Skyrim Special Edition

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JustAnotherNewModder

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JustAnotherNewModder

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About this mod

Adds new versions of Skyrim's gold jeweled treasures (otherwise used only as Thieves Guild quest targets) to dungeon boss chests. Items have realistic weight and value consistent with the Imperial Goldsmith's Guild Pricing & Labor Guide (as seen in Immersive Jewelry, not a requirement for this mod).

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Motivation

Who doesn't like finding treasure? Vanilla Skyrim doesn't include much in the way of treasure for its own sake, so this mod adds just a few more treasures to make dungeon crawling more rewarding, both intrinsically, and financially. It's been kept as minimal as possible, only adding the new items and inserting them into levelled lists so they'll appear in boss chests. No scripts, no other features. Just some very rare, and very, very valuable treasure.

What this mod does

Adds new versions of Skyrim's gold jeweled treasures to dungeon boss chests. These items are otherwise used only as Thieves Guild quest targets in vanilla, which is a shame, because the models are great. The items have been given realistic weight and value consistent with the Imperial Goldsmith's Guild Pricing & Labor Guide (as seen in Immersive Jewelry, not a requirement for this mod).

You can find the new items in boss chests in Bandit, Draugr, Vampire, and Warlock dungeons. You won't have the same chance of finding a treasure in each type of dungeon. For example, a random warlock might have a treasure held over from a previous life as a court mage, but most warlocks probably come from poor backgrounds, and won't. Vampires, on the other hand, are long lived, and have a greater chance of holding onto a treasure from the past or acquired from a victim. Bandits - in rare cases - might have treasure too; the result of a successful raid on a wealthy citizen's home or caravan.

Your chance of finding a treasure is independent of your level. If you find one at a low level, the weight might be a substantial portion of your inventory. At high levels, rarity ensures that finding treasure won't be a strategy for making money. They are meant to be an occasional lucky find providing a substantial reward (if you can find a merchant with enough gold to capitalize on the opportunity!) or a precious item to be collected. It will take quite some time to find a complete set, but if you do you'll be able to set a feast table fit for an Emperor.

Immersive Jewelry is used as an inspiration for this mod so that users of both will experience consistent value between the jewelry in that mod and the treasures in this one.

Requirements

Skyrim SSE, of course. I loaded the unofficial SSE patch (USSEP) into the Creation Kit when I made this. As a first-time mod author, I do not know if USSEP is actually required (i.e., if it could be cleaned from the mod in SSEedit). I would appreciate feedback on this aspect of the mod if anyone tries cleaning its masters.

While inspired by the weight and value systems in Immersive Jewelry, that mod is not required. To my knowledge, no patch is required to use these mods together. They alter different leveled lists.

Compatibility

Edits four leveled lists: boss chests of the Bandit, Draugr, Vampire, and Warlock varieties. If other mods edit these lists, a patch may be required. Alternatively, a bashed patch (from Wrye Bash) might automatically merge lists from conflicting mods. (Again, if anyone tries this and has feedback, please let me know.)

Future Plans

  1. Drinkable mead decanter, because you might want to have a very, very expensive drink.
  2. Add a very small chance of finding treasures in non-boss chests? Will need to consider the impacts of doing so.

Acknowledgements

My thanks to Forteverum for Immersive Jewelry and the Imperial Goldsmith's Pricing & Labor Guide. Estimating how much the Thieves Guild quest items might actually be worth was eye opening. Interested readers can find my calculations under the images tab.