Immersive Necromancer and Conjurer Loot
⚪ Last updated 2020⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 4.8% endorsement rate — high engagement, a strong quality signal
- 🏆 #6 of 25 Immersion mods in this game by downloads
📋 About This Mod
Immersive Necromancer and Conjurer Loot
This mod adds a moderate chance of obtaining lore-friendly vanilla items to both Necromancers and Conjurers as well as a very low chance to obtain extra rare loot from the bosses. Also, necromancers now carry short swords instead of maces.
== What this mod does ==
What's the difference between a necromancer and a conjurer? Is it philosophy? Is it ethics? Perhaps goals? No. It's robe color. Necromancers wear black, and conjurers wear blue. That's it. Oh, and necromancers have scrolls sometimes. At least, that's what Bethesda decided. No more! By altering the inventory of each generic necromancer and conjurer, these nefarious mage factions are now quite distinct from one another and actually worth raiding.
I started this mod when I realized you couldn't get black soul gems from the average necromancer (not that I use them, mind you. I'm a... cough perfectly upstanding member of the Mages Guild). This struck me as odd since black soul gems seem so important to necromancers. Why wouldn't more of them have them? I then realized that conjurers have virtually no loot since they don't spawn with scrolls, that just leaves their weapons, clothes, and any potions they don't drink while you're fighting them. Quite dissatisfying to loot, if you ask me.
There are other mods that may attempt to make their loot more immersive as well, but I didn't see any big, widely used ones, so this is my version, released for any who would like it. If you like it, please remember to come back and endorse so others have a better chance of finding it. For those who disagree with my version of immersion, nitpick details of lore, or just plain like to argue, you're free to voice your opinions in the comments, but know that I personally will not engage. I am open to suggestions regarding additional loot from the vanilla game that I may have missed/not thought of as well as any issues anyone encounters.
The changes to each group are below.
Necromancers
The general theme is to better align their loot with what we know it should be based on our encounters with them in the Mages Guild quest line. That means more soul gems and more body parts.
All necromancers (including bosses) now have:
-
[]Short swords instead of maces.
[
]1 50% chance to drop a soul gem – all varieties (including black soul gems).[]2 50% chances for... shall we call them necromancer supplies?
[]Blood potions, bones, human hearts, human skins, and mort flesh.
- 1 10% chance to drop a Varla stone.
The general theme here is to introduce an actual theme. We hear very little about conjurers in the base game – they are simply there. I expanded o
📊 Mod Details
- Game
- Oblivion Mods
- Author
- Jigalag23
- Version
- 1.0.0
- Downloads
- 1,368
- Endorsements
- 66
- Category
- Immersion
- Created
- 11/2/2020
- Updated
- 11/2/2020
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