The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Morrowloot 4.0
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Ruby Rhod Sep 25 @ 3:44pm 
@nolanhypes you can't use sunder without wraithguard. That's how it worked in morrowind
nolanhypes Sep 17 @ 3:38pm 
Um ihave found sunder but everytime i try to pick it up i get

sunder has dealt a mortal wound and i die
I want it please hep
n00b Jul 3 @ 9:37am 
Ok my game shuts down when i try enter Lud's Hut (spoiler i know skullcrusher is there)
Яob!n May 22 @ 9:16am 
really amazing mod, but could there be a seperate mod that just adds the morrowind weapons and artifacts, instead of the rest of this morrowloot features? since i actually do like skyrim's levelling system, i especially really want the wraithguard as its standalone mod without the rest of these features all stuffed together.
Littlefreak100 Apr 24 @ 12:42pm 
Does this mod require a new save to work properly? I'm not sure how item generation works without it, so it'd be nice to know if it's generated on opening the container or upon world generation.
HotPocky(Sam) Jan 10 @ 8:06am 
i think i love you...
never mind, it was gas. amazing job, though! brilliant work.
Ghost Trainwiz  [author] Sep 28, 2015 @ 2:57pm 
グリーン Sep 28, 2015 @ 2:49pm 
Does this conflict with tamrelic lore: Chrysamere and Moon and Star?
Skeletongs Sep 24, 2015 @ 6:54pm 
Thats good news. Im glad Im going to be able to play this brilliant mod without conflicts. Thanks.
Ghost Trainwiz  [author] Sep 24, 2015 @ 6:03pm 
No to the first (spell tomes are a different item list), yes to the second. Smithing isn't gone, it's just used to temper rather than really craft.
Skeletongs Sep 24, 2015 @ 4:36pm 
So i have two questions.


"This mod also modifies levelled item lists, so anything that modifies them will either be incompatible or will need to be merged via Wyre Bash."

Does this mean that mods that add new items like spell tomes to leveled loot lists are incompatable?


"This mod modifies smithing recipes, getting rid of Daedric, orcish, glass, elven, AND dwemer recipes."

Will i still be able to aquire the associated smithing perks in order to temper my equipment?
NickReturns Aug 29, 2015 @ 5:17pm 
Smithing recipies gone... What about the magical forgey dohickey under the place with the nerds?
Xeiro Jul 30, 2015 @ 12:37pm 
I could not stop laughing at the first video, you sent them flying to the other side of Skyrim XDDDD
I'm Rick Harrison Jun 29, 2015 @ 11:30pm 
Hats off to Insanity Sorrow and StarX, Hopesfire is easily one of the best looking blades in this pack, and best of all it looks almost exactly like it did in Morrowind. The only thing I would like here is TRUEFLAME, Hopesfire was always a meh blade to me because it was Almalexia's blade and she was a murdering scum, and Trueflame was the Nerevar's blade. I always loved using Truflame and I would love to see Hopesfire's counterpart added into this mod somewhere!
Kinggami Jun 16, 2015 @ 8:41am 
Can you make some screenshots/hints for the artifacts there location and how they look? Would be most appreciated.
douchebag May 17, 2015 @ 10:40am 
Thank you, the best overhaul, yet!
mewtooo May 9, 2015 @ 11:57am 
Sweet mod I think I will download it.
Wait. What's this? Installation instructions?

I'm sorry. But I look for mods on steam so I only have to click subscribe and bam, I have the mod. Installation instructions belong on places like Nexus, not here.

Still it was a great idea. Hopefully others with use this. Catchy name too.
🐎 A horse with no name May 8, 2015 @ 4:28am 
There is still one mod that I'm looking for: something to make trading something serious and not casual gamer friendly b/s skyrim style.
LazyGamer19 May 3, 2015 @ 4:05am 
I like the idea in theory, more interesting loot and better rare equipment. Prefer Oblivion, but Morrowwind and skyrim both have things I like, why I'm glad for mods like this.
Ragin Cajun Dáin Ironfoot Apr 28, 2015 @ 10:01am 
what is that hammer called?
Tristan Apr 13, 2015 @ 1:35pm 
does this work with PERMA (Perkus Maximus) or SKYRE (Skyrim Redone) ??
Whitehunter Apr 13, 2015 @ 9:55am 
Oh dear god, your videos are so great xDDD I love your mods. Dang those awesome hammers.
xuv Apr 11, 2015 @ 2:19pm 
Oh joy, a mod that actually has principles! Must have Morrowind nestolgia!!
Ghost Trainwiz  [author] Apr 8, 2015 @ 4:56pm 
That's nice.
Legoless Apr 8, 2015 @ 3:01pm 
It'd be nice to have a separate mod for those artifacts.
PsyonMaster Mar 13, 2015 @ 1:50pm 
Dang. I'm running a smithy save, but really want this mod. Not asking for u to add back in smithing. I'm just commenting. ;-;
XMetA Mar 11, 2015 @ 9:23pm 
All that rage down there XD. Anyways, great mod, but I totally found the whole Daedric Armor set first try :D.
dataDyne ☂ Jan 21, 2015 @ 3:16pm 
Duttle Jan 17, 2015 @ 8:56am 
Does this also remove the Scaled Armour and Steel Plate armour from Smiths, shops, and stuff. I get that it's technically better than Dwemer armour, but they're one of the few sets that you would actually expect to find in a shop.
El Presidente Jan 16, 2015 @ 10:09am 
How does this affect DLC loot?
Flintlocke Jan 12, 2015 @ 11:08pm 
Trainwiz is not for the faint of heart kiddo. Seriously, you've bitten more than you can chew, not to mention "This mod modifies smithing recipes, getting rid of Daedric, orcish, glass, elven, AND dwemer recipes. " is in the description.
Ghost Trainwiz  [author] Jan 12, 2015 @ 11:08pm 
It's hilarious how you can tell people that nothing will change your mind about smithing changes, and they're still stupid enough to try, making themselves look like fools in the process.
Ghost Trainwiz  [author] Jan 12, 2015 @ 11:07pm 
You don't seem to realize I enjoy this.
Either way, it's clear you have nothing actually worthwhile to say, so again, fuck off.
GrayKitsune Jan 12, 2015 @ 11:06pm 
I like how you are just insulting me and getting seriously pissed off even though I did compliment your mod saying it was one of the best mods on workshop. Calm down, seriously, with that kind of blood pressure you are going to have a heart attack. We both already know you are talking out of your ass, so its enough, just relax, its a mod, not a work of art.
Besides, its clear that I know more about your own mod then you do.
Ghost Trainwiz  [author] Jan 12, 2015 @ 11:04pm 
Now unless you have something that's actually constructive to say, and isn't just bitching because of things that are clearly far above your very low level of understanding, get the fuck off my mod page.
Ghost Trainwiz  [author] Jan 12, 2015 @ 11:03pm 
I mean really, you clearly haven't read the description and keep trying to argue against what are very obvious points, I have to wonder just how damn dumb you really are.
Because the answer will probably be "Really damn dumb".
Ghost Trainwiz  [author] Jan 12, 2015 @ 11:02pm 
Oh wait, but before that "This mod modifies smithing recipes, getting rid of Daedric, orcish, glass, elven, AND dwemer recipes. Mods that modify those recipes will be incompatible, though mods that modify any other recipes, or add new ones, are fine. No I will not add these recipes back in, stop asking, no I will not add a quest, those recipes are gone, understand? Good. "
And before that "Higher level equipment may no longer be crafted! Suck it up, it's weird that the Dragonborn suddenly gains magical star knowledge to craft insane soul-wrenching deatharmor anyways, and objects may still be improved at a forge. "

And even then, it's pretty easy to infer from the whole "things tweaked to encourage exploration" part, that crafting is removed so that you have to find things.

You're too damn dumb to extrapolate on obvious information, so really, why are you still trying to argue this?

GrayKitsune Jan 12, 2015 @ 11:00pm 
Notice how in the entire quote, "Much like Morrowind, you're going to have to explore to find the good stuff"
It doesn't say a word about crafting. Gasp, I know you are slow, but seriously.
Ghost Trainwiz  [author] Jan 12, 2015 @ 10:57pm 
"Much like Morrowind, you're going to have to explore to find the good stuff"
Whoops there's another quote about how you have to explore for things.
But wait, you didn't actually read the description in its entirety, and are a fucking moron.
Ghost Trainwiz  [author] Jan 12, 2015 @ 10:56pm 
It's pretty clearly stated several times that it's an exploration mod, and even then can be inferred from the description that exploring is the point.

If that goes over your head, then the mod, and even Skyrim, is probably a bit too complicated for you.
Flintlocke Jan 12, 2015 @ 10:53pm 
To sum up what Herr Wiz said for the mentally challanged.

No leveled list = You need to explore for good loot and shit.
GrayKitsune Jan 12, 2015 @ 10:52pm 
Wow getting pissy much?
If you think thats the purpose, state in in the description. End of story.
Ghost Trainwiz  [author] Jan 12, 2015 @ 10:50pm 
So I'm sorry buddy, death of the author doesn't apply here. It's an exploration mod, and if maybe if you weren't so busy bitching about your smithing, and why somehow you know more about a mod than the guy who made it, you would have taken note of that.
Though I really REALLY doubt it at this point.
Ghost Trainwiz  [author] Jan 12, 2015 @ 10:50pm 
Higher level loot is removed from loot tables and scattered out into the world so that the player has to EXPLOREto find it, smithing is removed so they can't craft it either, they have to EXPLORE to find it. Hence the "tweaks things to encourage exploration"
Very simple to understand, pretty well explained, unfortunately, it all went way over your head for some reason, and now you're trying to spend hours justify why you're so fucking stupid, and even more hilariously trying to tell someone that the purpose of their mod isn't what they say it is.
Ghost Trainwiz  [author] Jan 12, 2015 @ 10:50pm 
Whoops, you also missed the quotes in front of that because you're an fucking idiot.
"What's the point of exploring when every single dungeon has randomly generated loot based off your level? "
As you can see, what it says is that it de-levels the loot system, turning it into a exploration mod. It's pretty easy to infer that when exploration keeps being brought up. In fact, it even says it just does away with the loot system entirely!
The entire point of this mod is exploration, it's all about exploration, and I think I know the purpose and point of my own fucking mod.

GrayKitsune Jan 12, 2015 @ 10:31pm 
Don't assume I haven't read all of it, it's just that the parts you quoted yourself are completely irrelevant seeing how as the parts I quoted can be paraphrased into finding the purpose of the mod. Your quotes are just a vague statement saying exploration is good. My quotes are what are the obvious statements of purpose of this mod, which apperently aren't the purpose at all. Seeing how as "Now, there are a few mods that de-level Skyrim's loot system." is followed directly by, "Mine's a bit different." It is inferred that the purpose of the mod is to change the loot system, not to make the mod an exploration mod, simple as that. "It also tweaks a few things to encourage this aforementioned exploration," does nothing but say exploration is highly beneficial.
Ghost Trainwiz  [author] Jan 12, 2015 @ 8:37pm 
Read again, and this time, read even more
"Now the player may actively explore places to discover objects, as they'll be hidden in dungeons (and logically hidden, so no more orc weapons in dwemer ruins), worn by people, and similar. It also tweaks a few things to encourage this aforementioned exploration. "
That last part, the whole ""It also tweaks a few things to encourage this aforementioned exploration" seems to have gone waaaaaaay over your head.
So please, don't quote the description when you didn't even read all of it.
GrayKitsune Jan 12, 2015 @ 8:23pm 
"I can't be the only one who loathes Oblivion and Skyrim's levelled loot system in its entirety."
"Now, there are a few mods that de-level Skyrim's loot system. Mine's a bit different."
But apperently it has nothing to do with changing the loot system, huh?
This mod doesn't do anything to change that, huh?
The point of this mod is completely different then whats in the description, huh?
Maybe you should actually say what the mods about then, instead of making the description say otherwise.
On top of that, what part of my criticism isn't legitimate? Name one thing that gives you reason to ignore what I'm saying, apart from your own ego.
Ghost Trainwiz  [author] Jan 12, 2015 @ 4:51pm 
I accept criticism when it's legitimate, many things in Morrowloot have been changed already.
I don't accept criticism when the person saying it doesn't even get their facts straight, and then bitches and says "U DUNT EXCEPT CRITICS" when they've completely missed the point of why certain changes were done in the first place, and in fact, completely miss the entire point of the mod.
GrayKitsune Jan 12, 2015 @ 3:13pm 
I see now, you are one of those modders who doesn't accept criticism. Oh well.