I found one possible bug with the creation club quest "Smith n slash". Killed the bandit chief in mines and I'm supposed to retrieve the gear but considering the randomizer it's nearly impossible to finish the quest log.
Either way I don't want it be forced Orcish gear but keep the randomizer spirit intact. Maybe you can find workaround for this one.
I have one question about the mod: 1% chance for rare means anything good like Ebony or Daedric gear? While the uncommon is more like elven armor and such?
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This mod might be the best balance for Skyrim longterm gameplay. Recommend to not buy anything from merchants or craft gear or use the fishing randomizer as fair challenge run :)
Yes. I spent a stupid amount of time making new, hopefully balanced, leveled lists for absolutely everything in the game, DLCs and Anniversary edition CC content. Rare is indeed stuff like Ebony, Daedric, Stalhrim, Dragonbone etc. Every item category (even stuff like food or clutter) is divided in those 3 rarity tiers.
Thanks a lot for your hard work. This mod is what I use when I want do new playthrough with self-imposed rules as not buying anything from merchants or blacksmithing. I have seen most there is to see in Morrowloot Ultimate already.
Will give the a mod try and let you know if I find anything strange! Only wanna say that I noticed just now there is more Creation Club content to buy. Hopefully this mod will always require only the anniversary plus on Steam. The newly added CC contents just is problematic imo.
Hi this great idea brings life back to containers et al. On my game, merchant & world module crash the game. Do you have an idea if SMR is affected by Scarcity and Poverty mods ? (this would be helpful since loot is way much interesting now) Again Thank you again for this amazing mod
I use Scarcity myself and it does not do anything for this mod. Poverty I do not use, but the description says that it requires patches to work with other stuff, so I would guess it would not do anything either.
But if you do manage to get those two working with this mod, then be careful with the fishing module. Fishing gets stuck if the leveled lists chooses nothing. Where it would display what you caught, nothing is displayed instead and the game won't let you proceed from that screen.
Ok so then I will disable pov & scarc and try something like trade and barter to regulate a bit this new abundance. Or perhaps there is a way to make a version of the mod that sightly lowers ( e.g. by 1) the number of items found in containers Again, thank you !
Happy to hear you like the general idea. I've been wanting something like this for myself for a long time. I have a lot of ideas for things that are technically doable for the future and plan to keep developing the mod long term, as time permits.
For crashes with the world items modules, I will sound like a parrot but they are due to using other mods. Ideally, in the future we can get to a point where the worst that happens is that it just doesn't fully work but it's unfortunately out of my hands for the time being. The current version of Base Object Swapper has a bug that causes a crash when an object reference to be swapped has an encounter zone attached to it. I patched out all instances of those references in vanilla AE but what's likely happening is that one of the mods you are using is introducing (or reintroducing i.e. unofficial patches) some more. I filed a report on GitHub for the BOS bug but I don't think it's a very high priority fix on their radar.
First time I hear of a crash with the merchant inventory module though. Very suspicious of mods being the culprit, of course, because I'm not getting any problems against a vanilla state. Do you have more details? Poverty seems like it messes with a lot of stuff that overlaps with the randomizer, so I would avoid it. Not trying to push out mods in favor of this one, but like I mentioned in the description, the randomizer is best used for a special playthrough centered around it versus having it as a staple in any mod list.
Oh and it's actually easy for me to make patches to affect balance around scarcity / abundance, especially in containers. I didn't plan on making any this early in development because things will change a lot and it's more stuff to maintain throughout the lifecycle, but I think something for containers would be fair, since it's really hard to estimate the impact of +/- 1 items without long playthroughs to test. I think I'll put one out right away; almost like an A/B test.
And again, any other mod might have a weird interaction or downright break the randomizer (Santala's fishing example is a good one) so let's be mindful of that.
I added 2 patches for more scarcity around containers and merchants. Check the optional files. Will be bundled in the next version and part of the FOMOD.
about the ctds w merchant/world modules. The issue disappears when I untick these two modules. The 3 others work like a charm for my 540+ mods load order. Apparently it might be a known issue with baseobject swapper and lvl lists. Anayway. Here an extract of the crash log. Thanks for the great work! REGISTERS:RAX 0xF90B1 (size_t) [1020081]RCX 0x21CA45766E8 (void*)RDX 0x20 (size_t) [32]RBX 0x0 (size_t) [0]RSP 0xD4A9AFF340 (void*)RBP 0xD4A9AFF470 (void*)RSI 0x7FFCEE0C6F08 (void* -> po3_BaseObjectSwapper.dll+0106F08add al, [rax] | ?singleton@?1??GetSingleton@Manager@FormSwap@@SAPEAV23@XZ@4V23@A_106F08)RDI 0x21CA52862C0 (TESLevItem*)File: "Randomizer - Main.esp"Flags: 0x00000008 kInitializedFormID: 0x8A141B45FormType: LeveledItem (53)R8 0x90 (size_t) [144]R9 0xA0 (size_t) [160]R10 0x7FFD1C5F0000 (void*)R11 0x7FFD1C5F1B75 (void* -> VCRUNTIME140.dll+0001B75)R12 0x21C872F3800 (TESObjectMISC*)File: "Weapons Armor Clothing & Clutter Fixes.esp"Modified by: Skyrim.esm -> Weapons Armor Clothing & Clutter Fixes.espFlags: 0x00000009 kDestructible | kInitializedName: "Septim"FormID: 0x0000000FFormType: Misc (32)GetFullName: "Septim"
A minor bug I suppose. When I looted Netch Leather Helmet from an enemy corpse, it triggered the miscellaneous quest that normally happens after completing the More Than You Can Chew quest. The quest says to read the crafting book, which you would normally have at this point. The book would direct you to Fort Hraggstad that has a locked chest containing some Necth Leather Armor. Interestingly this normally key required locked chest was completely unlocked once I had this quest active, so I could grab some more armor from there. Luckily completing the miscellaneous quest this way did not mess the actual More Than You Can Chew quest, which I completed normally later.
Second thing I noticed was that the children outfits randomizer was messing up most of the children's necks. This is probably due to me using RS Children. This was especially noticeable when the kids were sleeping. So when I visited the orphanage at night, I saw that every child in there had their heads completely detached from their bodies. It's odd that randomizing their outfit to give them usual vanilla clothing, which some of them were already wearing, would mess them up like that... Oh well, that's modding for you. I can fix this for future games by just removing the child lines from the outfit distributor, right?
Third is an opinion. Telvanni Shoes are too common. Completely weightless, a strong enchantment giving 70% resistance to shock and a high value. Enemy mages seem to be wearing these like it's the latest fashion and I'll be hauling several back to be sold whenever I go through an area with mages in it.
I've been torn over #1 when crafting the leveled lists. A bunch of the CC armor have scripts that progress quest stages on pickup. At first I excluded all items with scripts, but then felt like too many interesting armors sets were discarded from the loot pool so I added them back and figured I would get a feel while playtesting. I think the correct solution would be to make copies that don't have the script and only include that in the leveled lists.
#2 I'm not commenting on. My disclaimers clearly say to not use mods or you will have issues / crashes. You can do what you want, of course, but you will have to figure out a fix or workaround on your own.
And yes, #3 is definitely a mistake. I just looked it up and telvanni shoes are literally in the common tier. I think I based it on the value of 2 and didn't spot the OP enchantment (which brings the value back up to 1000+ when auto-calc is on). It will be fixed in the next version.
On the newest version, Vortex is giving this error when installing the mod: Invalid XML: The element 'config' has invalid child element 'moduleImage'. List of possible elements expected: 'moduleDependancies, requiredInstallFiles, optionalFileGroups'. (Line 3, Pos 3)
Is it not hundreds dollar investment on Creation Club to make this work? Not many have such sadly. I want to play this randomizer but can not afford it.
36 comments
Either way I don't want it be forced Orcish gear but keep the randomizer spirit intact. Maybe you can find workaround for this one.
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This mod might be the best balance for Skyrim longterm gameplay. Recommend to not buy anything from merchants or craft gear or use the fishing randomizer as fair challenge run :)
On my game, merchant & world module crash the game.
Do you have an idea if SMR is affected by Scarcity and Poverty mods ? (this would be helpful since loot is way much interesting now)
Again Thank you again for this amazing mod
But if you do manage to get those two working with this mod, then be careful with the fishing module. Fishing gets stuck if the leveled lists chooses nothing. Where it would display what you caught, nothing is displayed instead and the game won't let you proceed from that screen.
Or perhaps there is a way to make a version of the mod that sightly lowers ( e.g. by 1) the number of items found in containers
Again, thank you !
For crashes with the world items modules, I will sound like a parrot but they are due to using other mods. Ideally, in the future we can get to a point where the worst that happens is that it just doesn't fully work but it's unfortunately out of my hands for the time being. The current version of Base Object Swapper has a bug that causes a crash when an object reference to be swapped has an encounter zone attached to it. I patched out all instances of those references in vanilla AE but what's likely happening is that one of the mods you are using is introducing (or reintroducing i.e. unofficial patches) some more. I filed a report on GitHub for the BOS bug but I don't think it's a very high priority fix on their radar.
First time I hear of a crash with the merchant inventory module though. Very suspicious of mods being the culprit, of course, because I'm not getting any problems against a vanilla state. Do you have more details? Poverty seems like it messes with a lot of stuff that overlaps with the randomizer, so I would avoid it. Not trying to push out mods in favor of this one, but like I mentioned in the description, the randomizer is best used for a special playthrough centered around it versus having it as a staple in any mod list.
And again, any other mod might have a weird interaction or downright break the randomizer (Santala's fishing example is a good one) so let's be mindful of that.
REGISTERS:RAX 0xF90B1 (size_t) [1020081]RCX 0x21CA45766E8 (void*)RDX 0x20 (size_t) [32]RBX 0x0 (size_t) [0]RSP 0xD4A9AFF340 (void*)RBP 0xD4A9AFF470 (void*)RSI 0x7FFCEE0C6F08 (void* -> po3_BaseObjectSwapper.dll+0106F08add al, [rax] | ?singleton@?1??GetSingleton@Manager@FormSwap@@SAPEAV23@XZ@4V23@A_106F08)RDI 0x21CA52862C0 (TESLevItem*)File: "Randomizer - Main.esp"Flags: 0x00000008 kInitializedFormID: 0x8A141B45FormType: LeveledItem (53)R8 0x90 (size_t) [144]R9 0xA0 (size_t) [160]R10 0x7FFD1C5F0000 (void*)R11 0x7FFD1C5F1B75 (void* -> VCRUNTIME140.dll+0001B75)R12 0x21C872F3800 (TESObjectMISC*)File: "Weapons Armor Clothing & Clutter Fixes.esp"Modified by: Skyrim.esm -> Weapons Armor Clothing & Clutter Fixes.espFlags: 0x00000009 kDestructible | kInitializedName: "Septim"FormID: 0x0000000FFormType: Misc (32)GetFullName: "Septim"
A minor bug I suppose. When I looted Netch Leather Helmet from an enemy corpse, it triggered the miscellaneous quest that normally happens after completing the More Than You Can Chew quest. The quest says to read the crafting book, which you would normally have at this point. The book would direct you to Fort Hraggstad that has a locked chest containing some Necth Leather Armor. Interestingly this normally key required locked chest was completely unlocked once I had this quest active, so I could grab some more armor from there. Luckily completing the miscellaneous quest this way did not mess the actual More Than You Can Chew quest, which I completed normally later.
Second thing I noticed was that the children outfits randomizer was messing up most of the children's necks. This is probably due to me using RS Children. This was especially noticeable when the kids were sleeping. So when I visited the orphanage at night, I saw that every child in there had their heads completely detached from their bodies. It's odd that randomizing their outfit to give them usual vanilla clothing, which some of them were already wearing, would mess them up like that... Oh well, that's modding for you. I can fix this for future games by just removing the child lines from the outfit distributor, right?
Third is an opinion. Telvanni Shoes are too common. Completely weightless, a strong enchantment giving 70% resistance to shock and a high value. Enemy mages seem to be wearing these like it's the latest fashion and I'll be hauling several back to be sold whenever I go through an area with mages in it.
#2 I'm not commenting on. My disclaimers clearly say to not use mods or you will have issues / crashes. You can do what you want, of course, but you will have to figure out a fix or workaround on your own.
And yes, #3 is definitely a mistake. I just looked it up and telvanni shoes are literally in the common tier. I think I based it on the value of 2 and didn't spot the OP enchantment (which brings the value back up to 1000+ when auto-calc is on). It will be fixed in the next version.
Invalid XML: The element 'config' has invalid child element 'moduleImage'. List of possible elements expected: 'moduleDependancies, requiredInstallFiles, optionalFileGroups'. (Line 3, Pos 3)