File information

Last updated

Original upload

Created by

TwinCrows

Uploaded by

TwinCrows

Virus scan

Safe to use

About this mod

Adds a chance for Ghosts to ambush when looting urns, Daedra or Atronach to ambush when handling soul gems, and Skeevers to ambush when looting dungeon barrels.

Requirements
Permissions and credits
Translations
  • French









UNLUCKY LOOT
~ Version 1.3 ~

Unlucky Loot adds RISK to looting!

When looting Draugr urns, there is a chance for Nordic spirits to attack!

As well, depending on your Enchanting level, Soul Gems may break, summoning creatures per the Soul Gem size!

Some things are better left untouched...


Welcome to Version 1.3!


There are 2 main sides to this mod. Unlucky Soul Gems, and Unlucky Containers. If you want to disable one side, you can do that through the MCM.

~~ UNLUCKY SOUL GEMS ~~

Soul Gems may now shatter when picked up! These volatile soul-prisons can summon forth hostile, enraged fiends!

Version 1.3 makes your Enchanting skill and Soul Gem size have an effect. Now, when you pick up a Soul Gem, depending on the size of gem and your Enchanting Level, there will be more or less risk of summoning an enemy!

Table 1.
Gem Size   / Risk / Creature
  • Petty   / 0.5x / Familiar
  • Lesser  / 0.8x / Flame Atronach
  • Common  / 1x   / Frost Atronach
  • Greater / 1.5x / Storm Atronach
  • Grand   / 2x   / Dremora
  • Black   / 4x   / Seeker

Risk is reduced by raising your Enchanting level. The higher your Enchanting skill, the less likely a Soul Gem will break. This is essential to handling the largest Soul Gems!

Table 2.
Enchanting Level Modifier
  • Level 1 = 1% less
  • Level 20 = 20% less
  • Level 50 = 50% less
  • Level 100 = 100% less (No risk!)

The default chance for a Soul Gem to break is 25%, but you can adjust this in the MCM, and the tables above will scale based on whatever default chance you set.

We have to use the above 2 tables to determine your actual chance, depending on the kind of Soul Gem and your Enchanting level...

Example 1.
You have Enchanting level 10 and pick up a Common Soul Gem. Your risk is 90% (since you are level 10) of 25% (default risk), totalling around 24%.

There's some risk of summoning Frost Atronach!

Example 2.
You have Enchanting level 20 and pick up a Grand Soul Gem. Your risk is 80% (since you are level 20) of 50% (default risk x2 from Grand size), totalling 40%.

This one's riskier, and may summon Dremora!

Example 3.
You have Enchanting level 70 and pick up a Black Soul Gem. Your risk is 30% (since you are level 70) of 100% (default risk x4 from Black size), totalling 30%.

Despite your relatively high skill, you may summon Seeker from Hermaeus Mora's realm!

~~ UNLUCKY CONTAINERS ~~

There are 3 places you will see these: Crypts, Forts, and Mines.

In Draugr crypts, disturbing the resting places of the damned risks the ire of vengeful spirits! You may also contract diseases by messing with the ancient dead.


In mines and forts, you may find skeevers nestled away in barrels or sacks. You won't know until you stick your hand in and pull something out!


~~ AUTHOR'S NOTES ~~

You can set the chances and maximum numbers of spawned creatures in the MCM menu.

Mod Configuration Menu
  • Tweak the number of enemies (Default: 2, Max 20)
  • Tweak the chance for skeevers, or ghosts (Default: 20%)
  • Tweak the default chance for Soul Gem breaking (Default: 25%)
  • Tweak the chance for diseases from looting urns (Default: 25%)
  • Tweak whether Nordic Ghosts or Draugr Ghosts spawn (Default: Nordic Ghosts)


Recommendations
For a challenge, I recommend turning the Max Spawns up to something that seems daunting. If you're a well-skilled character, one or two Draugr won't be much of a challenge. However if 4 or 5 Draugr would be formidable, set it to that. Essentially, set your max to what you think would kill you.



Other Details
My summons are based on Enc* variants of creatures, so they should be compatible with mods that adjust or re-skin these creatures.
None of my creatures respawn, so when they are killed they will not respawn where they were created.
You can choose between Nordic ghosts or Draugr ghosts in the MCM. I added Nordic ghosts because of a player request!



Future of the Mod
I have a few other ideas that I might add! I'd like to set it up so that there is a chance to summon creatures like Mudcrabs, Trolls, Wolves, etc. from realistic locations. For now, I consider this to be a very tight mod.

~==~==~==~==~==~==~==~==~==~==~==~==~==~==~==~==~

LIKE MY MODS?


If you like what I do, please consider subbing to my Patreon. Even with just $1 a month, together with the other players it makes difference at scale! I've found Patreon support to be a tremendous reserve of strength, and it influences me to be more 'professional' about my mods and support.

I offer $1 benefits, like having your name put in Realm of Lorkhan's "Book of Patrons". That means that tens
of thousands of other Skyrim players will have your name on their hard-drive.

Doing this lets me put more energy into my mods!


Click it, you know you want to!



~==~==~==~==~==~==~==~==~==~==~==~==~==~==~==~==~