its fresh loot problem, I have this ring Marara's Ring (unique ring from morrowind) my acrobatics base is 39 by right, it can't go above that, as its governed by my lowest minor skill which is 40, but fortify pushes that to 49 for acrobatics, when I train at this trainer, I get this issue, the error throw me off, as the ring wasn't generated by fresh loot, so either there is an issue with fresh loot and fortify skills, or something else is wrong. if I take the ring off, I can't train the skill any higher, as its capped. so a bit of a strange issue.
I'm currently in a fighter guild basement, if I dont use the trainer there, I get no error.
My theory is, acrobatics isn't in FL fortify skill set, and because its not there, openmw throws an error, that will explain the cant find enchantment.
Trainers in morrowind rely on the current modified skill values, not the base values
it's weird and can lead to abuses (drain effects on self or fortify on the trainer), but I cannot change that and I coded the new feature considering that
interesting then,
you mean you saw multiple times that warning?
ah yes, it's an openmw warning
I recently prevented weird modifier combos, like open + any touch or target other spell
when I use the trainer to try and train me in acrobatics, but that skill is fortiefed
if you got such a combo before the update, then it's normal to see that warning. It's my fault as I removed a few mod combos from the omwaddon, sorry
but I saw this error yesterday, so it throw me off, so wasn't sure if its the leveling mod issue or FL, even though the ring is a vanilla item
its ok then I will ignore it
do you remember getting an FL item with open and light on it?
or maybe that item has been sold already, but it's in a vendor's inventory and openmw complains each time you talk with him
the odd thing is, when I use a trainer to train a fortified skill, it returns a wrong value, instead of saying its 39, it says 62 and still allows me to train even though the skill should be capped, thats when I saw the error in the log
62 is the fortified value?
not sure, I only seem to get the error when I use the trainer, but will check if I see it again
sorry I messed your NCGD's bug report, there have been so many messages recently in that thread
no, fortified value is 49
is the trainer a vendor too?
does the warning appear each time you open your inventory?
if you display the FL's item window, is there an item with open and light on it?
wait, maybe the trainer just got an FL item that is now broken.... could you kill him, get all his items, and check in the item window please ?
does the warning appeared when you got his stuff?
just standard item
no idea then
I will ignore
anyway back in a bit, need a coffee
guess is an odd bug, as I never seen it before
could you send me you game save?
sure, but its a bit modded, from the standard one day modernisation package,
its probably best to ignore, if it comes up again, I will let you know
its probably not a big deal, but I will monitor the logs, but its probably harmless, and might be either something in that room, or something that can be ignored
loading game saves work quite well, even from different mod setups. I fixed many bugs thanks to that 🙂
ok I will upload the save then one tic
I'll also be able to check your training issue
I can reproduce your bug
that is great, you know the cause?
not yet, there is something weird with base values vs modified values
need to go for a bit, back later
back
Back... with my kids...
wb
Sorry, is it slang? I get various meanings on online dictionaries 😅
welcome back, i think
Thx. I found "would bang" and "what about" 😅
welcome back
But not really back since with the kids
Let them mod and see what happens
4 yo and 4 months old 😅
what happens is similar with a cat: pqoing$zôinvcôivne
anything can happen
mostly useless things
sure. A simple added letter will generate a bug....
ok,. the one in a blue moon console error is back, however, it only seems to appear once, and only when I first trained the markman skill, (default was 30, I increased that by a bit (was a major skill but not done much with it) yet, the error only appears once, when I trained many times, I don't get an error, so it either something in my inventory that is missing an enchantment, or something else is amiss. still its strange why the bug only seems to trigger when training at a trainer??
mighty strange
Missun Akin Falasmaryon, Missun Akin's Hut
I teleported once I done, then checked the logs
I guess its not worth bothering with, but reporting it anyway, still, strange bug
thx for the report
I think the training has nothing to do with that warning
I suspect it appears when openmw loads an actor who possesses an FL item that was generated before I removed some mod combos
the only issue is that actor won't get the enchantment effects
Would these be unnecessary to run, if using Fresh Loot: https://www.nexusmods.com/morrowind/mods/52993
https://www.nexusmods.com/morrowind/mods/55586
https://www.nexusmods.com/morrowind/mods/51546
https://www.nexusmods.com/morrowind/mods/53879
This mod changes most leveled lists in the game to spawn all creatures and loot regardless of player level. The enemies you face will be more difficult from the start, but you will be armed with highe
Now every armor protects you well. Every armor rating is higher than unarmored AR. Iron, chitin, bonemold - wear a protection, which you want.
Makes most weapons playable, by changing their damage, speed and reach to more suitable. Now you can make a fine use of iron, silver, steel or imperial weaponry. Don't trouble to seek great artifacts
I think every armour matter should be ok, and Truewind should also be ok, but mym would be a better judge. as for Morrowind Unleveled, dont know, that might conflict.
I see no conflicts with any of those mods.
Fresh Loot will just improve items, whatever the items your mod setup provides. Only non magic and non scripted items that appear in levelled lists are processed by FL.
If a mod converts levelled items to unleveled items, FL still knows which ones it can convert because it has full lists of item IDs.
good to know
OP. And thank you
I am noticing an issue, it concerns a Daedric Bow that I have, it was a unconverted item when I orginally got it, later it turned into Brutal Daedric Bow. but it had no enchantments, I orginally thought it might have been the cause of the yellow errors I was getting, so I used the console to spawn a new one and deleted the old one. well, the issue has come up again, I put a vanilla Daedric Bow in a chest, using portable auto sorter, and this time, the bow tuned into Sturdy Daedric Bow, and again no enchantments
So something is wrong,
not seeing any errors in the console, I also tried the console command to revert it back, it doesn't seem to recognise it is an enchanted item.
That bow was automatically put in a container you already opened?
You mean the FL loot console command to revert a loot?
"the bow tuned into Sturdy Daedric Bow, and again no enchantments " -> that's because Sturdy is just a condition modifier
btw value modifier seems way too high here. Vanilla Daedric Long Bow is 50k. Sturdy bow on the screenshot is more than 112k. It's far far too much
At mym, its the same loot box I use to store all my weapons in, so I have opened it many times, I put the bow in the box, as I enchanted an amulet to use bound bow, so I didn't need the above bow. I don't know how long the bow had been in the box, as I did a few quests in between. it was only when I came back, did I notice the name change. and its twice now this has happened, a bow changing its name, and no enchantments.
and yes, I tried to use the FL revert console command and it didn't work. probably because the game wasn't seeing it as an enchanted item.
but this is a bug, which is why I am reporting it.
if you need anymore details, let me know
You got the same bow converted twice, or were it different bows?
The revert loot command works on all FL items (including with only property modifiers). Do you see the bow in FL's item window?
Did you properly select the container before running the command?
Fresh Loot 1.5.1 released!
- Balanced multiple modifiers, thx to @burnt cape
I will check if the bow shows up in the window,
It has increased the max condition of the bow, originally its condition is 1000, sturdy increased that by 500, but yeah, the price is a bit on the extreme side
and yes the L button does pick it up as a fresh loot item
so not a bug, but maybe the increased price could be a bug and needs rebalancing
I missed the huge price. What's the original price?
50000
Property modifiers that change props by multiplying them will also increase the price by a factor. Seems logical with reasonable prices, but unmodded Daedric item prices are already crazy
that is true
Maybe I should just add a constant value like I do with other modifiers
My hypothesis is: A weapon that does twice the damage should be twice as expensive. Same for other relative modifiers
yeah, I mentioned the price because it seems crazy for anything that's already valuable
cant think of any vendors that would buy for that price even if I did sell it
this is not a good approach because it doesn't work like that. For example, condition's impact is different than raw damage. Weight is about utility. Also, FL shouldn't cause the player to get even richer much more easily
a bow with condition of 1500 instead of 1000 def doesn't deserve to cost more than 100k if the base price is 50k
indeed
Yeah. But the other option is to add like 100 * mod level, which raises Daedric items from 50000 to max 50500, which is insignificant
if it cost sth like 60k then it would be fine (assuming base price of 50k)
I agree wiith that
Then it's base 200, multiplied by the mod level. Which works well for Daedric stuff but NOT for a chitin sword
I think the bug is the default prices for Daedric items
you will never get this 100% right unless you implement much more complex formulas. I think that it's ok to get things somewhat right and err on the side of caution, i.e. when in doubt - less value
this is well outside of the scope of FL
plenty of modded items with high prices as well
so it's both Vanilla and mods
also, Daedric items are one of the few instances where insanse base prices may actually be somewhat justified. These are the rarest things in Tamriel after all
btw if you are worried that in some instances the player will be able to buy stuff too easily from the merchant, then simply block these modifiers from appearing in merchant's lists
so they only see a default vanilla item, rather then an enchanted one? that could work
yeah well the items appearing in shops for sale are a bonus, not the core of the mod which is about exploration and finding stuff out there in the world, right? So if sth is too OP for merchants because of problems with price balance, then it can be blocked from appearing in their inventories
I would get behind that
can items be blocked from being sold? some merchants could flatout refuse to buy the item?
even creeper
I think it's only possible to sort by type (e.g. smiths don't buy books) and by preventing the barter window from appearing via dialogue (e.g. when you have skooma)
I don't think that there is any real reason to block the sale of the items, though
just don't make them overpriced
if its price is too high
note that it's used in Vanilla as well for enchanted stuff. The price of enchanted items is not increased in order to prevent the player from getting even more gold
FL doesn't have to be so strict but making player richer shouldn't be the goal 😅
agreed
and it's not just Daedric. For example, increasing the price of Orcish weapons and armor by 2x will make these items much more valuable and they are easier to sell than Daedric or Glass because base price isn't insanely high but it's not low, either
I'm not afraid of that
Economy mods should handle that
Thank you Mym
Could you send me a game save with a faulty bow?
I thought it was solved, as it increased the max condition,
unless you still want to take a loot at it?
Items you put in a container shall never be converted
well, I don;t know where else it could be converted, as it never been in a container before, same with the shield, as I used portable auto sorter to put it in the chest,
you will need https://modding-openmw.com/mods/abandoned-flat-v2/ as that is where the containers are
If you found it not converted, and it was converted later, then it's a bug
true, most Daedric items aren't in containers,
It's not the first time weird things happen with either the abandoned flat mod or the autosorter mod. I have to investigate the cause.
A game save would help 🙂
not sure if the problem could be the house mod, as the chests are normal, as for the portable auto sorter, that might be, its possible because of the way it works, it bypasses the open chest mechanics, so when I open the chest, it probably thinking its not been opened before
even though the chest has been opened many times
one thing I cant say is when it got converted,
I checked my saves, I do have a save where the bow wasn't converted
going to see if I can work my way up,
interesting, an hour difference.
got a lot of quick saves
Great mod. I'm trying to tweak the settings to create more variety in the game. What I did was make property boosts the most prevalent and increased the chance of the first change. I just realized now i need to make second changes much more rare now. Have you considered adding property debuffs and expanding the mod? I want every item to have slight differences. I don't know what they would do to performance though, that is a concern.
I'd like a save before and one after
uploaded the one before,
Thx. Slight differences would be possible for property modifiers, but not for enchantments
New version should have more enchantments with both positive and negative effects, though 😉
That's exactly what I want. It would be cool to separate property modifiers and enchantments completely. So you could have say an 80% for a property modifier positive or negative, and then a separate possibility for enchantments.
The problem with pure negative modifiers (with no benefits at all) is that there is 0 effect for using such items instead of the base versions. Combinations of positive and negative effects would be interesting, though
so yeah, openiing the chest does have a chance to change the bow
some positive and negitives on a bow would be interesting,
I guess that's effect though, it makes one iron spear better than another. But I'm envisioning one point more base damage, or two point more max damage, or a brittle weapon
but from the console, it looks like the chests in that house are fine, nothing unusual about them, so its likely a portable auto sorter issue, and the way it bypasses the opening chest mechanic,
but at least I got saves of it happening, unlike last time
and a time scale
I have no idea. Tonight I'll have some time to investigate
sure
that Dbowchanged, it seems to be random, when I tested that, the bow did change, but then tested again, it remained as a sturdy bow.
FL does random conversions. Not easy to reproduce the same bug
I can reproduce your bug. Fresh Loot thinks you never opened that container, but I don't know why yet.
FL recorded that you already opened 33K containers (including bodies)!!
but that one is not tracked, for an unknown reason
Gold weight + backpacks + very limited weight budget (except if it's in the backpack)
interesting that such data is even stored
sometimes I wonder how this game doesn't explode
yeah, openmw seems to handle that very well. I need to know which containers have been open in order to only convert their content the first time.
if you open the same chest 10 times, does it count each time separately or just as 1?
so, ugh, I guess that @magic fjord has been looting those urns
I wonder: did you change your load order during your playthrough? I've heard that it can mess up object IDs
I added a few mods on top, so maybe.
unless there is something with the house mod itself,
Alright. I'll have to check that to know if it can break FL, and if I can find a more reliable way to tag opened containers
On top: do you know if some of the added mods were placed before the abandoned flat mod in the load order?
I think its probably because I added a few mods mid playthrough, mostly QoL
will check
fresh loot is above the house mod, should I change that?
also it needs oaab, should I move that above FL?
FL position has no impact. Only mods that add objects to the world, like actors or containers
If a mod that adds objects was added before the abandoned flat, maybe the containers were given new IDs
portable auto sorter is above FL and the house mod, portable auto sorter has been updated several times, but nothing else I think would do that
@burnt cape I've been a busy guy, so yes, I loot where I can.
33K!! I didn't know I was THAT busy, I admit, I been tomb robbing, just can't help myself
and surprising that the game can track your progress like that
It's FL which tracks that info
I just did some tests, I removed one of my added mods, placed above abandoned flat, and the container id is changed!
Then changing the load order breaks FL which may convert again items in already opened containers
But I found another way to tag containers, which is resistant to changes in load order: attach an empty script to opened containers
If I change that system, FL next version won't be compatible with previous ones, you'll need a new character
New TR release soon
ASAP 😅
I just need to integrate @burnt cape 's new modifiers and maybe a new way to fix the issue you had
Doable!
I was talking about the TR release, lol
first of may, nice,
well, I can hold off from updating FL until then, and see if there is any other mods that might be worth having then do a fresh playthrough
yeah, it will be a perfect opportunity for a new playthrough with new versions of FT, NCGD and other updated mods
I've mostly downloaded QoL mods, so not sure what else to really add on top?
I looked at an economy mod, one caught my eye, but not been updated for a while, Price Balance, but its been 2 years since its been updated, and breaks with the new version of TR data,
FL 😁
damn, I don't know why I keep using "FT" instead of "FL" 😄
your finger slipped
Fresh Treasures
Use a tax mod.
https://www.nexusmods.com/morrowind/mods/54337 use this as well
these things won't "fix" late-game Morrowind completely. Not all all. However, they will slow you down and on average you will get rich at a slower rate which is good for keeping the game interesting
I think I won't use the alternative method, because other FL data rely on object IDs: container stats, list of converted items....
I'd better inform players they should not alter their load order
Ok, that probably for the best, well, at least you know what is causing the problem, "note to self, DON'T MESS WITH THE LOAD ORDER!!!!!) end of note to myself lol
Something for my Redgaurd to evade
has to pay taxes like everyone else
yeah well can't pull a baladas all the time, time to rp hlaalu properly 😄
in other words, up to no good and dont want to be found out. as a legal citizen of the empire, I could look the other way for a certain sum of money! lol
there's a weird bug where you can put an item into a chest and it turns into an enchanted item
and it seems to have issues with special characters in the name
cant screenshot the vanilla tooltip but i can assure you it looks the same
maybe something doesnt work well with the l110n, if i change modifier.lua:300+ to bypass that function the names look correct
otherwise i can maybe send you a function that fixes these utf8 errors
I know there is an OpenMW issue with l10n and Russian translations in NCGD.
I think it's the bug I'm currently tackling for the next version: If you altered your load order, object IDs can change and it breaks FL, it doesn't know anymore which containers have already been opened
hmm no it happens within the same session
Same playthrough you mean? And you did not add or remove any mod in your mod setup since you started that playthrough? Or any umo/momw-configurator update?
