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A simple change to improve the late game.


imready86k

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I've reached the dreaded Almighty richer than rich, bountiful stock, late game. It's nice but I still have plenty to do.

 

Anyone who's interested, try this.

 

Remove all ingredients and ore and ingots from vendors selling lists. Find it yourself! (And buff smithing leveling/ per item crafted/ to compensate). Besides why on Earth would a blacksmith sell resources, he'd lose business to the competition, if you need a real world reason.

 

This amongst many... Other... Unworldly changes.. would make each save game live longer. Save games die every day. North Korea, starvation, lack of desire to search urns ..

 

Being simple, a mod to remove "most" and/or select ingredients from being sold by vendors.

 

Other mods might exist to supplement the following, but, generally...

 

Tackling the enchanted weapons EVERywhere, fights the good fight against "queest rewards". Use Dark Souls as a resource for handling the "value" and abundance of items.

 

I noticed from "Oldrim" mods focused on making everything expensive. The root of all riches is in numbers. Too much stuff. Expensive poor Skyrim is nice, however, your still in town by lvl 50, and walking past lonely urns (who have feelings, want to be touched, even by the mighty) in dungeons , and walking past ore deposits. Your still focused on using the anvil in town, to craft 300 bows made from urns.. it leads to.. gold, it's value, it's use.

 

Gold should be a separate currency, designed to purchase "services". Yes, buy stuff too. But... Without all the ingredients and ores (except for iron so beginners have a chance)/ and bc iron is reused for orc items etc, and maintain s it's rarity later in smithing) but without those, gold builds up fast I'd predict. Training is a nice gold sink, but I'm sure there exists many mods already to add to the sink. Disabling fast travel, charging more for "mage teleportation grids" (Morrowind, etc), list can go on.

 

Im requesting an overhaul :) Start simple with removing ability to buy crafting resources. And maybe move on to gold sink services that have "value", then tackle the abundance of weapons.

 

To truly entwine skyrims quest rewards with skyrims "enchant it yourself" I recommend an overhaul to not allow any enchanted items to be WORN until that specific enchant has personally been found& disenchanted, and it will be labeled as unrecognizable (cannot be disenchanted) unless you found it somewhere special, like a dungeon, er Herm or a boss held it..

 

Then you disenchanted the boots of stamina...

 

"Discovered the stamina enchantment for.. boots, specifically". You can now enchant boots with stamina... No you did not learn to enchant anything .. but boots, specially, with stamina.. specifically..

 

Do this and the world of Skyrim questing will be filled with PLENTY to do.

 

Also make enchanting only level with disenchanting and disallow it to be legendary (reset to lvl 15). This will kill ambition to dread leveling it by enchanting massive amounts of items. Well I enjoy the disenchanting. Click click. I hate enchanting for the sole purpose of grinding to 100.. click scroll sounds gem click, click scroll boots, click scroll ..........item enchanted.

 

I'll post this if anyone is interested. If the mod doesn't exist sometimes it's because the ideas weren't shared.

 

Just a note. Skyrim always starts fantastic. It's even better because it enables people to go in and try new things which in turn influence the next game that may come out, assuming any of the ideas mentioned in post will turn silver to gold.

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Forgot to mention. Some areas, maybe all, shouldn't respawn specific resources. Dwemer metals.... Loot it, be done with it, no rinse repeat. What value is the mage guild dwemer ruin if another already spawns infinite scraps of metal every time you go back in? I see dwemer as OIL in the real world. An abundant, depleting resource. You start with a ton to loot, but by level 50, you looted the dwemer to death, and by then, ore deposits have respawned. You either need to discover a new dwemer ruin or mine from 30 day ore deposits to keep up the smithing.
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