#Fresh Loot
2671 messages · Page 3 of 3 (latest)
go into a room
loot container
put item in container
-> converted
immediately
That's weird, I'll check that, thx
that is strange, I started a fresh so can't reproduce, @peak berry maybe it would be worth uploading your save? might help
I cant test sadly, I think BCoM and perhaps one of two other mods changes the landscape, so when I load the save, I'm stuck in the ground.
Console: tcl
ok
Move up out of the ground and repeat tcl
I keep forgetting about toggling colision, but I still can't seem to dupe the bug
unless mym can.
if you updated BCOM midgame, then they may have changed the landscape, and it's normal to have a chance ending up in the ground
I just tried to load the save given, and had that issue, as I was seeing if I can repro the bug
I wonder if the bug could be reproded if I use CCC containers? I'm wondering the reason I can't repro it, is that the containers are owned
I need to find a container that isn't owned
could be a reason
still can't dupe, went to the abandoned flats house, put items in, opened the chest and no conversions. so not sure what is wrong, then the save is before the update, as I have updated the modlist since
i have the first and second chance modifier at 100
but youre right, it doesnt happen everywhere
where in the code is the database of containers that have been converted already?
these 2 messages get printed every time
so the container doesnt get ticked off by that variable in the else
Thx for that info and now understand what's happening: You're using a merchant container, and I don't tag them because their content need to be processed again when they are adding new items
When you put an item in that container, it's like if the merchant had new stuff. And as you set your first mod chance to 100, then your added items will always be converted
merchant items have the respawning flag though
types.Item.isRestocking(itemStack)
if you remove the item stack to replace it with an enchanted variant you're removing that restocking flag though
and my restocking mod adds the restocked items to the merchant inventory instead
Restocking ingredients and such are different from new sold weapons/armors/clothing, isn't it?
in vanilla?
no i dont think so
anything that has a restocking flag gets immediately refilled
Yeah but with equipment those are different item IDs
i dont understand
I'm not sure how equipment restocking works. If it's the item that has the flag, what happens if you buy it: The merchant will lose one restocking item? If you buy them all, then you won't ever get any new items with that merchant?
when you buy an item with the restocking flag, it gets restocked immediately as soon as you close the vendor window
but your mod will remove the flag when it replaces the item with an enchanted variant
so what will happen is that since you repeatedly re-check the containers, at some point all of the merchants stock will be enchanted, but none of them will be restocking anymore
afaik there's no way to set the restocking flag on an item
and with the complex nested leveled lists its not easy to make your own restocking system that doesn't always spawn the same item
been there 😄
thats why the equipment restocking in my mod is kinda trash and the ingredients are completely random
You mean that if I buy a restocking sword, then the merchant will instantaneously replace it with another item?
I've never experienced that. I'll have to test to improve or fix how I handle those items.
probably a database to keep track of the items that you have removed the restocking flag of
basically something similar to my restocking mod
In my experience, merchants sometimes change their stuff, even if I don't buy anything
i can add a setting to disable the functionality for equipment and ammo, so it doesnt interfer with what you're cooking up
thats impossible i think
unless you have https://www.nexusmods.com/morrowind/mods/54952 installed
maybe different savegames where you saw that?
Ok thx I'll check your mod, which I didn't install.
The next Fresh Loot version is almost ready, I have to fix that before I release.
It will be a breaking release, requiring a new game
restocking is kinda complicated i think, maybe dont rush it
my mod uses a dual database
one in the savegame
and as a backup a global db, and it always uses the one that has the most amount of items
not sure why i even have the savegame one
except for timers
maybe because of the leveled lists
i think the global db is only for ingredients
because when you uninstall the mod, save, and install it again, the restocking flags will be gone and the save won't have a db anymore
I have had a good experience with Restocking mod, although I will always be 🫢 at the effort that was required to make a proper solution.
well, I will hold off from doing a new game playhtough until then, just will continue to test and have a bit of fun in the meantime, so this breaking save event should only be a one off? as future versions should then be able to carry on where you lef off?
Yeah just once as I change many things
I think restocking is a different mechanism. Equipment comes from levelled lists that are occasionally refreshed, as I understand.
That will ease my processing. And I'll exclude restocking equipment, like arrows
do you have an eta on release? as for your other changes, sounds interesting, must be a big update
I'd say one to three days
ok I can wait for it
You can check the almost final changelog here:
https://gitlab.com/modding-openmw/fresh-loot/-/blob/main/CHANGELOG.md?ref_type=heads
I got my mostlist with tweaks done, dont think I need to add anything extra, so just fresh loot to download, then a fresh playthrough
nice
Just in case, anyone is interested, my customised extras
andoned flat
portable autosorter
CJ's Uniquely Enhanced Birthsigns
customSpellBindings
Dagoth Ur Voice Addon - ElevenAI Version
dungeon detail
fastequip
fortify_health
FreshLoot
HBFS
Imperial Magicka Regeneration
Kezymas Voices of Vvardenfell
MainQuestOverhaul - with BCoM patch
pay taxes
cant think what else to add, as that pretty much is my lot, and don't want to add more in case of conflicts
Try Mercy, Fair Care, Take Cover and Better Merchant Skill. 3 out of 4 are mym's mods
. All compatible
BMSO is already in TO, I will download the others
thanks
You last downloaded a file from this mod on 27 Apr 2025
downloaded, thanks again
all added, now set
better bars, floating healthbars, quickloot, restocking
I will check then out
@pwn @magic fjord v2.0 is almost ready, would you be ok to test it a bit before the release?
on a new game, test mode allowed
sure
v 2.0
@devout fossil maybe you could also give it a try 🙂
it's finished, feature wise, now I'd like to track potential bugs, in special situations
Happy to do so a bit later, about to head outdoors for the day. 🌞
Any particular use cases you are concerned about?
moving the load order might be one,
which the new version should track, so opened chests will remain tracked, and tagged
Playing with different types of loot:
- merchant containers
- creatures (low level skeletons should not get FL items, or few of them)
Playing with settings, check things are updated dynamically.
Check the console for errors.
Check FL items fit the loot where you found them
You can set the first modifier chance to 100%, it will accelerate most of the tests
Most changes and checks are subtle though, and the logs can help if you enable them (debug level), but that's a lot of info 🙂
will do
Yeah, I would really appreciate tests on that, but it's a bit tedious
yes, I will see what I can do
Houston we have a problem, basically I went to the fighters guild, joined the guild went to the side room where the beds and two chests are, used a lockpick to open both, but if I put anything in the chest, I can no longer open the chest
😱 thx you've been useful quicker than I thought
I think it's an easy fix though, as soon as I access my laptop...
np, will start over, grrrrrrrrr lol
fixed
going to reorder some mods now
seems to be ok,
so far, so good, will do another run, but I changed the order, and no issues, buy I will do a bit more testing to make sure
Thx so much
np
using this with portable autosorter to sort stuff into chests, no issues there either
and no errors
Fresh Loot 2.0 released!
- Breaking changes, you need a new game to play this version
- Balanced and fixed multiple modifiers, with @burnt cape's help
- New positive/negative modifiers by @burnt cape
- Ensure weakness effects are applied before other effects
- Don't convert items in containers when there is no protector around
- Reworked how wares conversions are handled, you should now be able to use a dead merchant container as a storage
- Fixed creatures not getting converted items because of wrong wealth calculations
- Updated Tamriel Data supported items to version 25.05
- Midgame changes in your load order are now supported (deep refactoring, game object ids are now properly tracked)
- Reduced saved data size in game save
- Reduced the amount of attached scripts to actors and containers
Thank you, Mym
great
it's a massive update 🙂
god dammit, ive just started a new character today 
have to stat over
guess so
havent made much progress either way
if it's early on then at least you won't lose too much progress
was it not possible to write a migration script to the new version? like converting the old database to the new format
is gameobject.id loadorder dependant?
The new version saves both the game objects and their IDs, while the old one only the IDs: how do I get all the objects?
hmm not without entering the cell :/
or iterating over world.cells
i think that would take a while though
Yeah, and that would not fix already broken saves
so the gameobject.id is load order dependant?
because you still use that on the ticked off containers
im just wondering because i use that in my restocking mod
True. If mods that add new objects are added or removed in the load order, mod below them will get me IDs
But if you saved the game objects, you can get the new ID from them and then fix your game state during onLoad
i see, gotta work on that then
Yes I use object IDs, because there is no other id to index my data, but I fix them if they changed
would it be possible to look up the corresponding mod to the first digits of the id and save the content file as plain text?
or crop the first digits of the id and ask the gameobject what content file it's from
i think i'll go this route
I did find such Lua functions
Ah yes, missed that one. But then, what would you do with it?
concat the name of the content file with the last digits of the id
i think only the first 2 digits change
at least thats how it is in skyrim
That has to be proven
But as content file names can be long and sometimes similar, you'd have to take a long part of it, or even all of it
Or compute a hash
and generated ids start with a weird suffix like ff or so, or maybe they dont even have a content file so i'd just save them with only the id
i dont think the length of the string can be an issue in lua
The size of the game save
hmm
I admit I'm unsure of the size of a game object serialization
@brave frost told me it was small IIRC 🙂
A serialized gameobject is more-or-less just the id yea.
there's a bit more there, to make sure they don't break between saves, but that's basically it.
But then how does OpenMW get the right object when the load order is changed?
As IDs are not preserved
It was my previous attempt, but the underlying key changes..
just done another quick run through, I'm not seeing any errors or problems with fresh loot, going to start a fresh char, and see how things go
got an idea how you'd hash the content file name yet?
i thought maybe some kind of base-N conversion
the content file is lower case characters, so base 26. the id is hex, so base 16. all supported characters of a lua string are probably base 60+
or combined with a hashing algorithm where you convert the result to base60
I did not try, and I don't think it's a good idea to hack the system, while we have a reliable approach that also allows you to access the full object.
well you have the game object when you need it 😄
but maybe a number would be more memory sensitive than a string
It definitely would. It's a compromise I suppose
Fresh Loot 2.0.1 released!
- Updated items added by Wares Ultimate 2.1 from Tamriel Data 25.05
great will install
Is it now dependent on wares and latest tamriel data? Or still functional without wares and earlier version of tamriel data
it will detect them, if they aren't present, then no, not sure about wares mind, but TR data is optional
So may or may not depend on wares ultimate is the verdict?
Just want to make sure. Srry
is wares ulimate meant to show up in the loaded item list or not? as I do have that installed, but fresh loot isn't picking it up, and got the latest version of TR data I think
its probably optional
Not dependent, it just already knows the convertible items. Otherwise Fresh Loot learns by itself
Thank you for the hardwork, Mym. Greatly appreciated
Fresh Loot v2.0.2 released!
- Fixed property modifier descriptions not updated to v2.0
- Updated Ruffin Vangarr's levelled item list (8 mods supported)
@rustic estuary just a question when you say it detects ulitmate wares, it doesn't list it in the loaded item list section, while TR data is there, and boots for beasts is there. I do have wares installed, but its not decting it, unless that is intentional?
wares ulitmate, is that what you mean? https://www.nexusmods.com/morrowind/mods/52013
Actually, FL uses Wares to detect more items, but wares doesn't provide items on its own, it just references items in other mods
Fresh Loot 2.0.3 released!
- Improved the evaluation of whether protectors see the loot or not (handle doors)
- Fixed a harmless Lua error when analysing doors while there are no doors
- Fixed crowd factor wrongly applied to containers protected by passive actors
- Fixed container's loot level sometimes above their owner's level
- Don't convert items when the container's owner level is unknown
Hey mym, how exactly do fresh loot's items get defined? Could I maybe provide my own item definitions somehow and still use the script?
Fresh Loot converts non magic, non scripted items that appear in levelled lists by either adding them enchantments or altering their base properties.
I apply modifiers to items. I have a list of modifier definitions from which I randomly pick one among those compatible with the current item
You can add more modifiers or just locally replace modifiers with your own
I think @brave frost might have some fun there
Oh and I forgot the last step: Once you define your modifiers, you have to generate the omwaddon with build.sh, which requires the official lua bin and bash
expect to see new modifiers soon
Thank you, Mym for the update
uhhhhh
Hm. These are super generic already. Wow.
I really wanna make a dedicated generator for this 😅 But looking the modifiers over i'm not convinced I actually even need any of my own
Most of them are generic yeah.
Perfect if FL already fits your needs
Fresh Loot 2.0.4 released!
- Fixed 2 Lua errors when opening some containers
a dedicated generator sounds interesting. lets hope its a reality
What do you mean?
Did you upload the new version on the nexus? It still shows the old one.
Seems like it takes time
It's there
I’ve made many such applications and sure wouldn’t mind making one again. I can’t quite untangle FL’s build system. But once I looked at the recipes for long enough I figured even if I didn’t quite understand what it was doing, it definitely seemed to be close enough that I didn’t care.
I’ll look into it at some point.
Fresh Loot 2.1 released!
- Track NPC levels to allow converting items they own in cells where those NPC are not present
- For owned containers (by NPCs or factions), estimate the owner level on container open, rather than on cell loading, to improve the loot level estimation thanks to more gathered statistics
Fresh Loot 2.1.1 released!
- Don't convert items in scripted containers
- Use item record ids (in addition to item ids) to ensure that learned new valid items come from levelled lists
Thx!
You really maintain your mods, I wish I cared as much about my hobby
I hate bugs, and I'm a bit of a perfectionist
If I think the mod is over and there is no bug report, then I leave it as is, like with Better Merchants Skills and Take Cover
Always enjoyed your mods, every mod you made adds something I wish the original game had
Thx. I love gameplay 🙂
I still have a big todo list, also well fed by @burnt cape 😅
Well someone needs to keep you busy
Yeah, like my wife and my kids 😅
Fresh Loot 2.1.2 released!
- Fixed a few generated enchantments missing in the addon
Hey @rustic estuary, I just noticed that items that I leave in containers in my player home (https://www.nexusmods.com/morrowind/mods/53305) get randomly enchanted and I'm guessing the culprit is freshloot. What can be done about this? Also I'm not sure if this is happening only in the mod above or in every player home. I'm using fresh loot 2.1.2.
The one in the picture was a normal scythe when I placed it there
Arf... that bug is supposed to be fixed with Fresh Loot v2 and then in v2.1.1
could you please send me a game save?
Would it matter that I placed the scythe in the container before I was using 2.1.2
I started playing with 2.0 If i remember correctly
maybe, because before 2.1.1, FL did not exclude scripted containers, which can produce that bug
here's a save just in case(but its heavily modded)
I could try looting everything from the container and putting it back, it might refresh the logic if it even works like that
now you use v2.1.2, could you do a test:
- set "first mod chance" to 100% in the settings page
- put regular non-magic items in your container
- see if FL converts them
I'll give it a try, sec
It didn't convert it, I also exited the cell and waited 24 hours just in case. Looks like the enchanted items happened before I updated to 2.1.2
so it should be all good. If I notice any new enchanted items that weren't there before ill let you know
thx for testing!
tracking already opened containers can be tricky
I hope now it's fully covered
this mod is fun. i was wondering what's the best way to find good loot? doing dungeons?
make sure your a decent level, but yes, doing dungeons is a good way, plus killing NPCs is another if they are of a decent level
cool
loot quality mostly depends on the level of who protects it
you can pickup a lot of loot this way, and very varied as well, including constent effect items
is there a way to tell what level enemies are?
using the console yes
but the idea is: the strongest the enemy, the higher his level
ok
what's the best item you guys have found?
I haven't played a real playthrough since I created that mod 😅
found some nice items, but that was in my one day modernisation playthrough, some items with constant effect, one with feather, can't remember the list.
if you got an interface mod, like show me everything, that tells you the level
I think its included in all modlists now, not sure
it's not
your right, its only included in 3 modlists User Interface: Added SME - Useful Widgets - Actor Info - Health Bar - Hit Chance to Total Overhaul, Graphics Overhaul, and One Day Morrowind Modernization my misrake
You might like Floating Healthbars for this
Wait, so Fresh Loot comes with SME?
Or does SME interface well with Fresh Loot
It doesn't. Different mod, different authors
I was smoking crack myb, so does SME tell you something about items you get from Fresh Loot?
Not possible, only FL knows
only mentioned SME as it also shows enemies levels,
maybe luck could increase your item chance?
FWIW, this was discussed and dismissed previously in this thread. The thought was that it would lead to degenerate gameplay.
luck is a fun attribute though
I think the bogeyman was the idea of people assembling "luck suits" from FL gear to exploit any luck bonus, but in the end I completely agreed with mym about forgoing a luck bonus for loots.
Dude, that’s the greatest thing I’ve ever heard. It fits so perfectly into the idea of Morrowind. It also would mean that you sacrifice all enchantments on your gear in order to try and get the best RPG loot, a worthwhile but weighty tradeoff. This should definitely be a setting, so that if you want to, you can play this way.
Pair it with Petr's Fast Equip and you will be in Fresh Loot exploiting heaven! Or, you could just skip all that and change the probabilities in the script options.
We discarded the idea because of:
- the weird exploiting behaviors it could imply, as @devout fossil said
- but also because there is no realistic reason why the player stats could change actors equipment
- and finally we would get the opposite effect of luck when enemies would get stronger thanks to your luck
- TES is Exploits. Morrowind is Exploits, plain and simple, and some of the "exploits" and "cheese" are actually dev known and intended. There's nothing weird about exploits, they fit into the game design. 2. Remember, Luck affects ALL your actions in a small way. I see no reason why this couldn't include loot drops, especially since that's typical rpg behavior, same as enemies spawning with better and more expensive gear (ebony, glass,daedric) when you get to a higher level in every TES game since Daggerfall. 3. Getting to fight bigger bads to drop even better badder loot is what an RPG player considers luck. Enchanted equipment is fun not because you need it to fight harder and harder enemies, but because they facilitate weird specific builds and RP. The Mages in Skyrim are panned because they get a magicka bonus, spell damage bonus, and can regen magicka while casting spells, making them incredibly difficult to fight, with no upside for killing them, since you can't equip their Todd given bonuses to your character. However, taking down a tough enemy who was tough because of their gear and then getting said gear is the epitomy of good game design. You seem to have the sentiment of both wanting the game to be exploit proof and thus difficult, but then you want balance in that the enemies shouldn't be too difficult. You have two competing sentiments, and in my opinion letting either one win rather than trying to compromise between them would be the best thing.
- I don't agree on game exploits: IMHO any modder should help players to refrain from using exploits, because once you cheese the game becomes boring
- Luck affect all your actions, not other's actions. If I fortify my luck I don't want my enemies around to suddenly get better equipment. Or the opposite, if they drain my luck, they don't want to see their equipment replaced by items of a lower quality. Doesn't make sense.
- Tougher enemies already get better equipment by design. Fresh Loot uses actor's levels to define their improved items.
- This is only an issue for people with poor self control. You should trust that players are capable of understanding that they’ll ruin the game by rendering everything easy. But again, it wouldn’t break the game because you would need to devote significant resources to making an outfit to gain one thing.
- You are the only one that matters in the world. You’re the prisoner, everyone else is an npc. They’re nothing more than actions to your CHIM. You may not want extreme swings in enemy item quality, but this is exactly the thing TES players would want. I think leaving the luck based loot as a setting is a good compromise.
- Again, the best luck an Elder Scrolls gamer can have is facing off a tough enemy that has random gimmicks. Eventually fighting Daedra with hundreds of thousands of septims worth of gear gets boring. Having a potential for Diablo loot from tough enemies makes this game play loop fresh again.
I see no reason that leaving this as a toggleable setting would cause any problems, unless it’s too difficult of a task for you to mod something like this.
I think I get your points. You seem to only consider gameplay here. That luck feature degrades the realism (roleplay) , which I see as immersion-breaking, and I know that many TES players hate immersion breaking stuff. You make the assumption that every TES player has the same gameplay-only profile but it's not true.
I'm not against adding such a feature though, because as you efficiently explained it will please many players.
I'd need to answer a couple of questions first:
- how the FL chance evolve based on the player's luck
- 40 -> 0% chance
- 50 -> 2, 5, 10% bonus?
- 20 -> malus?
- does the chance evolve linearly or in a curved shape?
- what setting to tune the evolution?
- which items are concerned?
- in containers
- in inventories
- for already equipped items
- when those items should be upgraded/downgraded?
- dynamically for every fortification/drain/damage effects
- only on cell loading to prevent changes during a combat
- on player level up, if the scaling setting is enabled
So you are absolutely right that immersion is just as important as gameplay, and I believe those two should go hand in hand. Anything, even objectively good game design should also have excellent lore backing it up, and I think TES in general is excellent at this kind of thing which is why, as you pointed out, players love the franchise. I don’t think I got this across very well, because I was actually arguing that luck as affecting loot drops as I want, I think, is VERY immersive. In general, the hero/prisoner of every TES game is the personification of luck because they’re a prophesied hero. Nerevarine and H o Kvatch having their execution stayed by literally the emperor, and the Dovakiin being ironically saved by Alduin. The latter is the best example, as it is literally a deus ex machina, which makes sense given the theme of the Elder Scrolls games is that the hero is prophesized in victory by the titular elder scrolls. But in terms of actual luck stat in game being immersive, look no further than one of the funniest and most beloved boss fights/easter eggs in the game, Gaenor of Tribunal, who has 770 luck, who is able to get a full set of Ebony gear with 100% reflect within 3 days after being a pauper. I think this is some solid evidence towards players finding luck to be immersive. But none of this matters next to the practical application of luck to the mod as you point out.
In terms of practicality, I can only really help with how luck should scale to loot drops, and to that I think you rightly state that the base luck of 40 should be our starting point at 0, but as to what the ending should be, I think that the luck suit idea is hilarious and gives a good idea of what the theoretical maximum luck benefit should top out at, as allowing players access to gear that scales infinitely to luck would actually be game breaking, literally, as an alchemy boosted player might actually crash the game with gear with that many enchants. So considering the highest enchant capacity for each armor piece and clothing, I think the you could get 340 luck. I think the scale should be exponential, until 340, where further luck is only logarithmic in providing greater gear, that way the luck gained from the Natural Growth mod or other mods could still provide a sense of forward momentum, but not become overpowered. In terms of everything else, I honestly don’t know, I leave that to your discretion as it seems it would be hard to code honestly.
Thx for the detailed explanation.
I'd say that luck affecting containers is somehow immersive, but not really when affecting actor's equipment.
By immersive, I mean coherent regarding luck affecting others, as I explained above.
Same goes for owned containers, which is not realistic, but somehow acceptable I suppose.
I don't want commoners starting to get incredible items just because the player put his special suit.
Fortunately I already have a limit on actors' wealth: They cannot get too many or too expensive converted items.
I like to think of it this way. The central theme of TES, more than most RPGs, is your Hero going on a classic Hero’s journey, as archetypal as Gilgamesh, Hercules, Arthur or Sigurd. You are the Dreamer, the CHIMed one. And just as each of these heroes gained their equipment from a great deed or even from the enemies they slew, it would be more immersive and fun if you gained good loot off of enemies. We’ve all been incredibly annoyed when after a difficult boss fight, the boss gets added to our team or unlocks as a playable character and is completely nerfed. In the same vein, the fight should reflect the reward linearly, which is why I’m so insistent on the idea that the enemies you fight are the ones who carry the incredibly powerful gear, rather than it just being a boring chance encounter. The closer the experience is to making the player feel like a prophesized hero with heroic rewards like the aegis, Mjolnir, the Hydra tipped arrows, the better it will be. Even Arthur had a confluence of events leading to the pulling of Excalibur, which is what we want, rather than just finding an op piece of gear in some crate in Balmora.
"Morrowind is Exploits" is something so contrarian to the general philosophy of @rustic estuary 's mods that I'm surprised it's used as an argument here. Morrowind has Exploits and this is something that everyone will agree on, but it certainly doesn't revolve around them. In fact, many mods try to limit exploits which tells you sth. Anyway, promoting gameplay loop like so-I-will-boost-my-luck-before-opening-a-container is hardly peak design and frankly if people know about this and like to play optimally it may get a bit tiresome as well. I will also note that Luck doesn't affect loot in either Morrowind or Oblivion, while Skyrim doesn't even have Luck (I guess that the grand process of Toddification eventually led to this
). I can certainly see how the general idea of Luck affecting loot is appealing, but let's not pretend that it's inherent to Morrowind's philosophy or even TES philosophy in general, as Luck didn't affect loot even back in Daggerfall (I checked). However, player opinions and playstyles differ a lot, so I won't deny that some people may find the general idea of Luck affecting loot appealing. It will always be hard to get the numbers right here. Make the Luck impact too big and you punish players who play with standard Luck. Make the Luck impact too small and it will be unimportant unless you get Gaenor levels or sth. In practice it will lead to an easier game as the players will be a bit more Luck-conscious and you will get better loot on average even without using some exploit methods. Whenever somebody proposes an idea that makes the game easier while the game isn't hard to begin with, my first question is whether it's worth implementing this, so that's for mym to decide. As for requests - if this gets implemented, make it optional of course, and turn it off by default.
" In the same vein, the fight should reflect the reward linearly, which is why I’m so insistent on the idea that the enemies you fight are the ones who carry the incredibly powerful gear, rather than it just being a boring chance encounter." - this isn't what Luck would do at all. Luck is about random chance, not about linearity. You are pretty much writing about loot type/quality based on enemy's strength and this is already sth which Morrowind does to a large degree in Vanilla. FL already does it as well when it comes to FL loot as you get higher chance of getting better FL loot when facing high level enemies. The only thing that Luck would do is to increase that chance further. I will also note that since every character starts with 40 Luck and it's assumed to be a "base" state for potential FL purposes with 0% boost, you can never be unlucky, only lucky. I don't think it's particularly immersive or RPG-like tbh, as other attributes have much more variation during chargen alone.
I don’t think you get, it’s not lucky that you get loot
It’s lucky that you get to encounter an enemy who has a hilariously broken piece of equipment, that you not only get the joy of being able to battle against, but you also get to claim it as a reward afterward.
"In general, the hero/prisoner of every TES game is the personification of luck because they’re a prophesied hero." - one of the fun aspects about Morrowind is that it leaves that thing open to interpretation. One of the interpretations of Morrowind's main quest is that you can embrace Neverar's legacy even if the prophecy was just Azura's tool of getting potential champions to do her thing. All those False Incarnates? They were getting the dreams as well et al. You can also do it all just for power and play the opportunist. You can ignore the prophecy entirely. You can ignore the MQ as well and it's more immersive than in Oblivion or Skyrim beacuse the game doesn't shove the MQ in your face. Anyway, all this, while fun, has nothing to do with this mod 😅
It’s a delightfully elegant gameplay loop, that combines the inherent luck of being a protagonist and chosen one, with a risk and a reward. It’s so mythopoetic it makes me want to cry.
This is one of the most misunderstood parts of Morrowind lore, because most of the in game books and actual story elements point to the idea that we are the chosen one. None of the false incarnates survive putting on Moon and Star, and the Emperor sees our face in his prophecies, not to mention the fact that the Daedric princes even give us the time of day. You’re also forgetting the titular main objects of the series, the Elder Scrolls. I don’t understand why in a world of magic and auguries that people refuse to believe the simplest explanation, the Nerevarine really is chosen reincarnation, a soul taken from one body to another.
you are simplifying one of the most interesting aspects of the game's MQ for your own purposes IMO
btw I'm wondering what kind of a chosen one I am if I throw the package to sea and go adventuring, ignoring all the MQ which is totally possible. But again, it's pure off-topic.
thx for your point of view, I feel closer to your vision of MW and luck
I'll think again about that feature, after my current work on NCGDMW
I’m really not, you’re ignoring the majority of the world’s lore in order to try and fit a theme that is the opposite of the theme of the series. I assume this is due to the popularity of games like Kenshi, Elden Ring, and newer games where the theme of the unprophesized hero are more of the vogue. The name of the series is the Elder Scrolls, to try and fit these games to the newer trend of games is in bad faith. The games are about prophecy, and I understand why people don’t like that idea. But I have to wonder, what drew you to TES if it wasn’t for what makes the game series famous, its famous bugginess and hilarious exploits, and its very prosaic and classic heroes, which are counter to both new story telling practices and your own personal tastes.
Sorry, I don't want to flood this thread with clearly OT conversation 🙂
probably my best item so far
Nice, how'd you get it.
tbh i forgot where i found this piece. but i noticed i've been finding a lot of nice stuff when breaking into rich people's houses and checking their wardrobes.
LMAOOOOOOO
naughty, but yeah, nice item
Great item indeed!
What are the levels of the 2 modifiers?
3 and 4
thx. Do you think the item is OK or OP? 🙂
relative to other items from this mod it's not that op but this mod as a whole is pretty op lol
That was not my intention 😅 Maybe I should re-balance the modifiers' magnitude
The question of OP depends on where you got the item though
getting good loot from combat encounters feels fair. but finding it in some guys wardrobe doesn't imo.
not that i'm complaining, i think it's fun
I am enjoying it on my new run
Please give me feedback on balance once we've found some items
I don’t think anything has been unbalanced so far, but I’ve gotten a few constant effect ones….i will have to dive and look at them closely to see if too OP. IIRC they were like skill ones or night eye so that’s less crazy
I did add low constant effects available in early game, because it's exciting without being OP, I hope
It is really exciting!
i got a ring that increases my Magicka by 0.5x
by killing the Ienith bros and looking into their chest
every single item was enchanted
good shit 
huge
damn bro you're getting community engagement every day, what am i doing wrong with my mods? (jealous)
I’m trying to be better about giving feedback than just liking a mod lot or brushing past issues in a vacuum lol
Def putting this in my customisation folder.
its a great mod, and highly recommended
funny bug: when you get arrested and your stuff gets put in the evidence chest, it will get enchanted
dont fix that, lol
seems obvious that the evidence chest should be excluded, so I assume that @rustic estuary will patch that up quickly 😆
just I thought getting arrested might be a good idea
Fresh Loot 2.1.4 released!
- Prevent conversion of items in jail's containers (stolen goods)
thx for the report
my first level 5 modifier. too bad i don't use marksman or destruction.
nice item
Indeed. Where did you find it @muted sage ?
somewhere in the new tamriel rebuilt area. high level cave with bandits.
The finest common robe I've ever seen 😁
after the last update I get lua errors like these for different magic effects when I try to talk to an npc, this happens seemingly at random. it wont allow me to talk to the npc and will keep generating these errors when I press E on them, only going away when I disable and reenable freshloot
it seems you updated FL from v1.X to 2.X which is explicitly not possible mid-game
What's recommended place in loading order for this mod? I keep it low because it seems to overwrite Bound Balance spear, but I'm not sure if it's not overwritten by others now.
Load order should not be important
the omwaddon only adds custom enchants and I haven't heard any issue with the omwscripts place in the load order
this is mostly a problem with self-control and not so much a bug, but it's possible to repeatedly regenerate loot in locked containers if you save and reload
Yeah, I cannot really change that. I apply random modifiers on randomly picked levelled items: It's not easy to ensure the same modifiers as the items change each time
I could do something on unlevelled items maybe
but I think it's not related to locked containers
This is gonna score me some friends for sure ❤️
very nice
But I gotta admit, even though I felt the mod will be nice judging from description, it actually feels aaaaamazing, gives exactly that what was missing from me in Morrowind, which I love, these tiny little rewards here and there with a hope for a big one someday, like in Diablo
Fresh Loot is compatible with Wares Ultimate?
yes
Fresh Loot 2.1.5 released!
- Fixed error when opening containers after adding valid items to those which had no valid items before
I'm getting this error in the log in a particular bit of wilderness in PC. Battle music plays and the game crashes.
[14:12:09.409 E] Error in frame: Enchantment '"FreshLoot_fortifyattribute-personality-onUse_2"' not found
Hmmm... the game still crashes even with freshloot disabled
Think this was an issue with three PC NPCs (PC_m1_O_JynaTeinus, PC_m1_O_TrivisBrado, and PC_m1_O_DroShada) . Once all three are dead my game stops crashing. ToggleAI allowed me to sethealth 0 them.
Strange thing is, can't search their corpses 🤔
Can take a look in the log if you'd like, but that's it "fixed". Wonder what happened? 🙂
It seems that you updated Fresh Loot mid game from v1.X to 2.X which is not possible, sorry
Ah, yup that’s what I’ve done. Thanks I’ll know not to update again until I’m done with this char
hey mym, i figure you must know the answer to this: there's currently no way to see whether an unresolved container has levelled items in it, right?
Yeah I didn't find a way to do it. I had to track the items before the resolving, then resolve the container and deduce the leveled items
thanks for confirming. i just spent a while looking for it in the readthedocs and came up with nothing. but i remembered your mod, so i guessed you had come up with some way to work around it. i hope someone makes a MR to expose levelled items to lua soon.
They could expose the leveled lists, but the leveled items are randomly picked when you access the container
right, sorry, that's what i meant. TR currently has a mwse-lua custom magic effect which re-weights the chances of each possible item in a leveled list when a container is resolved, so that you get more valuable loot on average. i was looking into whether it was possible to do something similar in openmw-lua. your modifiers approach works without needing access to the specific list of items that the chest could have contained, which is smart
Indeed, the base item types chance don't change, but I have a control over the modifiers quality
I just saw that comment, and then I checked FL modifiers, but that's not supposed to happen. The modifier that adds "command humanoid" will produce at its max level 5: 10-20 for 30s.
@golden holly do you still have a game save with that item? What FL version were you using?
I needed my modifier description list to be available from both OpenMW Lua and CLI Lua, that's why I had to mock some OpenMW files
Then I just iterate over the modifiers descriptions and construct the delta plugin YAML file from templates
@brave frost
can you add a setting to use the price balance value formula?
https://www.nexusmods.com/morrowind/mods/45529
or maybe my tes3mpPriceBalance formula:
local new_value = value ^ 0.73 * 2 --some simple formula, but too low in the low end
local weird_log = value/(MAX((LOG10(value )-1.6),1)^1.9) --log based formula, very high low end but also pretty high high end
return ( (LOG10(value)-1.2)*new_value + (7-(LOG10(value)-1.2))*weird_log )/7 -- mix both formulas together
end```
wtf?
Use a price formula for what part of FL?
You cannot update midgame from v1.X to 2.X
i thought it increased the item prices when it adds the enchantments
Indeed. But I just add a small amount, proportional to the modifier and its level
I start from the item value and add a small computed value
So if you have Price Balance, it will be the base price from which I start
They can, but I don't want to unbalance the game because of FL
idk, if it doesnt increase the item value from 200 to 5000 its fine
Never, I think
But, FL can add a great enchantment to a basic dagger if it's protected by high level enemies + locks/traps... In such a case the dagger price will be greatly increased
Yeah sorry, v2.0 required deep changes
Your two usernames and dyslexia are a hell of a mix 😂
Fresh Loot 2.2 released!
- Added interoperability with Protected Beasts (version 1.2 and above)
- Supports all beast armors handled by Protected Beasts and its compatible mods
- Allow the burden on strike modifier on projectiles
- Can be updated mid-game
Protected Beasts 1.2 is not out yet, but it will within a week or 2 I hope
1.x can now finally be updated to this?
Sorry no new version will allow that
Fresh Loot 2.3 released!
- Improved adjacent exterior cells processing for equipped items
- Fixed actors spawned in adjacent cells having their equipment processed too late
- Fixed actors' wealth from owned containers computed too late, after converting their equipped items
- When entering a new cell, randomly distribute the equipment processing over time to reduce potential lags
- Improved the refresh of converted items when related settings are changed
- Can be updated mid-game
Fresh Loot 2.4 released!
- Stop converting items in merchant's containers as it breaks the automatic refresh of levelled lists
- Don't convert unlevelled items in actors' inventories as it's rare and can convert recovered projectiles
- Improved the setting page layout
- Small performance improvements, bug fixes, and code simplifications
- New setting to control the modifier level reduction for weapons converted thanks to the second chance setting
- Improved creatures' wealth settings, please reset the Misc setting section to get the new defaults
- Can be updated mid-game
Wow, thank you, Mym
Looks like a solid update with important behind the scenes improvements. Good call on no unlevelled loot conversion. For mod purposes, such stuff is like hand-placed objects, so it's best to leave it untouched.
Fresh Loot 2.5 released!
- New approach to process containers and actors around the player (to work with the progressive navigation mesh generation)
- Fixed randomly undetected container protectors for distant containers
- Fixed item conversion errors when disabling wealth limits
- Fixed settings disabled after game loading
- Updated Protected Beasts compatibility for its upcoming release
- Optimized the code for OpenMW 0.50 dev builds
- Small fixes and improvements
- Can be updated mid-game
My friend, I'm not sure if this is helpful but I did load an older test save
Global[scripts/fresh-loot/global.lua] callTimer failed: Callback 'FreshLoot_checkEquipment@0x513' doesn't exist
[10:38:51.950 E] Global[scripts/fresh-loot/global.lua] callTimer failed: Callback 'FreshLoot_checkEquipment0x57000181' doesn't exist
this is not major, but weird, as such callbacks are supposed to be saved in your game save and be available when you load your game
the only impact is one npc or creature not having his items converted
No problem at all brother
The new version of Protected Beasts is out, with my FL interop and optimizations.
Now if you're a beast race and want to equip a compatible helmet or boots that has been converted by FL, then it will be automatically replaced with the beast version, while preserving FL modifiers.
However the beast equipment action is broken on OpenMW 0.50. It may be fixed in the future by OpenMW's devs.
So stoked to see the interops happening!
I just created an issue on OpenMW's tracker: https://gitlab.com/OpenMW/openmw/-/issues/8675
Is this from fresh loot? I didn't expect items this op from level 16 bandits💀
Loot quality is depending on many fairly-well-balanced factors, see docs
Howling/fencing does seems strong, but it is certainly offset by debuffs
Also found a 10% sanctuary and 20 night eye in the same cave haha. Not gonna lie is a bit of a deal breaker to me, will probably have to install HBFS
Well yeah the de buffs kinda balances out
You might check the options of FL first, as all of this is configurable. i just made drops much rarer, but you can tune just how much each factor affects loot quality, even though mym hates options 😉
even vanilla is a bit of a dealbreaker to me without HBFS
HBFS and 100% difficulty are musts for this vet
Morrowind isn't really a shining example of balance
Now that you say it, I don't think I've checked the options for fresh loot, should've done that first
I thought that mdmd and beware the sixth house were gonna be enough but I'm on the mainland, those doesn't apply here
Mdmd?
i use MDMD with HBFS
More deadly Morrowind denizens. Makes like 200 npcs way harder, but just on Vvardenfell
HBFS also highly-tunable. No experience with MDMD here 🤷♂️
the NPCs get new spells and stuff, so you have to change your whole strategy, it becomes much harder to cheese them
I installed HBFS once, but it was waaaaay too hard at level 1. Maybe I had to power through that and it would become more bearable later on
i also use Mercy on top of HBFS and MDMD, for a real challenge
so the AI will duck and cover
To me it is extremely fun to fear Balmora FG rats, YMMV
Oh yes I, too, would never forego Mercy. ❤️ the mym suite
I'm not super good at Morrowind combat so maybe all of those together are too much for me haha, but I'll give HBFS another try
i want my playthroughs to be as painful as possible
i even have Devilish Needs and other stuff
lately i've been thinking about doing starts where all my skills are like at 5 or 10
Nah, I like a middle ground, I hate cheesing everything and one hitting every enemy like they're rats, but also I don't enjoy being killed 30 times in a row by a random bandit
I'm a huge fan, only way I can feel good about using Moonlight: https://www.nexusmods.com/morrowind/mods/52456 , which is OP af
thanks for the recommendation, i grabbed it and will try it next playthrough
Granted, CRAP is attribute nerfs instead of skill, but it got me there. Really makes one focus on char design! Fun to mix with NCGDMW at maximum attribute impact from starting skills! Can get into the teens for attributes, easily. Really changes the game and adds difficulty in a way I love. Plus now your mage is actually frail amd slow as hell, your armored fighter is clumsy and dumb, your thief sucks at spells, etc. Punishes middling and everyman builds via vanilla training limits.
TLDR; NCGDMW at max attribute impact from starting skills + CRAP is 👌
NCGD+CRAP is also
for char design jollies with the 4.0+ NCGDMW skill->attribute impacts 😊
Wrong channel, sry
yeah, it's exactly what i was looking for, i'm just looking for various ways to make things harder on myself
NCGDMW is amazing also
i set big skill decay and other stuff like that
Look at https://discord.com/channels/260439894298460160/1343504949589442641 and let's please take further discussion to there or #general
Yes, NCGDMW under mym's care has become a very flexible tool for most things character!
It's surprising to get 2 modifiers level 5 with enemies level 16: Level 5 modifiers best chance to appear is from level 50 enemies
was it in their inventory?
or in containers around? Did containers had any locks or traps?
I just checked and you have around 0.11 % chance to get a modifier level 5 with enemies level 16, and thus 0.00012% chance to get 2 modifiers (provided you get a second modifier)
The base type, ebony sword, is not selected by FL, it was there or picked from a levelled list by OpenMW
Container with high level lock, 80 I think. It was a cave in the armun Ashlands in tamriel rebuilt, don't remember the name but I'll check tomorrow
Sorry the boss closest to the chest was level 17, the other bandits were 9-16
Now that you say it, I don't think I've checked the options for fresh loot, should've done that first
Looks like a pretty lucky roll, either way
could you give me the area name (or cell name, cell id...)
Issarbaddon is a cavern home to a sizable bandit gang raiding caravans near Arvud.
To reach it, leave Arvud via its northern entrance, and then go directly northwest into the wilderness, up the slope. The cave is at the ridge's crest.
Garvs Adram at the entrance carries the key to unlock the door to the cavern, and may be persuaded to give it ...
Seems strange to get this from a lvl 16 NPC. That combo with demoralize is very strong. Very lucky, maybe even too much, haha. I'm glad that the fencing modifier is working, at least. The intention was to make it suitable for duelist characters who don't rely on shields.
Yep, seems like I got the "shiny Pokemon" of fresh loot hahaha
I don't seem to be able to delete this, sorry if it seemed snippy
It's fine, I couldve avoided the op item if I had set the "end game loot" to a higher level haha
Do you use default values?
Yep, as I said, I never checked the mod settings until I got this op item today haha
Ok. Then it is definitely of interest RE: balance ;).
^ Way more apt than my suggestion to nerf probabilities/levels in settings
If it actually was a super lucky roll, then I guess is fine
If drops don't continue to seem so strong for you in this playthrough, that would illuminate
...just to rule out/in the chance of a lucky roll, but the leveling of any such rare roll may still need a tweak. I admit that I nerfed chances and levels fairly early in my play of this mod
Thx, I'll go there to check how FL computes the modifier levels
Yeah, personal tuning is always possible, but defaults should be appropriate for a typical playthrough.
I was way off base
There's like a million containers in that cave, I also got a 100 feather constant effect item, other item with 10% sanctuary, and a 20 night eye+8 mercantile item.
All CE
I came out of that cave like 60% more OP/rich than when I entered 🤣
Well, nothing here seems OP except maybe the fact that you got so many items at the same time 😄
Yes, those other items weren't as Op, but the amount of them was
That's why I only pointed out the sword
What level was the character you played, I wonder
I'm level 15 I think
there is also a crowd factor that impacts the modifier levels and the chances to find items
the player level has no impact by default
Perhaps an edge case in TR dungeon design
The only thing of note about that cave is the number of NPCs so that may have some impact
They aren't very high lvl, though. More like mid-lvl
And the fact that there's like 50 barrels there doesn't have impact? I mean I know nothing of how the mod works but logic tells me that more containers=more chances of loot
Proximity
well, yes, the more containers the are, the more chance of finding something. This is always true. However, it's rather common to find many containers in caves. Most of them don't have anything substantial 😄
locked and trapped containers have higher chance of getting sth from FL
the combination of locked + trapped + guarded by enemies give the best chance of finding sth good
but the sword you got - a very strong item - was from an enemy, right?
not from a container
Nope, locked+trapped high level lock, I can't remember exactly but it was at least a 70 lock
Lock/trap strength boost to FL is hard to balance across archetypes, perhaps
There comes a point in any playthrough where 100pt unlock scrolls drop like candy, but prior to that...
Also, ability to take a trap on the chin varies widely with race/class/birthsign
Amen! But...how much better??
what is interesting here is the combination of 2 very high lvl effects
as this sword is not just 1 effect
it's a combo of 2 strong ones
Yessir, never had something like that before I self-nerfed via settings, despite many rolls...well maybe, actually. I defs felt like I needed to nerf
For me it is as fluid as modern genders, the eternal battle between buff and nerf mods
But I can observe with a heart full of love that FL did feel to me to be more on the buff side of things, out of the box
The bonuses are purely additive, after all
well, this mod is about giving the player new interesting items, so while you won't get more stuff per se (FL doesn't create new items, only modify existing ones), you will end up seeing more enchanted loot overall. If the enemy is using the item, then that increases the challenge as well as the reward. If the item is in a container, then it's only a bonus.
Indeed. And I am in love with the character differentiation that early items with diverse enchants definitely encourage
The guy in the Ebonheart under-cave is way tougher, always, as a good example. Maybe Ursos' PC is enough over-equipped to make such loot-gaining trivial
Or that user just knows the strats
I seem to remember decimating or near-decimating the loot chance after some testing, could confirm perhaps tomorow or after at my PC
Then again, I seem to be one of the masochists alluded to in #general 😂
I just got to the Lair part, and FL estimates the loot level of containers to 11-12
which is low and should not produce such high level modifiers
do you have a game save from before opening those containers?
BTW I just noticed that in the first part (cell) of that place, containers belong to the boss who is in the lair part: FL doesn't know the boss yet, and without his level it cannot generate items.
Maybe, when the player did not met the owner yet, FL could just forget about the owner level and only use enemies around containers
@burnt cape do you think it would be balanced that way?
Sounds like a technical thing, i.e. a workaround. Don't see anything wrong with the concept itself. It doesn't explain this case, though. If anything, the player could have a chance to find more FL items.
Yeah, unrelated, but testing the bug made me realize this other thing
I found the boss' container, estimated to loot level 28 because boss level 17 + 10 (lock 100) + 1 (low level trap)
a loot level 28 has 1.2% chance to generate a level 5 modifier, and less than 0.014% chance to generate 2 level 5 modifiers: Still highly unlikely
I got modifiers level 3 and 4
Seems like a fluke. I'm not sure the current approach to double high lvl effects is right, though, and that seems to be the problem here. Perhaps they should appear only in more exceptional circumstances. Lvl 17 enemy and 100 lock is not exceptional. It's mid-high. That 0.014% chance here may be muddling the balance because flukes happen. It should feel more deserved.
"double high lvl effects"?
The sword which was found has 2 high lvl modifiers
Not just 1
Doesn't have to be a bug if you calculated the chance as 0.014%
Just highely unlikely
Maybe undeserved, though, as 17 lvl guardian and 100 lock is not sth that warrants two lvl 5 effects in 1 item
That's what I'm saying
Two lvl 5 effects item is basically the strongest thing you can get via FL
I agree it's undeserved, and I wonder if I missed something, because 0.014% is very low. It's actually 0.0036 if we include the 25% chance to get a second modifier
Yeah but maybe the 0.014% shouldn't even be there in this case. Somebody will find it. It's not 0.
hmmm I had thoughts on that in the past
maybe I should reduce the chances to get higher modifiers, so you only get the relevant modifier level or the one above with lower chances, but not 2 levels above
also, lock and trap bonuses could work differently
currently, I add an absolute value to the loot level, but it could be relative
like max +50% loot level
the drawback is for low level loot, like enemies level 2 with a lock level 100, you'll get 2 + 2*05 = 3 (still low)
And what happens if there are no enemies? 😅
Then this could be a downgrade. In fact, it could be more annoying than anything as you would more often get very low FL items on good quality loot.
For lvl 1 or lvl 2 modifiers it probably doesn't matter that much. However, second effect for lvl 3+ could be treated as super lvl and appear in exceptional situations. Very low chance could be turned to 0. 0.014% is only muddling the balance.
Btw considering high discrepancy between lock lvl and trap lvl, wouldn't it be better to discount the trap in such cases? I mean, a super weak trap on the highest possible lock isn't actually contributing anything to the challenge here.
There is also an option for using this restriction for containers only. The reasoning is that the enemies can use the items against the player first. Just food for thought.
That's already the case, and I can tweak the chances to better values
+1 loot level for that trap is not much. It's not +1 modifier level!
What option?
It's not. It just stood out.
Just a possibility. Not a current mod option.
I've been also thinking about anti-spam option, i.e. lowered chance for finding multiple FL items in the same cell. In other words, the more FL items you find in one place, the rarer they become there to avoid overflowing a place with FL items.
it's already the case with owned containers and their owner, because of the wealth limit
I'm not sure how to do that simply and properly for other loot
No sorry, I played for like 2 hours after that and my quick saves got overwritten
no problem
if it ever happens again, please send me a game save from before opening the container
Sure👍🏻
Suppose you open all the minor containers and reach that new limit, then you open the boss' container, and... Nothing
Fresh Loot 2.5.1 released!
- When a container's owner has not been met yet, compute the loot level only based on other protectors around the container
- Fixed no item conversions for containers owned by an unknown NPC (unknown level)
- Fixed no item conversions for containers owned by a faction for which no NPCs of the required rank has been met yet
- Reduced the chance to get modifier levels above the estimated loot level
Do you think adding something similar to the Leveled Filled Soul Gems will fit the theme of Fresh Loot?
Thx for the suggestion, I like the idea and it seems to be doable with Lua in OpenMW 0.49
I also thought about adding scrolls
And also potions 😁
I think that random scrolls and potions could offer sth more exciting than soul gems. Soul gems are always the same. You can't really do much with them as loot. Scrolls and potions have massive potential when it comes to effects and you can mix good effects with bad ones to make them even more interesting.
I agree. And I'm glad you mention the effect mix balance because I may need someone to find nice modifiers 🙃
One issue with scrolls and potions is that they'll all look the same, whatever the effects
Are there different potion models for different magic schools?
I saw different icons on Nexus. Not sure about models. Models are unimportant in this case, though, as you rarely see them.
bartender, one bottle of open 50pts please
Yeah I guess potions should mostly have positive self effects 😅
not necessarily cough cough #1403115098784141454 cough
Clearly there is an interesting interoperability here
But it's not interesting to rely on random to get poison potions
Strong potions with notable debuffs can actually be the most interesting ones. Berserk-type potions that increase STR, SPD and Attack but debuff Agility and damage Magicka. Potions that heavily fortify magicka but damage Fatigue. Tank-type potions that increase END and apply Shield but also apply Burden. Anti-magic potions with strong Reflect and Absorption that also apply Stunted Magicka and weakness to normal weapons.
Scrolls are even better because they can mix on hit and self effects
You mean on touch and on target ?
My fears with scrolls are their identical visuals in the inventory, and the required micro management during combats
I mean that you can do things like applying Poison on the enemy and Poison Resistance on self. More options, more variety
Fresh Loot 2.6 released!
- New presets to easily configure the rarity of Fresh Loot items (thx to @burnt cape idea)
- The default preset (Rare) reduces a bit the chance to get converted items, compared to the previous defaults
- For mid-game updates, please check your settings after the update as some of them will change
- New setting which, after each conversion in a single loot, reduces the chance to get a conversion for next items
- Fixed stacks of non-projectile items converted to single items
- Improved the setting page documentation (helped by @burnt cape)
FL can be a bit hard mod to tweak if somebody doesn't want to go heavily into technical details. Hopefully, presets will be helpful here. Obviously the mod is heavily RNG-based, but in a controlled way. Rare preset should be fine for a typical playthrough. Very Rare is for those who want to find FL items sparingly and treat them like sth very special. Common is probably the most similar to previous experience. Very Common is fun mode if somebody likes finding many shiny things or plans to do a short playthrough and still wants to reliably find FL items.
Fresh Loot 2.6.1 released!
- Replaced the setting "Equipped Weapon Second Chance" with a variation "Weapon Minimum Chance" that ensures a minimum conversion chance
- The setting "Weapon Minimum Chance" applies on actors' equipment, and includes weapons and ammunition
- Removed the setting "Equipped Weapon Second Chance Loot Level Multiplier" to prevent the generation of wasted weapons
- Fixed loot level chance bonus only applied to containers (not to actors)
Fresh Loot 3.0 released!
- Not compatible with 1.X and 2.X versions, you need to start a new game!
- Reworked lots of modifiers to improve the affected items, which greatly improves the diversity (thx to @burnt cape)
- Added 10 new modifiers with both positive and negative effects (designed by @burnt cape)
- Prevent combos of modifiers with the same range and same effect
- Prevent combos of modifiers with the same range and opposite effects (e.g. Resist Fire and Weakness to Fire on the same target)
- Removed the wealth constraint on creatures (too limiting)
- Container's protectors now split their loot level chance bonus among their protected containers (i.e. less bonus if many containers and few protectors)
- Removed the crowd factor, because it's now redundant with the new loot level chance bonus
- Fixed container's protectors randomly not detected because sometimes the container analysis finished before the navigation mesh cache generation
- Fixed no lock/trap boost for some containers behind lock/trap doors
- Fixed small bugs in modifier definitions
Another meaty update 👍🏻 . It's a great mod for more equipment variety.
Sounds like a great update, thanks everybody! now its just a test of my willpower to continue my playthrough without updating 🫡
Well, if you still have fun things to do, then restarting for updated FL alone may not be worth it. The old version is ok. This one is simply improved. However, IIRC you've been playing for 300+ hours, so at some point restart will be a good option, anyway.
Not that much yet as my compulsions got the better of me when DN came out 😅 but i am in deep enough that its not worth it you're right, ill just have think of it as my 2.0 game and hopefully slow down on the new mods, just looking at my nexus stats and iv dl'd over 1200 mods since may. Im currently running most of them and its getting unwieldy..
Its just been a good year for mw modding
1200 new downloaded mods is crazy
Little bit yep
Tbf though its amazing how stable it is, testament to the skills of the modders
Lua mods are usually fine, but did you manage updates for all the mods with cell/NPC/item changes, mwscripts etc?
Yeah its not too bad, with some care and liberal appliation of Ashlander Architect. I use it as an ingame bug fixing tool. Some cs work is occasionally necessary too but thats ok with me
One can wait a little more for my NCGDMW split mods to come out
Sure. Clean install and all. New UI, I assume.
yeah, new UI, some new features also
How does FL pair with starwind?
Would it be, uhh.....
Not nightmarish to switch the base items used out for SW ones?
I never tried, but I don't see any possible hard conflict.
If the Starwind addons contain levelled lists, then I should run my delta-plugin-based scripts on them to get the IDs, which will help FL to already know which items it can convert
maybe the only "conflict" would be the FL's modifier names, which may not fit with the Starwars universe
you can check the names here: https://gitlab.com/modding-openmw/fresh-loot/-/blob/main/00 Core/l10n/FreshLoot/en.yaml?ref_type=heads#L189
here's the LEVIs for everything
Honestly, I don't mind the names, but I'd like to be able to make sure like blasters and vibroblades actually get distributed
thx, that will be quick then 🙂
without such a list, FL will progressievly learn the IDs as the player open containers with levelled lists, which will work eventually, but you'll lose many possible conversions
Sweet. Oh, by the way, I think it should be fine if it distributes Morrowind items too. Maybe if we could make that an optional ESP or something. As long as that's not too troublesome
FL only converts existing items: If it doesn't encounter MW items, it will not produce MW-based items
oh, well, you said leveled lists, so I just dumped literally all of them
I generated this one from the addons
using: StarwindRemasteredPatch.esm and StarwindRemasteredV1.15.esm
are there other addons?
does "StarwindRemasteredPatch.esm" is relevant too?
not in this case
^ is all the relevant starwind addons merged into the first one
This is the two base ESMs + enhanced + endor + death troopers + naboo, all of which have their own gear items
yea, a lot of this stuff is from the naboo addon
I'm releasing the singleplayer verison soon
are there other starwind addons adding item levelled lists I should consider?
no, like I said I merged all the relevant ones into that ESM I posted
perfect
Fresh Loot 3.0.3 released!
- Support Starwind levelled items (all already known on new game)
- Fixed settings controlled by a preset set to "nil" on setting section reset
Fresh Loot 3.1 released!
- Actor and container Lua scripts are no longer permanently attached to their object
- Reduced the game saves size
- Impacts only new games or newly encountered actors and containers
The nature of this update makes me hesistant to install this mid-game 
it's only to reduce a bit the game saves. No need to install it midgame
Are you unhooking actors and containers now ? Or have you always done that with this mod
I was already dynamically attaching scripts to actors, but I was never removing the scripts.
For containers, I was attaching scripts to those which got converted items, in order to be able to revert their content, but now it's done via the global script, no container scripts needed anymore.
Fresh Loot 3.1.1 released!
- Re-added the old item window hotkey setting
- Fixed hotkey conflicts with interface search boxes, when using the keyboard
- Prevent item window showing when the main menu is visible (when using a controller)
Fresh Loot 3.1.2, 3.1.3, 3.1.4 released!
- 3.1.4
- Fixed not detecting some containers protected by locked doors
- Optimization: Never search for non-teleporting locked doors in exteriors
- 3.1.3
- Optimization: Don't analyze unprotected containers in exteriors (non-teleporting locked doors won't be analyzed, but they are very unlikely in exteriors)
- 3.1.2
- Automatically close the item window when the alchemy and enchanting windows open
- Fixed item window not showing up the first time after auto-close
Fresh Loot 3.2 released!
- Buffed multiple low level modifiers (mostly longer durations) to make them actually useful (thx to @burnt cape)
- Removed a few high level modifiers for moderately useful effects (thx to @burnt cape)
- New obsolete modifiers and modifier levels handling, allowing mid-game updates and preventing new conversions with old modifiers or specific levels
- Added "on use" modifiers for effects Demoralize Creature, Demoralize Humanoid, and Turn Undead
- Added a list of actor level overrides (to set the loot quality, actual levels unchanged), for when the level doesn't match the actor's strength
- Nerfed the considered level of several Bloodmoon's spawnable NPCs (thx to @burnt cape)
- Fixed a rare conversion error because of bug on the mismatching modifier combo prevention
- Improved the setting management code
Hey mym, would you be interested in creating some enchantments for loot for custom spells? I can give you a list of magic effect IDs if you want. They come from content so the mods would have to load before yours, but other than that they can be treated as if they were in an .esp
Yes of course!
I'll have to implement the dynamic addition to the content object for specific modifiers.
I'll need the addon filename providing the new effects, and then the new modifier definitions (prefix/suffix name, cast type, value, charge/cost, effect just with target type, magnitudes, duration...), as they are defined here:
https://gitlab.com/modding-openmw/fresh-loot/-/tree/main/00 Core/scripts/fresh-loot/modifiers?ref_type=heads
Balancing the new modifiers may be challenging as I've never used them
I won't be able to do anything before Monday though
I just realised, you have an esp for Fresh Loot yeah? Does this have all the enchantments you use in it?
Yeah sure that's no problem, no rush on this either haha
For sure haha, especially some of the TR spells are quite nuts. Fortify Bardcraft enchantment on items sounds awesome though
and I think the Insight spell effect is also compatible with Fresh Loot, (when used with quick loot i think ?) since I hooked into quick loot's event that ownlyme uses for your mod. I didn't test it but I think if we get it working, it will be quite funny
Cursed boots of passwall, randomly shunt you into adjacent rooms
Yeah, for the vanilla effects I generate a big addon (110K enchantments) from the definitions I linked above
Blink bow!!👀
Gotcha. Also, not sure if you want to do anything with content but I know people can create enchantments with the new API
Yeah, that's the idea, no other choice
Thx to you too 😉
However I see no real interest to cover my addon to dynamic enchantment creation. Vanilla effects are efficiently loaded as an addon, I don't want to add 110K enchantments on the script init
Does freshloot touch potions?
It looks like it was a thought at one point but I am not sure if it made it to production - currently testing this mod https://www.nexusmods.com/morrowind/mods/58809 and making sure they will work well together
Nope
Thanks
It's so cool to see an enemy using a FL item giving it sth it doesn't normally have. I saw a Skeleton Warrior casting a Lightning Shield on itself because of a FL modifier on a shield it had and a different enemy casting Sanctuary despite the fact that they had no spells... also because of a FL item. Quite surprising and fun 😄
You said to mention if you think there are balance issues and there's one that I can find. Hopefully this isn't too necro.
I have been playing and enjoying this mod for years so please accept that these are my opinions and if they aren't helpful then just ignore them.
- Finding enchants relative to your build in that character's lifetime means turning up the drop frequency.
But even still you see mostly stuff that is random Diablo vendor trash level or lower because of the high proc rate of negative/indifferent affixes.
Proposed solutions: reduction in randomness in enchant quality and/or chance of 'corrupted' enchants with serious downsides.
Merchants with frequently refreshing well stocked inventories with random leveled gear to raise chances of finding something the player can put to use without adjusting the drop frequency setting.
Plus there is the added balancing factor of paying a price for something more ideal.
Sorry for the wall of text. Thanks for the great mod.
Hmm needs a Horadric Cube.. 🤔
I mean a way to 'reroll' affixes with appropriately expensive mats wouldn't be the worst solution.
Thx for your feedback! This is an interesting remark, I'll respond to it when I can. Recently I've been quite busy with life and bugs
The idea is to not break the game balance, and provide no OP items.
Also it's good to incite the player to slightly alter his play style based on which items he found.
I'm planning an update where actors will not get items that don't match their profile and equipment.
I was also thinking about a way to filter the selected modifiers for items in containers, so they match the player profile, but this can easily get OP