SkyVerse LEO

by DrPharmDawg·v1.5·Updated 2018-08-31

Balance strategy by implementing a two-tier "enrichment" system, and improve economics through pricing and Speechcraft skill utilization (without changing skill trees or perks). The goal of this mod is to fix unrealistic early wealth accumulation, and the "get the best loot because of your level" system.

Screenshots 1 screenshots

About this mod Machine translation

Balance strategy by implementing a two-tier "enrichment" system, and improve economics through pricing and Speechcraft skill utilization (without changing skill trees or perks). The goal of this mod is to fix unrealistic early wealth accumulation, and the "get the best loot because of your level" system.

introduce

Simply put, the vanilla loot system and economy allow wealth accumulation and acquisition of the best available items (based on level) too easily, effectively making the managing resource aspects of roleplaying non-existent.

There are many Loot and budget overhauls available, this is just my opinion on it.

Plunder changes:

Implement an enrichment system for all items using Common/Uncommon/Rare/Scarce/Enchanted methods (CURSE).

Character level has little effect on the items you'll find.

This richness depends on substance, value and potency (such as enchantments and potions).

Artifacts were removed. Regardless of character level, you'll find the strongest version.

Harvest is more realistic in terms of how much meat and ingredients are found on plants and animals.

Gold is everywhere in vanilla (people, urns, coffins, even animals). Remove gold that doesn't belong.

Economic changes:

Prices for almost everything have increased (houses, renting, buying horses, etc.)

The work is more profitable. Probably not enough to "cut firewood for a living," but still more profitable than vanilla.

Hunting is more profitable - the value of hides/pelts/and various other animal parts increases.

As mentioned above, gold has been removed from where it belongs; the looting changes slow the accumulation of wealth.

Vendors will have more gold to barter with, but will also have fewer goods (based on abundance).

Supplier inventory is more professional. For example, only the Apothecary will have potions/poisons.

More Vendors - Farmers, miners and fishermen buy and sell appropriate items (food, ore, fish).

Speechcraft affects pricing to a greater extent.

Crime is more expensive and works for everyone.

example

Take weapons for example. At level 1 you only find steel, at level 40 you automatically find everything glass and ebony... everywhere... since you are level 40 stuff... ebony shouldn't be implemented as you learn how to pick pockets and become a master magician.

Instead, steel weapons will always be the most abundant, and glass and ebony the rarest. It's possible that you have a level 5 ebony battle axe. Even after playing to level 100, you may never find the glass dagger. The idea here is more realistic, not to mention that finding a rare item is more valuable than mentioning how you use it (decide carefully which enchantment to use, as you never know when you'll encounter another one... and of course the same goes for when you find another big soul gem to do enchantment with).

The image below is an example of richness implementation. I only use Level to stay organized.

This mod uses two methods (mainly) to achieve loot balancing:

Global variable that specifies the chance of finding a specific item in a level list.

Adjusted level lists to get appropriately rich materials/value/potency.

For example, you open a boss's chest to find a magical dwarf dagger. How did you get it?

Global variable identifies a magic dagger in the chest (10% chance).

The level list determines that it will be a dwarf (5% chance).

The enchantment itself is randomized, but potency is 60%/30%/10% based on a level 3 enchantment.

compatibility

Mods that change the Leveled Item list may conflict due to the methods used. Using Bashed Patch will stitch everything together, but you'll lose the rich parts of this mod from testing so far (global variables will still work, changing your chances of finding the magic dwarf dagger, but its intended balance is that Iron vs. Ebony will fail).

I'll start by looking into patches that will address the mod in my SkyVerse guide. But if there are any patch requests, I can work on them as well (just add a comment).

Load order

P …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
SkyVerse LEO(战利品和经济大修)
File size
186.0 KiB