More interesting loot for skyrim legendary edition

More interesting loot for skyrim legendary edition

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More Interesting Loot for Skyrim

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Last updated

Original upload

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Uploaded by

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Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

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Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Elder Scrolls 5: Skyrim «»More Interesting Loot for Skyrim 5.7»

More interesting loot for skyrim legendary edition. . More interesting loot for skyrim legendary edition фото. More interesting loot for skyrim legendary edition-. картинка More interesting loot for skyrim legendary edition. картинка . To enjoy the benefits of Nexus Mods, please log in or register a new account

Как вы наверное уже поняли из названия, этот мод перерабатывает систему лута в Скайриме, добавляя множество новых предметов (около 1000) и изменяя содержимое сундуков «боссов» (бандитские, фалмерские, двемерские, вампирские, некромантские и т.д.). Последние теперь наполнены более правдоподобными предметами, чем было раньше. Например, в сундуках бандитов будут лежать самые обычные украденные вещи путешественников, караванщиков и торговцев. Другое дело какие-нибудь темные маги, которые не станут мелочиться подобным хламом и в основном бережно хранят различные магические штучки.

Поглощение здоровья\запаса сил
Поглощение определенного количества здоровья и запаса сил у цели.

Поглощение здоровья\магии
Поглощение определенного количества здоровья и магии у цели.

Поглощение магии\запаса сил
Поглощение определенного количества магии и запаса сил у цели.

Поглощение жизненной силы
Поглощение определенного количества магии, здоровья и запаса сил у цели.

Взрывные стихийные стрелы и луки.
Нанесение урона ледяным, электрическим и огненным взрывом.

Охотник на даэдра.
Нанесение дополнительного урона против даэдра, а также шанс поглотить здоровье и вызвать ошеломление.

Убийца даэдра, аргониан, эльфов, людей, каджитов или нежити.
Дополнительный урон здоровью и запасу сил против одного из вышеперечисленных видов существ. Также есть шанс поглотить здоровье и вызвать ошеломление.

Священное пламя.
Окутывает нежить священным пламенем, нанося дополнительный урон и добавляя шанс ошеломления.

Святой гнев.
Окутывает нежить священным пламенем, нанося дополнительный урон, поглощая здоровье и добавляя шанс ошеломления.

Проклятье троллей.
Дополнительный урон против троллей и шанс их ошеломления.

Длинный лук охоты.
Дополнительный урон животным.

Ошеломление.
Шанс ошеломить противника.

Отравление.
Шанс вызвать длительное отравление.

Проклятье нежити.
Поджигает нежить, нанося дополнительный урон в течение определенного времени. Также имеет шанс вызвать ошеломление.

Рубиновые луки огня.
Немного легче и сильнее стеклянных луков. Наносят урон огнем.

Изумрудные ядовитые луки.
Немного легче и сильнее стеклянных луков. Наносят урон ядом.

Сапфировые луки холода.
Немного легче и сильнее стеклянных луков. Наносят урон холодом.

Серебряные луки огня, льда и электричества.
Наносят дополнительный урон нежити и вервольфам, а также один из стихийного урона.

Катаны огненные, ледяные и электрические.
Оружие, наносящее один из стихийных уронов.

Катана паралича.
Оружие ближнего боя, вызывающее паралич цели.

Скимитары огненные, ледяные и электрические.
Оружие, наносящее один из стихийных уронов.

Скимитар паралича.
Оружие ближнего боя, вызывающее паралич цели.

Стальная булава вдоводела.
Наносит дополнительный урон мужчинам, поглощает запас сил, и имеет шанс ошеломления.

Взрывные стрелы: огонь, лед и электричество.
Взрыв, наносящий урон огнем, холодом и электричеством соответственно.

Скимитар Алик’ра.
Весит меньше и наносит больше урона чем обычный скимитар. Имеет шанс ошеломить цель.

Перчатки драчуна.
Повышают урон от рукопашной атаки.

Перчатки меткой стрельбы.
Луки наносят больше урона.

Сапоги босмера.
Повышают вашу скрытность и скорость, с которой вы достаете свой лук. Свойства усиливаются, если вы являетесь лесным эльфом.

Кираса босмера.
Урон, получаемый от животных, снижается. Также, один раз в день можно скомандовать животным. Свойства усиливаются, если вы являетесь лесным эльфом.

Перчатки босмера.
Луки наносят больше урона. Повышается шанс ошеломить врага стрелой. Свойства усиливаются, если вы являетесь лесным эльфом.

Капюшон босмера.
Повышает ваше здоровье и запас сил, увеличивает шанс нанесения критического урона луками. Свойства усиливаются, если вы являетесь лесным эльфом.

Потрепанные ботинки скрытности.
Повышают шанс остаться незаметным. К сожалению, их плохое качество плохо повлияет на мнение окружающих о вас.

Потрепанная шапка вора.
Повышает взлом. К сожалению, плохое качество этой шапки плохо повлияет на мнение окружающих о вас.

Потрепанная повязка похитителя.
Повышает карманные кражи. К сожалению, плохое качество этой повязки плохо повлияет на мнение окружающих о вас.

Поварской колпак ядовара.
Создаваемые вами яды более эффективны.

Поварской колпак целителя
Зелья здоровья, магии и запаса сил, создаваемые вами, становятся более сильными.

Поварской колпак обогащения.
Зелья с положительными эффектами, создаваемые вами, становятся эффективнее.

Поварская одежда гурмана.
Поедание ингредиента открывает два первых его алхимических свойства.

Поварские башмаки алхимии.
Создаваемые вами зелья становятся сильнее.

Рукавицы стрелка (Мощный выстрел).
Когда экипирован лук, успешный выстрел может ошеломить врага.

Рукавицы стрелка (Быстрый выстрел).
Вы быстрее достаете лук.

Рукавицы стрелка (Ловкий выстрел).
Если экипирован лук, имеется шанс 25% обезоружить врага.

Рукавицы садовника.
Вы имеете определенный шанс собрать несколько ингредиентов с одного растения.

Шапка торговца.
Покупка товаров становится выгоднее.

Капюшон здоровья.
Повышает здоровье носителя.

Капюшон запаса сил.
Повышает запас сил носителя.

Капюшон запаса сил и здоровья.
Повышает запас сил и здоровье носителя.

Капюшон Алик’ра.
Вы лучше блокируете урон щитом. Свойство усиливается, если вы являетесь редгардом.

Одежда чародея.
Новое зачарование, делающее предметы более мощными.

Перчатки зачарователя.
Электрические, огненные и морозные зачарования на оружии и броне становятся сильнее.

Капюшон зачарователя.
Зачарования здоровья, магии и запаса сил на броне становятся сильнее.

Роба зачарователя.
Новые зачарования становятся сильнее.

Туфли зачарователя.
Новые зачарования на этом предмете становятся сильнее.

Одежда алик’рца.
Повышает запас сил. Раз в день вы можете вызвать прилив адреналина.

Щит огненной преграды.
Повышает сопротивление огню, но снижает сопротивление холоду. Удары плашмя имеют определенный шанс нанести урон огнем.

Щит морозной преграды.
Повышает сопротивление холоду, но снижает сопротивление огню. Удары плашмя имеют определенный шанс нанести урон холодом.

Щит электрической преграды.
Повышает сопротивление электричеству, но снижает сопротивление магии. Удары плашмя имеют определенный шанс нанести урон электричеством.

Амулеты.

Амулет огненного плаща.
Наделяет владельца сопротивлением огню и дает возможность активировать огненный плащ.

Амулет морозного плаща.
Наделяет владельца сопротивлением холоду и дает возможность активировать плащ мороза.

Амулет грозового плаща.
Наделяет владельца сопротивлением электричеству и дает возможность активировать плащ молнии.

Амулет вихревого плаща.
Наделяет владельца сопротивлением огню и дает возможность активировать плащ вихря.

Амулет прикрытия.
Дает владельцу способность активировать щит.

Амулет оберега.
Дает владельцу способность активировать оберег.

Амулет дверей смерти.
Дает владельцу защиту от смерти. Раз в день, если ваше здоровье падает ниже определенного уровня, вы будете полностью исцелены.

Амулет здоровья.
Повышает здоровье носителя и дает ему способность восстанавливать его.

Амулет магии.
Повышает магию носителя и дает ему способность восстанавливать ее.

Амулет запаса сил.
Повышает запас сил носителя и дает ему способность восстанавливать его.

Амулет жизненной силы.
Повышает здоровье, запас сил и магию носителя.

Амулет свечи.
Дает носителю способность создавать парящий световой шар.

Амулет магического света.
Дает носителю способность создавать световой шар, который прикрепляется к любой поверхности.

Амулет иллюминации.
Наделяет носителя способностью выпускать световой шар, который будет прикрепляться к любой поверхности.

Амулет защиты от животных.
Снижает урон, получаемый от животных.

Амулет защиты от нежити.
Снижает урон, получаемый от нежити.

Амулет восстановления.
Дает носителю способность восстанавливать здоровье и запас сил как на себя, так и на других.

Кольца.

Кольцо обнаружения животных, даэдра, нежити, вампиров.
Позволяет видеть сквозь стены ближайших животных, нежить, вампиров и даэдра.

Кольцо обнаружения живых.
Позволяет видеть сквозь стены живых существ.

Кольцо критических ударов.
Повышает шанс нанести критический урон.

Кольцо невидимости.
Носитель становится невидимым и движется тише. Эффекты снимаются при взаимодействии с предметами и атаке.

Кольцо жизненной силы.
Повышает здоровье, магию и запас сил носителя.

Кольцо иллюминации.
Создает вокруг носителя освещение.

Кольцо тихих шагов.
Владелец движется тише.

Кольцо ночного зрения.
Носитель получает способность видеть в темноте.

Кольцо сопротивления стихиям.
Повышает сопротивление огню, холоду и электричеству.

Кольца сопротивления электричеству, огн, холоду и магии.
Увеличивают сопротивляемость одной из вышеперечисленных стихий.

Кольцо стихийных рун.
Позволяет носителю ставить огненные, морозные и электрические руны.

Кольцо устрашающих рун.
Позволяет носителю ставить руны страха.

Кольцо разъяряющих рун.
Позволяет носителю ставить руны ярости.

Кольцо морозных рун.
Позволяет носителю ставить морозные руны.

Кольцо огненных рун.
Позволяет носителю ставить огненные руны.

Кольцо грозовых рун.
Позволяет носителю ставить грозовые руны.

Кольцо ядовитых рун.
Позволяет носителю ставить ядовитые руны.

Кольцо замедления времени.
Позволяет носителю замедлять время.

Кольцо снайпера.
При использовании лука, носитель получает большой шанс нанести критический урон до начала боя.

Перстень силы.
Этот таинственный перстень повышает переносимый вес.

Перстни призыва духа волка, саблезуба, злокрыса, ледяного, грозового и огненного атронаха.
Позволяет носителю призывать одного из вышеперечисленных существ.

Кольцо водного дыхания.
Позволяет носителю дышать под водой.

Кольцо здоровья и магии.
Повышает здоровье и магию носителя.

Кольцо здоровья и запаса сил.
Повышает здоровье и запаса сил носителя.

Особые предметы.

Ржавый железный кинжал.
*Несмотря на то, что с этого клинка сыпется ржавчина, он все еще достаточно остр, чтобы ранить противника.*

Зелья и яды.

Зелья брони: дубовой, каменной, железной и эбонитовой кожи.
Повышают класс брони.

Зелья плащей: огненного, морозного и электрического.
Дают один из стихийных плащей, который наносит урон ближайшим врагам.

Зелья дверей смерти.
Когда ваше здоровье меньше 15%, это зелье полностью исцеляет вас.

Зелье обнаружения жизни, нежити и животных.
Позволяют видеть одного из вышеперечисленных видов существ.

Зелья защитного круга.
Круг защищает от нежити и лечит заклинателя.

Зелья восстановления жизни.
Восстанавливают здоровье, магию и запас сил.

Зелье ночного зрения.
Позволяет видеть в темноте.

Зелье замедления времени.
Замедляет время.

Зелье стремительности.
Ускоряет перемещение.

Зелья оберегов.
Обереги повышают класс брони и снижают урон от вражеских заклинаний.

Зелье щита.
Повышает класс брони и снижает урон от атак.

Зелье поглощения заклинаний.
Дает шанс поглотить вражеское заклинание и пополнить свой запас магии.

Зелье света.
Освещает все вокруг вас.

Зелье ночного глаза.
Позволяет видеть в темноте.

Зелья грозового, огненного и инеевого щитов.
Дают один из стихийный плащей, который наносит урон врагам на расстоянии удара.

Зелья водного дыхания.
Позволяют дышать под водой.

Яд повреждения здоровья\запаса сил; здоровья\магии.
Яд, действующий мгновенно.

Яды погибели орков, каджитов, людей, эльфов и аргониан.
Наносят урон одной из вышеперечисленных рас.

Яды поглощения здоровья\магии\запаса сил.
Дают возможность поглотить магию, запас сил или здоровье.

Масла электризованные, горящие и ледяные.
Наносят урон одной из стихий.

Некоторые предметы можно найти в продаже у каджитских караванов и нового торговца в «Гарцующей кобыле».
Несовместимостей не выявлено.

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Требования:
Скайрим
Dawnguard
Dragonborn
SkyUI (Для МСМ меню)

Баг: Описание некоторых предметов может повторяться два раза.

Установка: переместите файлы из архива в папку с игрой.

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More Interesting Loot for Skyrim

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Original upload

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Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

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To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

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Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

Please log in or register

To enjoy the benefits of Nexus Mods, please log in or register a new account

More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

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More Interesting Loot for Skyrim

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(last updated on 12/27/2014)

Aside from the above change, this Mod then adds around 1000 new items (and growing with each update) within more leveled lists than I care to count.

(last updated on 10/11/2014)

The following article lists the majority of items added to Skyrim by More Interesting Loot for Skyrim v3.0. Please note that this is NOT a comprehensive list and that this list may change and may or may not be completely up to date with future version upgrades. Items are regularly added, updated, changed, deleted, or otherwise ignored. This list is a best-effort with.

(last updated on 8/24/2014)

For all of the items added by More Interesting Loot for Skyrim v3.0, there are several different ways their magical enchantments might work. Below is a description of these differences and basic details of how they work. This article is not intended to give away anything I would consider a spoiler.

Please note that some items will only give vague descriptions (without exact #s, for example) of what the effect does. In such cases, this is intentional for enchancing role-playing and immersion.

Set Bonuses
Some items belong to a set (obvious or not) and extra magical bonuses may apply when wearing multiple items within a related set.

For example, a set of clothing may give a special bonus when you wea.

The following article gives some details about Special Items added by More Interesting Loot for Skyrim v3.0.

Special Items are fairly rare items added to Boss Loot. These items are generally fairly powerful and/or may even be cursed! The kicker with these items is that you do not know what their actual magic effects, powers, etc are!

These Special Items often will have one or more general Passive Effects, one or more Lesser Power.

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More interesting loot for skyrim legendary edition. avatar. More interesting loot for skyrim legendary edition фото. More interesting loot for skyrim legendary edition-avatar. картинка More interesting loot for skyrim legendary edition. картинка avatar. To enjoy the benefits of Nexus Mods, please log in or register a new account

In celebration of Pi-day (yesterday), I’ve uploaded the newest version of More Interesting Loot for Skyrim, version 5.7!

This new version has lots of new items, changes to old items, new concepts, custom meshes and textures for many items, and probably a lot of looting features I’m not thinking of at the moment.

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a » Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

More Interesting Loot for Skyrim 5.7

Как вы наверное уже поняли из названия, этот мод перерабатывает систему лута в Скайриме, добавляя множество новых предметов (около 1000) и изменяя содержимое сундуков «боссов» (бандитские, фалмерские, двемерские, вампирские, некромантские и т.д.). Последние теперь наполнены более правдоподобными предметами, чем было раньше. Например, в сундуках бандитов будут лежать самые обычные украденные вещи путешественников, караванщиков и торговцев. Другое дело какие-нибудь темные маги, которые не станут мелочиться подобным хламом и в основном бережно хранят различные магические штучки.

Примерный список ниже, под спойлерами.

По глощение здоровья\запаса сил.
Поглощение определенного количества здоровья и запаса сил у цели.

Поглощение здоровья\магии.
Поглощение определенного количества здоровья и магии у цели.

Поглощение магии\запаса сил.
Поглощение определенного количества магии и запаса сил у цели.

Поглощение жизненной силы.
Поглощение определенного количества магии, здоровья и запаса сил у цели.

Взрывные стихийные стрелы и луки.
Нанесение урона ледяным, электрическим и огненным взрывом.

Охотник на даэдра.
Нанесение дополнительного урона против даэдра, а также шанс поглотить здоровье и вызвать ошеломление.

Убийца даэдра, аргониан, эльфов, людей, каджитов или нежити.
Дополнительный урон здоровью и запасу сил против одного из вышеперечисленных видов существ. Также есть шанс поглотить здоровье и вызвать ошеломление.

Священное пламя.
Окутывает нежить священным пламенем, нанося дополнительный урон и добавляя шанс ошеломления.

Святой гнев.
Окутывает нежить священным пламенем, нанося дополнительный урон, поглощая здоровье и добавляя шанс ошеломления.

Проклятье троллей.
Дополнительный урон против троллей и шанс их ошеломления.

Длинный лук охоты.
Дополнительный урон животным.

Ошеломление.
Шанс ошеломить противника.

Отравление.
Шанс вызвать длительное отравление.

Проклятье нежити.
Поджигает нежить, нанося дополнительный урон в течение определенного времени. Также имеет шанс вызвать ошеломление.

Рубиновые луки огня.
Немного легче и сильнее стеклянных луков. Наносят урон огнем.

Изумрудные ядовитые луки.
Немного легче и сильнее стеклянных луков. Наносят урон ядом.

Сапфировые луки холода.
Немного легче и сильнее стеклянных луков. Наносят урон холодом.

Серебряные луки огня, льда и электричества.
Наносят дополнительный урон нежити и вервольфам, а также один из стихийного урона.

Катаны огненные, ледяные и электрические.
Оружие, наносящее один из стихийных уронов.

Катана паралича.
Оружие ближнего боя, вызывающее паралич цели.

Скимитары огненные, ледяные и электрические.
Оружие, наносящее один из стихийных уронов.

Скимитар паралича.
Оружие ближнего боя, вызывающее паралич цели.

Стальная булава вдоводела.
Наносит дополнительный урон мужчинам, поглощает запас сил, и имеет шанс ошеломления.

Взрывные стрелы: огонь, лед и электричество.
Взрыв, наносящий урон огнем, холодом и электричеством соответственно.

Скимитар Алик’ра.
Весит меньше и наносит больше урона чем обычный скимитар. Имеет шанс ошеломить цель.

Перчатки драчуна.
Повышают урон от рукопашной атаки.

Перчатки меткой стрельбы.
Луки наносят больше урона.

Сапоги босмера.
Повышают вашу скрытность и скорость, с которой вы достаете свой лук. Свойства усиливаются, если вы являетесь лесным эльфом.

Кираса босмера.
Урон, получаемый от животных, снижается. Также, один раз в день можно скомандовать животным. Свойства усиливаются, если вы являетесь лесным эльфом.

Перчатки босмера.
Луки наносят больше урона. Повышается шанс ошеломить врага стрелой. Свойства усиливаются, если вы являетесь лесным эльфом.

Капюшон босмера.
Повышает ваше здоровье и запас сил, увеличивает шанс нанесения критического урона луками. Свойства усиливаются, если вы являетесь лесным эльфом.

Потрепанные ботинки скрытности.
Повышают шанс остаться незаметным. К сожалению, их плохое качество плохо повлияет на мнение окружающих о вас.

Потрепанная шапка вора.
Повышает взлом. К сожалению, плохое качество этой шапки плохо повлияет на мнение окружающих о вас.

Потрепанная повязка похитителя.
Повышает карманные кражи. К сожалению, плохое качество этой повязки плохо повлияет на мнение окружающих о вас.

Поварской колпак ядовара.
Создаваемые вами яды более эффективны.

Поварской колпак целителя
Зелья здоровья, магии и запаса сил, создаваемые вами, становятся более сильными.

Поварской колпак обогащения.
Зелья с положительными эффектами, создаваемые вами, становятся эффективнее.

Поварская одежда гурмана.
Поедание ингредиента открывает два первых его алхимических свойства.

Поварские башмаки алхимии.
Создаваемые вами зелья становятся сильнее.

Рукавицы стрелка (Мощный выстрел).
Когда экипирован лук, успешный выстрел может ошеломить врага.

Рукавицы стрелка (Быстрый выстрел).
Вы быстрее достаете лук.

Рукавицы стрелка (Ловкий выстрел).
Если экипирован лук, имеется шанс 25% обезоружить врага.

Рукавицы садовника.
Вы имеете определенный шанс собрать несколько ингредиентов с одного растения.

Шапка торговца.
Покупка товаров становится выгоднее.

Капюшон здоровья.
Повышает здоровье носителя.

Капюшон запаса сил.
Повышает запас сил носителя.

Капюшон запаса сил и здоровья.
Повышает запас сил и здоровье носителя.

Капюшон Алик’ра.
Вы лучше блокируете урон щитом. Свойство усиливается, если вы являетесь редгардом.

Одежда чародея.
Новое зачарование, делающее предметы более мощными.

Перчатки зачарователя.
Электрические, огненные и морозные зачарования на оружии и броне становятся сильнее.

Капюшон зачарователя.
Зачарования здоровья, магии и запаса сил на броне становятся сильнее.

Роба зачарователя.
Новые зачарования становятся сильнее.

Туфли зачарователя.
Новые зачарования на этом предмете становятся сильнее.

Одежда алик’рца.
Повышает запас сил. Раз в день вы можете вызвать прилив адреналина.

Щит огненной преграды.
Повышает сопротивление огню, но снижает сопротивление холоду. Удары плашмя имеют определенный шанс нанести урон огнем.

Щит морозной преграды.
Повышает сопротивление холоду, но снижает сопротивление огню. Удары плашмя имеют определенный шанс нанести урон холодом.

Щит электрической преграды.
Повышает сопротивление электричеству, но снижает сопротивление магии. Удары плашмя имеют определенный шанс нанести урон электричеством.

Амулет огненного плаща.
Наделяет владельца сопротивлением огню и дает возможность активировать огненный плащ.

Амулет морозного плаща.
Наделяет владельца сопротивлением холоду и дает возможность активировать плащ мороза.

Амулет грозового плаща.
Наделяет владельца сопротивлением электричеству и дает возможность активировать плащ молнии.

Амулет вихревого плаща.
Наделяет владельца сопротивлением огню и дает возможность активировать плащ вихря.

Амулет прикрытия.
Дает владельцу способность активировать щит.

Амулет оберега.
Дает владельцу способность активировать оберег.

Амулет дверей смерти.
Дает владельцу защиту от смерти. Раз в день, если ваше здоровье падает ниже определенного уровня, вы будете полностью исцелены.

Амулет здоровья.
Повышает здоровье носителя и дает ему способность восстанавливать его.

Амулет магии.
Повышает магию носителя и дает ему способность восстанавливать ее.

Амулет запаса сил.
Повышает запас сил носителя и дает ему способность восстанавливать его.

Амулет жизненной силы.
Повышает здоровье, запас сил и магию носителя.

Амулет свечи.
Дает носителю способность создавать парящий световой шар.

Амулет магического света.
Дает носителю способность создавать световой шар, который прикрепляется к любой поверхности.

Амулет иллюминации.
Наделяет носителя способностью выпускать световой шар, который будет прикрепляться к любой поверхности.

Амулет защиты от животных.
Снижает урон, получаемый от животных.

Амулет защиты от нежити.
Снижает урон, получаемый от нежити.

Амулет восстановления.
Дает носителю способность восстанавливать здоровье и запас сил как на себя, так и на других.

Кольцо обнаружения животных, даэдра, нежити, вампиров.
Позволяет видеть сквозь стены ближайших животных, нежить, вампиров и даэдра.

Кольцо обнаружения живых.
Позволяет видеть сквозь стены живых существ.

Кольцо критических ударов.
Повышает шанс нанести критический урон.

Кольцо невидимости.
Носитель становится невидимым и движется тише. Эффекты снимаются при взаимодействии с предметами и атаке.

Кольцо жизненной силы.
Повышает здоровье, магию и запас сил носителя.

Кольцо иллюминации.
Создает вокруг носителя освещение.

Кольцо тихих шагов.
Владелец движется тише.

Кольцо ночного зрения.
Носитель получает способность видеть в темноте.

Кольцо сопротивления стихиям.
Повышает сопротивление огню, холоду и электричеству.

Кольца сопротивления электричеству, огн, холоду и магии.
Увеличивают сопротивляемость одной из вышеперечисленных стихий.

Кольцо стихийных рун.
Позволяет носителю ставить огненные, морозные и электрические руны.

Кольцо устрашающих рун.
Позволяет носителю ставить руны страха.

Кольцо разъяряющих рун.
Позволяет носителю ставить руны ярости.

Кольцо морозных рун.
Позволяет носителю ставить морозные руны.

Кольцо огненных рун.
Позволяет носителю ставить огненные руны.

Кольцо грозовых рун.
Позволяет носителю ставить грозовые руны.

Кольцо ядовитых рун.
Позволяет носителю ставить ядовитые руны.

Кольцо замедления времени.
Позволяет носителю замедлять время.

Кольцо снайпера.
При использовании лука, носитель получает большой шанс нанести критический урон до начала боя.

Перстень силы.
Этот таинственный перстень повышает переносимый вес.

Перстни призыва духа волка, саблезуба, злокрыса, ледяного, грозового и огненного атронаха.
Позволяет носителю призывать одного из вышеперечисленных существ.

Кольцо водного дыхания.
Позволяет носителю дышать под водой.

Кольцо здоровья и магии.
Повышает здоровье и магию носителя.

Кольцо здоровья и запаса сил.
Повышает здоровье и запаса сил носителя.

Ржавый железный кинжал.
Несмотря на то, что с этого клинка сыпется ржавчина, он все еще достаточно остр, чтобы ранить противника.

Зелья брони: дубовой, каменной, железной и эбонитовой кожи.
Повышают класс брони.

Зелья плащей: огненного, морозного и электрического.
Дают один из стихийных плащей, который наносит урон ближайшим врагам.

Зелья дверей смерти.
Когда ваше здоровье меньше 15%, это зелье полностью исцеляет вас.

Зелье обнаружения жизни, нежити и животных.
Позволяют видеть одного из вышеперечисленных видов существ.

Зелья защитного круга.
Круг защищает от нежити и лечит заклинателя.

Зелья восстановления жизни.
Восстанавливают здоровье, магию и запас сил.

Зелье ночного зрения.
Позволяет видеть в темноте.

Зелье замедления времени.
Замедляет время.

Зелье стремительности.
Ускоряет перемещение.

Зелья оберегов.
Обереги повышают класс брони и снижают урон от вражеских заклинаний.

Зелье щита.
Повышает класс брони и снижает урон от атак.

Зелье поглощения заклинаний.
Дает шанс поглотить вражеское заклинание и пополнить свой запас магии.

Зелье света.
Освещает все вокруг вас.

Зелье ночного глаза.
Позволяет видеть в темноте.

Зелья грозового, огненного и инеевого щитов.
Дают один из стихийный плащей, который наносит урон врагам на расстоянии удара.

Зелья водного дыхания.
Позволяют дышать под водой.

Яд повреждения здоровья\запаса сил; здоровья\магии.
Яд, действующий мгновенно.

Яды погибели орков, каджитов, людей, эльфов и аргониан.
Наносят урон одной из вышеперечисленных рас.

Яды поглощения здоровья\магии\запаса сил.
Дают возможность поглотить магию, запас сил или здоровье.

Масла электризованные, горящие и ледяные.
Наносят урон одной из стихий.

Некоторые предметы можно найти в продаже у каджитских караванов и нового торговца в «Гарцующей кобыле».

Требования (SLE):
+ Skyrim 1.9.32
+ Dawnguard DLC
+ Dragonborn DLC
+ SkyUI (для МСМ)
Требования (SSE):
+ Skyrim Special Edition
+ SkyUI SE (для MCM)

Несовместимостей не выявлено. Спасибо DARTH—ALEXIEL за адаптацию для Skyrim SE.

Баги: Описание некоторых предметов может повторяться два раза.

Установка: Переместите файлы из папки Data архива в папку Data игры, подключите плагин мода.

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More Interesting Loot for Skyrim

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More interesting loot for skyrim legendary edition. avatar. More interesting loot for skyrim legendary edition фото. More interesting loot for skyrim legendary edition-avatar. картинка More interesting loot for skyrim legendary edition. картинка avatar. To enjoy the benefits of Nexus Mods, please log in or register a new account

In celebration of Pi-day (yesterday), I’ve uploaded the newest version of More Interesting Loot for Skyrim, version 5.7!

This new version has lots of new items, changes to old items, new concepts, custom meshes and textures for many items, and probably a lot of looting features I’m not thinking of at the moment.

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a » Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

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More Interesting Loot for Skyrim

File information

Last updated

Original upload

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Uploaded by

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Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

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More Interesting Loot for Skyrim

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Mod articles

(last updated on 12/27/2014)

Aside from the above change, this Mod then adds around 1000 new items (and growing with each update) within more leveled lists than I care to count.

(last updated on 10/11/2014)

The following article lists the majority of items added to Skyrim by More Interesting Loot for Skyrim v3.0. Please note that this is NOT a comprehensive list and that this list may change and may or may not be completely up to date with future version upgrades. Items are regularly added, updated, changed, deleted, or otherwise ignored. This list is a best-effort with.

(last updated on 8/24/2014)

For all of the items added by More Interesting Loot for Skyrim v3.0, there are several different ways their magical enchantments might work. Below is a description of these differences and basic details of how they work. This article is not intended to give away anything I would consider a spoiler.

Please note that some items will only give vague descriptions (without exact #s, for example) of what the effect does. In such cases, this is intentional for enchancing role-playing and immersion.

Set Bonuses
Some items belong to a set (obvious or not) and extra magical bonuses may apply when wearing multiple items within a related set.

For example, a set of clothing may give a special bonus when you wea.

The following article gives some details about Special Items added by More Interesting Loot for Skyrim v3.0.

Special Items are fairly rare items added to Boss Loot. These items are generally fairly powerful and/or may even be cursed! The kicker with these items is that you do not know what their actual magic effects, powers, etc are!

These Special Items often will have one or more general Passive Effects, one or more Lesser Power.

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More Interesting Loot for Skyrim

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

Increase quantity and variety of items found in Boss treasure chests, including well over 1000 new mundane and enchanted items to be found.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Credit also goes out to any Mod that I use personally, that might show up in various screenshots for this Mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

LanguageName
Russian Author: kayoooshi_boiMore interesting loot for Skyrim (rus)

Version 5.7

38 alchemy books for Morrowind Ingredients (Vvardenfell Alchemy: Black Lichen, for example).
— [New] Added

35 alchemy books for Oblivion Ingredients (Cyrodiilic Alchemy: Wisp Stalk Caps, for example).
— [New] Added Crossbows, Daedra-bane (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Hunting (Steel and Dwarven varieties).
— [New] Added Crossbows, Daedra Slaying (Steel and Dwarven varieties).
— [New] Added Bows, Daedra-bane (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added Bows, Daedra Hunter (Dwarven, Elven, Nordic, Glass, Ruby, Stalhrim, and Ebony varieties).
— [New] Added/Updated a variety of Daedra Slayer weapons (all weapon types, 8 material types, 2 strengths)
— [New] Added a variety of weapons: Bane of the Undead, Undead Hunter, Undead Slayer.
— [New] Added 15 new misc valuable items to find w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

70 new mundane rings w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added

39 new mundane necklaces w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Jewelled Weapons (7 weapon types) w/custom meshes, courtesy of @lautasantenni (Expanded Jewelry Crafting).
— [New] Added Golden Armor Set (7 armor pieces) w/custom meshes, courtesy of @lautasantenni (Treasure Crafting).
— [New] Added

81 new Weapons of Detection; when weapon is drawn has a «Detect Life» like effect
— 9 types of Detection: Animals, Argonians, Daedra, Elves, Humans, Khajiit, Orcs, Undead, Vampires
— all weapon types (Bow, Crossbow, Dagger, Mace, Sword, WarAxe, Battleaxe, Greatsword, Warhammer)
— [New] Added new Rings of Detection: Daedra, Vampires (in addition to existing Life, Undead, Animals)

— [Note] Versions 5.5 and 5.51 have been removed. Please delete, download v5.6 and we shall never speak of them again!

— [Fixed] The prior version (v5.51) mistakenly had Hearthfires.esm set as a master file. Fixed.
— [Fixed] The prior version (v5.5) was packaged incorrectly with the v5.2 esp file. Fixed.
— [Fixed] The enchantment Reluctant Shock had a copy/paste error in it. Fixed.
— [Fixed] Found a number of typos in various places. Fixed.
— [Updated] The Alchemist previously added in Windhelm now sells Morrowind ingredients as well.
— [New] Added a new Alchemist (at the Winking Skeever in Solitude) who sells Cyrodillic ingredients and potions.
— [New] Added Nordic and Stalhrim varieties of Bows of Exploding (Fire, Frost, and Shock versions).
— [Fixed] Ebony Dagger of Venom was pretending to be an Elven Dagger. Fixed.
— [Fixed] Steel Warhammer of Absorption Health/Magicka was pretending to be a Battleaxe. Fixed.
— [Updated] Removed MCM menu options for individual Boss Chests. Replaced with options for Vanilla, Dawnguard, and Dragonborn.
— [New] Added an MCM menu option to disable New Ingredients from this Mod from being added to loot.
— [New] Added tempering recipe for the Ritual Dagger.
— [New] Added tempering recipes for many of the Bows added in this Mod.
— [New] Added various enchanted versions of the Ritual Dagger including Fire, Frost, Shock, Venom.
— [New] Added new weapon enchantments Reluctant Fire, Reluctant Frost, and Reluctant Shock
— [New] Added weapons of Reluctant Fire, Reluctant Frost, Reluctant Shock (Bows, Crossbows, Swords, Daggers, Waraxes)
— [New] Added a few new ingredients from Oblivion.
— [New] For Oblivion ingredients, added

26 custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)
— [New] Added

28 ingredients from Morrowind, with custom mesh/textures, courtesy of Link815 (Special Flora of Tamriel)

— [Fixed] Several Morrowind Artifact’s lesser powers were not showing up properly in Magic menu (amulets of Heartfire, Heartrime, Heartthrum, Heartheal). Fixed.
— [Fixed] Shields of Fiery Defense were not appearing correctly in various loot lists. Fixed.
— [Updated] Adjusted dragon loot added by this Mod to be a bit more «what would a dragon have».
— [Updated] Updated the book «Legendary Rings of Cyrodiil» to include an entry for the Black Band.
— [Updated] Updated the book «Legendary Artifacts of Cyrodiil» to include entries for Fin Gleam, Helm of the Deep Delver, and Helm of Ferocity.
— [Updated] Updated the book «Legendary Rings of Morrowind» to include an entry for Akatosh’s Ring.
— [New] Added unique item from Oblivion, Black Hand Robes
— [New] Added unique item from Oblivion, Black Hand Hood
— [New] Added unique item from Oblivion, Tower of the Nine
— [New] Added unique item from Oblivion, Blackwood Ring of Silence
— [New] Added unique item from Oblivion, Ring of the Gray
— [New] Added Shields of Elemental Resistance (ie resist fire, shock, and frost; 12 types, 3 strengths for each type)

— [Fixed] A forgotten debug message when finding a unique item was really annoying. Found and fixed.
— [Fixed] Enchanted Bows were showing up a bit too much compared to other weapon types. Balanced better.
— [Updated] Talisman of the Swani default enchantment was too short. Made it longer.
— [Updated] Rebalanced slightly (in favor of) the odds of finding new items from this Mod vs Vanilla items.

— [New] Added an MCM Menu option to control the rarity of a Horde appearing.
— [New] MCM menu option to adjust % rarity modifier for Artifacts (to make them rarer or more common than default)
— [New] MCM menu option to adjust % rarity modifier for Cursed Items (to make them rarer or more common than default)
— [New] Added a completely new method of handling the «uniqueness» of Artifacts added by this Mod.
— [Updated] Added Debug Notes to the various vendors added by this Mod (in order to tell if this Mod is adding items or not).
— [Fixed] Load order for DLCs within the Mod were incorrect. Fixed.
— [Fixed] Potions of Fire Cloak (frost, lightning, whirlwind too) were not showing descriptions. Fixed.
— [Fixed] Fixed a few items with messed up names.
— [Updated] Added appropriate info about Artifacts/Rarity/Uniqueness to the Article «How is More Interesting Loot actually generated?»

[size=+1]Why do we need More Interesting Loot for Skyrim?[/size]

Imagine if you will. The roads are no longer safe and the Jarl calls upon your help. A gang of savage bandits have been marauding the countryside, robbing and murdering travelers, merchants, and caravans alike. The Jarl wants YOU to find their hide-out and put an end to their vile deeds. Think of the action and adventure that awaits! Think of the fame and glory. Think of the LOOT!

Aha! That must be their treasure chest, where a horde of ill-gotten gains must be stored. You pick the lock, expertly avoiding the deadly booby-trap. For all that has been risked, a reward fitting of a true hero.

[size=-1] 1 Petty Soulgem
1 Steel Sword
10 Iron Arrows
28 Gold[/size][size=0] [/size]

Wait. they keep their loot in here, right? Where’s the freaking loot?! I risked my a** for this crap?! What the hell?! The Jarl can kiss my freaking a**!

[size=+1]What does this Mod do?[/size]

This Mod helps to address the above, unfortunate, reality by 1) adding a large variety of brand-new items (mostly magical) to find; and 2) adjusting the various «boss» treasure chests to have a likely possibility of having a larger quantity and more realistic type of items (both vanilla Skyrim and new from this Mod).

More Loot

It’s just not realistic, or most importantly fun, to have the final ultimate treasure chest be practically empty. This mod adds the possibility for most «boss» treasure chests to have many more new and vanilla items. Specifically, this mod adds More Interesting Loot to:

More Interesting Loot

As you advance through the world of Skyrim, the loot seems to get rather stale. There just isn’t that many interesting or unique items or combinations of loot out there. This Mod adds close to a thousand new items to the game, most magical, and most with multiple varieties.

[size=+1]Installation and Requirements[/size]

— Requires MCM (SkyUI).
Requires Dawnguard AND Dragonborn DLCs for version 5.0 and higher.
— Install the mod normally (using the Nexus Mod Manager is highly recommended).
— Recommendation: Use BOSS or LOOT to set your load order. Despite where either puts the Mod, I recommend you put this Mod towards the end of your load order.
— Creating a bashed patch is also highly recommended to help ensure compatibility with other mods!

[size=+1]Examples of new Items[/size]

For a mostly complete list of all items, read the Article: Lists of Loot added to Skyrim (Minor Spoilers!)

New Enchanted Weapons

New Enchanted Armor & Clothing

New Enchanted Rings

Rings may have constant effects and/or allow the ability to cast spell-like effects. Many rings have multple strength varieties. Rarer rings have one or more special abilities and/or have very powerful constant effects. Some ring’s special abilities may only be used periodically.

Enchanted Amulets

Amulets may have constant effects and/or allow special abilities such as being able to cast spell-like effects. Many amulets have multiple strength varieties. Rarer amulets combine constant effects with one or more special abilities. Some amulet’s special abilities may only be used periodically.

New Potions

Most potions have multiple varieties and/or multiple strengths. Some potions are rarer than others and stronger potions are always rarer to find.

New Alchemy Ingredients

Many ingredients from Cyrodiil (Oblivion) and Morrowind including many of their alchemical effects have been added (trade across the border still happens!). I’ve attempted to keep the alchemy effects true to Oblivion where possible. Some effects not present in Skyrim have been re-created, as possible:

Note: as of version 5.5, there is an MCM option to enable or disable whether new ingredients added by this Mod are added to loot lists.

New Alchemy Books

There are a number of new alchemy books added to the game for purchase. These are special «recipe» books. They are not unlike the vanilla alchemy recipes you may find, but when reading them, you actually learn the ingredient effects mentioned in the book.

Books currently include recipes for most of the above ingredient effects from Oblivion (listed above) and a few have been added for vanilla Skyrim ingredients. More books will be added in the future!

[size=+1]Wow, how do I find this cool loot?[/size]

There are several ways:

None reported so far!

[size=+1]Features in Progress[/size]

This mod continues to be developed. Many items/features/tweaks are being worked on or otherwise on the agenda for future releases. Feedback and good ideas will be considered! A few major concepts are currently being tested:

Set Bonuses

Finding an item with a useful enchantment is pretty cool. Finding a second is also pretty cool. But what about finding a second item in a related set that unlocks a special power? Not just pretty cool. damn sweet!

In progress are a number of sets of items (typically armor or clothing) in which special enchantments are unlocked when wearing two, three, four, or more related items!

Side Effects

To help offset and balance the more powerful items, I’ve always thought that negative side effects would be fun. «This ring really kicks a**, but do I want to deal the side effects?» Choices and consequences add a lot of immersion in my opinion. Small side effects or big side effects. They could get really creative and hopefully fun.

Curses

There would need to be some method to remove the curse. Maybe a special spell or potion or something that could be found or purchased. As it is outside of the scope of this mod, I would probably avoid getting into any quests, etc.

Special Items

The idea behind these items are that in vanilla Skyrim (and this Mod), all enchanted items are immediately obvious that they’re magical and immediately obvious on what they do. Say that you’re a Nord brute named Ugh («me, Ugh. I like to swing heavy things.»). How is that you automatically know that amulet over there is a an «Amulet of Health: The wearer’s health is increase by 20 points and any attacks made on a bunny will cause it to explode.»

The special items are enchanted items (you can tell that from the glow and the little icon in your inventory), but beyond that, you have no idea what it does. Maybe the description simply says «You can feel an evil power emanating from this item». Or maybe simply the red glow indicates the item is really warm.

Maybe you should pick it up. Yeah, see what happens when you pick it up. Really. Ok, so you picked it up and immediately got dizzy (with cool visual effects) or immediately lost some health because the message just flashing on your screen tells you that the item is really hot.

In any case, the idea is that you don’t know what the item does until you 1) pick it up (might give a clue); 2) wield or wear it (might give other clues); and finally 3) try to use it. if it is a weapon you might have to use it against multiple types of enemies and pay attention to what happens.

So far, as a proof of concept, Ma’giik (this Mod’s main vendor, residing in the Bannered Mare), is a selling a «Dagger, Normal». Purchase it and try it out. See if you can figure out what it does. There are some hints in the discussion Posts.

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More Interesting Loot Reborn

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About this mod

Adds Loot and Unique items as well as introducing a unique Evolution system to the game

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Version 1.2

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Version 1.0

More interesting loot for skyrim legendary edition. KKtCYMH. More interesting loot for skyrim legendary edition фото. More interesting loot for skyrim legendary edition-KKtCYMH. картинка More interesting loot for skyrim legendary edition. картинка KKtCYMH. To enjoy the benefits of Nexus Mods, please log in or register a new account

Well. wonder no longer, adventurers. Behold!


This mod is the spiritual successor of More Interesting Loot by Ghengisbob. Initially, the goal was to make a patch for Legacy to address the elusive drop rates.
However, the more I looked into the mod’s innards the more I was astounded at how much looked like it was just… abandoned and unfinished. Now don’t get me wrong, I LOVE More interesting Loot, but I saw so much lost potential that I decided to rebuild it from the ground up.

Like I mentioned, the drop rates were… less then ideal even with everything set at a very high drop rate, even with the MCM menu maxed out. My method of loot distribution is far different from his, making use of various entries and injections into chests all across the worlds to make it fit. This leads into my next point.

Would it make sense for a piece of Dwemer armor to be in something like a small chest on the wall? No, that chest isn’t the TARDIS why would anyone stuff something big like that in there? The chests and containers are going to reflect their dungeons and locations as well. For example, would you find Elven stuff in draugr-infested tombs? Unlikely, but you would have a greater chance at finding snow elf loot in there as they were active during that time.

V1.0 is the initial release, and as such the loot list is… limited, containing only the greater relics from across the 5 core games. However, my roadmap (as seen in articles) has plans of additional, lore friendly loot as well as forwarding the old effects from other games as best I can without TOO many issues or extra heavy scripts.

Who knows, there may be some additional new items never seen before. Patience is a virtue, and those who exhibit it are often well-rewarded.
This leads into what I feel is the crowning jewel of this mod.

Now, we all can remember how a certain artifact from Morrowind had something that was then a powerful enchantment. When you find the relic in Skyrim it’s just an echo of what it once was. lolKeening Not anymore, or at least if you use it enough. By using EvoSys, the item will eventually ‘recharge’ itself, restoring lost enchantments as well as regaining ones it used to have, all being lightweight in terms of scripting.

A couple of videos demonstrating the concept of the EvoSys are below:


More interesting loot for skyrim legendary edition. BUKhuM9. More interesting loot for skyrim legendary edition фото. More interesting loot for skyrim legendary edition-BUKhuM9. картинка More interesting loot for skyrim legendary edition. картинка BUKhuM9. To enjoy the benefits of Nexus Mods, please log in or register a new account

Given how the Loot Invalidation system works to ensure that relics STAY as unique, Auto Looters can cause minor hiccups in the system possibly allowing for duplicates of what should be one-time relics to occur. It’s not game breaking per se but can break your immersion.

Now these leads into the credits of this mod, where currently there are a ton of credits to be given. But before we get there, I feel this needs to be said. I am a firm believer of Cathedral modding, that without the community I would not have been able to do what I have done. As such, if mod authors wish to add, or use the systems in place her I welcome its use; simply credit me and gengishbob and use the system guides I have in articles to learn, use, or even improve it (Just share any improvements with me please first ;P lol) Or, if you want to help, I am in dire need of additional item models as modelling items from scratch is beyond my capabilities.

Given the amount of assets used, I don’t have enough space here to do justice so please look in articles for credits. To the mod authors: if I forgot some details, or to mention you, please let me know and I will be happy to correct it.

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