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Clothes, armour, new weapons, items, and more.

26 files

  1. A Tragedy Elaborated

    This mod rewrites and expands the suicide note written by Jeleen, the Imperial Cult priest at Fort Frostmoth, upon learning of the passing of his lover Mirisa, elaborating on their relationship and his feelings for her.
     
    Description
     
    This mod was created as part of the Morrowind Writing Competition.
     
    Content warning: This mod deals with suicide. If that topic would cause you problems, please don't download it!
     
    Jeleen, the Imperial Cult priest at Fort Frostmoth on Solstheim, will ask you to rescue his protégé/lover Mirisa, who had ventured north to perform missionary work among the local Nord "savages". If you manage to find Mirisa and escort her back to the fort, Jeleen is overjoyed.
     
    However, if Mirisa meets an unfortunate end on the way back to Frostmoth, the quest has a much darker ending. Jeleen, overcome with grief, ends his own life, and you can find a suicide note on his body.
     
    In vanilla, the note is extremely brief and to the point, little more than "goodbye cruel world". This mod rewrites and expands it. Jeleen now writes more extensively about his relationship with Mirisa and his feelings for her.
     
    The note is written as a letter to Mirisa. Elements of it are inspired by vanilla dialogue, and my goal was to be consistent with what the vanilla game tells us about these characters.
     
    Note that most players would normally not see this note; only those who "fail" the quest by allowing Mirisa to be killed will see it.
     
    No dialogue or anything else has been changed - only the suicide note has been rewritten.
     
    Requirements
     
    This mod requires only Bloodmoon.
     
    Contact
     
    Feel free to contact me on the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
     

    155 downloads

       (0 reviews)

    Updated

  2. Imperium - Imperial Armour Expanded

    This mod sets out to do two things: First, add variety to the armours availible to players in the Legion and to reinforce that these are indeed uniforms: Imperial guards catching you wearing a uniform you shouldn't will get you in trouble. This mod also uses OAAB assets and items, requiring it to be installed.

    List of features
    - Studded leather, dragonscale, silver and newtscale cuirasses are now listed as Legion uniforms.
    - The studded leather, chain, newtscale, silver, duke's silver and dragonscale armour sets have been completed, and the new pieces distributed among Legion members and smithies.
    - Ash mask helmets can be found on legionnaires outside Buckmoth Legion fort and sold by Yambagorn gor-Shulor inside.
    - All Order of Ebonheart members will now wear the Duke's Silver armour, including Varus Vantinius, Cavortius Albuttian, Joncis Dalomax and Sellus Gravius.
    - Varus now has a unique helmet that he will don when duelling the player and can be taken from him after he's been defeated.
    - Instead of being given armour pieces as a promotion bonus, the player is issued with a choice of leather, chain or steel armour when they join the Legion. Upon being promoted to Knight Errant, the player is offered a set of their choice of newtscale, dragonscale or templar. Similarly, when the player becomes a member of the Order of Ebonheart, they will be offered a full set of Duke's silver armour through Sirollus Saccus.
    - Non-Legion affiliated players can be arrested by Legion guards for wearing Legion uniforms. Legionnaires who aren't a member of the Order of Ebonheart will also be barred from wearing Duke's Guard silver armour.




    In terms of compatibility, this mod adds a script to the vanilla newtscale, silver and dragonscale cuirasses to make them Legion uniforms. The stats for newtscale armour have also been changed to make it more viable for players to use. This likely means that if there are any mods that edit those values, they will be incompatible.

    This mod should also be compatible with my Castle Ebonehart mod.

    If you have installed the beta of this mod, it is recommended that you uninstall it, and probably start a new save as this mod makes a lot of changes to the original ID structure and other technical stuff.

    The mod also changes the inventories of a lot of Legion members. However, by and large these NPCs are inconsequential and are mostly generic and unlikely to be affected by any other mods. The interiorrs of most Legion garrisons have also had changes, but these are mostly just for adding armour pieces to shelves and armouries with no drastic layout changes.

    This mod should be compatible with Patch for Purists, and I'd recommend installing it if you haven't already as it restores a missing upper arm model for the Templar armour. Due to how this mod changes some vanilla meshes (Duke's guard and regular silver cuirasses and the silver helmet), I would advise installing this mod after any large patches.
     
     
    If you want to follow development the mod, report any bugs or contribute to the my Legion expansion project, you can join my discord here.


    114 downloads

       (0 reviews)

    Submitted

  3. Tools of the Secret Master

    This mod adds Secret Master lockpicks, probes, and alchemy apparatus to the game.
     
    Thieves' Tools: Unlike some other mods that implement these items, this mod does not add them to Hecerinde's inventory to sell. I thought being able to buy unlimited copies of them was too easy. Instead, they've been added to the appropriate leveled lists. They'll start showing up in loot occasionally starting at level 30 - you'll have to wait a bit for the good stuff.
     
    Alchemy Apparatus: The Secret Master apparatus have not been added to the apparatus leveled list. Instead, each has been hand-placed in a single location in Vvardenfell. There's no need for unlimited copies via leveled list, since one will last a lifetime. The "spoilers" document in the archive lists the location for each one; you won't generally find them in safe places.
     
    Contact
     
    Feel free to contact me on the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    99 downloads

       (0 reviews)

    Submitted

  4. Rational Names Lite

    This mod adjusts the names of various items for logic, consistency, convenience, sorting, personal preference, and to distingush them from other items. Plugin and MWSE-lua versions are included.
     
    Unlike Rational Names, this mod does not engage in any UI trickery in order to display names longer than 31 characters or for other reasons. It's a much simpler mod that just changes the names of specific items and that's it.
     
    Items covered by Consistent Keys, Potion Renamer, Soulgem Renamer, and Propylon Index Renamer are not included in this mod. This mod is intended to complement those others.
     
    Note: Do not clean the plugin. It contains a few records that are intentionally identical to ones in Morrowind.esm (reverting name changes in Patch for Purists).
     
    Description
     
    Below is a brief, general description of some of the changes this mod makes to item names. The archive contains a spreadsheet detailing all of the mod's name changes.
     
    1. Most unique items now have unique names, to help distinguish them from other items. For example, the unique Steel Longbow used in the Carnius-side Raven Rock quests is now "Carnius' Bow".
     
    2. Certain groups of book items that were all named identically now have different names, to distinguish them from each other. An example is the various Morag Tong writs of execution, whose names now include their targets.
     
    3. Dwarven weapons have been changed to Dwemer, for correctness and for consistency with Dwemer armor.
     
    4. Ice Armor has been changed to Stalhrim, for correctness/personal preference.
     
    5. The unenchanted Her Hand's armor items worn by High Ordinators in Mournhold have been changed to High Indoril. The enchanted versions, worn by Almalexia's elite guard (the only people who can rightly be called Hands), are still called Her Hand's.
     
    6. Names of certain collections of items have been made more consistent, where Bethesda was all over the place in an attempt to make names fit within the 31-character limit. Examples include the Armun-An/Chuzei/Gah-Julan armor items, and the Horny Fist gauntlets/bracers.
     
    7. The 2920 and 36 Lessons of Vivec book series have been tweaked so the books in each series will sort in the correct order in the inventory. Same with the various "barrier" scrolls.
     
    8. The few scrolls that didn't start with "Scroll of" now do, so they'll all sort together in the inventory.
     
    9. Capitalization of item names is changed where it was incorrect or bothered me. Example: A scrawled note -> A Scrawled Note
     
    10. Battle Axe -> Battleaxe
    Tower Shield -> Towershield
    Long Bow -> Longbow
    Short Bow -> Shortbow
     
    Patch for Purists fixes to the affected items have been incorporated into the plugin version (in a few cases PFP name changes have been intentionally reverted).
     
    Configuration
     
    The MWSE version of the mod can easily be configured by opening data.lua in a text editor and modifying/removing/adding entries as desired.
     
    Requirements
     
    The plugin version requires Tribunal and Bloodmoon.
     
    The MWSE version requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build.
     
    Compatibility
     
    The plugin version will conflict with any other mod that affects the same items, except Patch for Purists, because its fixes have been incorporated. tes3merge can be used to fix such conflicts.
     
    The MWSE version should be compatible with pretty much everything. Don't use it with Rational Names.
     
    Contact
     
    Feel free to contact me on the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    94 downloads

       (0 reviews)

    Submitted

  5. Propylon Index Renamer

    Propylon Index Renamer
     
    Description
     
    This mod renames propylon indexes so that they'll group together in the inventory.
     
    In vanilla, the indexes are scattered throughout the miscellaneous items section of the inventory, since it's sorted alphabetically. With this mod, these items are renamed with the format "Propylon Index, (Stronghold)" - for example, "Propylon Index, Valenvaryon" - so they'll all bunch together.
     
    By default, the Master Propylon Index (from the official plugin Master Index) has also been renamed using the same format, but this can be disabled in the Mod Config Menu.
     
    This mod uses MWSE-lua to effect its changes. Only the names of the indexes are changed; other qualities (weight, value) remain as they are in vanilla or whatever mods you're using. No other changes are made to the game.
     
    Requirements
     
    This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build.
     
    Compatibility
     
    This mod is compatible with almost everything, except for other mods that change propylon index names via MWSE-lua. It is compatible with plugin mods that modify the indexes, though such mods' changes to the *names* of the indexes will be overridden by this mod.
     
    Version History
     
    Version 1.0 - 2021-06-06
       - Initial release.
     
    Contact
     
    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    102 downloads

       (0 reviews)

    Submitted

  6. Soulgem Renamer

    Soulgem Renamer
    Description
     
    This mod renames soulgems so that they'll group together in the inventory.
     
    In vanilla, soulgems are scattered throughout the miscellaneous items section of the inventory, since it's sorted alphabetically. With this mod, these items are renamed with the format "Soulgem, (Quality)" - for example, "Soulgem, Common" - so they'll all bunch together.
     
    By default, the unique soulgem Azura's Star has also been renamed using the same format so it will sort with the other soulgems, but this can be disabled in the Mod Config Menu.
     
    The fake soulgem that's part of a Mages Guild quest is also affected, for consistency.
     
    This mod uses MWSE-lua to effect its changes. Only the names of soulgems are changed; other qualities (weight, value, capacity) remain as they are in vanilla or whatever mods you're using. No other changes are made to the game.
     
    Requirements
     
    This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build.
     
    Compatibility
     
    This mod is compatible with almost everything, except for other mods that change soulgem names via MWSE-lua. It is compatible with plugin mods that modify soulgems, though such mods' changes to soulgem *names* will be overridden by this mod.
     
    Version History
     
    Version 1.0 - 2021-05-25
       - Initial release.
     
    Contact
     
    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    106 downloads

       (0 reviews)

    Submitted

  7. Potion Renamer

    Potion Renamer
    Description
     
    This mod renames potions so that they'll sort rationally in the inventory, first by effect and then by quality. The naming scheme is basically identical to BTB's scheme in BTB's Game Improvements, with a couple tweaks/additions.
     
    Potions' names in vanilla Morrowind are all over the place, though they generally follow the format of "(Quality) Potion of (Effect)". This makes it tedious and time-consuming to find the potion you're looking for.
     
    The new format for standard potions is "(Effect), (Quality)". Potions will now sort alphabetically by effect, making it much easier to find a particular effect.
     
    Quality terms have also been tweaked; "Standard" has been changed to "Normal", and "Exclusive" to "Special". This means that potions of a given effect will sort alphabetically by quality, from lowest to highest. Potions that only come in one quality do not have a quality descriptor at all; the name of the potion is simply the name of the effect.
     
    With one exception, unique or otherwise special potions have not been renamed.
     
    In addition, two tweaks have been made to the naming scheme for convenient sorting, both of which can be disabled in the Mod Config Menu.
     
    First, alcohol potions have been renamed so that they all sort together in the inventory. In vanilla, alcohol is scattered all over the place. With this mod's default settings, the naming format is "Alcohol, (Name)".
     
    Second, "spoiled" potions have also been renamed. In vanilla, these potions' names generally follow the format "Spoiled Potion of (Effect)" - though a few of them have a slightly different format - which means all spoiled potions cluster together in the inventory. This mod, with default settings, renames them to "(Effect), Spoiled" so spoiled potions will sort with other potions of their (positive) effect.
     
    This mod uses MWSE-lua to effect its changes. Only the names of potions are changed; potion effects remain as they are in vanilla or whatever mods you're using. No other changes are made to the game, and mod-added potions are not affected.
     
    The archive contains a spreadsheet listing each potion with its name in vanilla and with this mod.
     
    Configuration
     
    The Mod Config Menu allows you to disable the mod entirely if you wish. The mod's renaming of alcohol and spoiled potions can also be disabled separately.
     
    In addition, the MCM contains a blacklist feature; individual potions can be added to the blacklist, which will disable renaming for those specific potions. If you're using another mod that changes potion effects such that this mod's name is no longer accurate, you can add the affected potions to the blacklist so the other mod's name for them will be used instead.
     
    Requirements
     
    This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build.
     
    Compatibility
     
    This mod is compatible with almost everything, except for other mods that change potion names via MWSE-lua. It is compatible with plugin mods that change vanilla potions, though such mods' changes to potion *names* will be overridden by this mod - it might be necessary to add potions to the blacklist in this case to avoid inconsistencies.
     
    There's little point in using this mod with BTB's Game Improvements, since BTBGI includes basically the same naming scheme and changes the effects (and thus names) of many potions besides. However you could blacklist everything except alcohol to have the alcohol-renaming effect of this mod alongside BTBGI.
     
    Version History
     
    Version 1.0 - 2021-05-25
       - Initial release.
     
    Contact
     
    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    90 downloads

       (0 reviews)

    Submitted

  8. Useful Bound Armor

    Useful Bound Armor
    Description
     
    This mod causes bound armor to use the normal formula for armor rating (taking light armor skill into account) instead of just providing the base rating regardless of skill.
     
    In vanilla Morrowind, most armor provides an armor rating that depends on your relevant armor skill. However, if the armor is weightless (i.e. bound armor), your armor skill is not taken into account and the armor just provides its base AR regardless of skill.
     
    Due to how the vanilla formula works, this basically means your effective armor skill is 30 when you equip bound armor. This is fine at low skill, but with high armor skill you're much better off using regular armor as long as it has a remotely decent base AR.
     
    With this mod, armor being weightless is no longer a special case; bound armor will use the exact same AR formula as any other armor, using your light armor skill to determine the AR it grants. With a light armor skill below 30, bound armor provides less protection than it does in vanilla, but with high light armor skill, it is potentially much better than in vanilla.
     
    Now bound armor will remain useful throughout the game.
     
    Requirements
     
    This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build.
     
    Compatibility
     
    Useful Bound Armor should be compatible with just about everything, except for mods that change how armor rating is calculated.
     
    In particular, it is not compatible with the Armor Rating mod, which also causes bound armor to take armor skill into account (using a different formula), along with changing the AR formula generally. If you want to overhaul how the game calculates AR, use Armor Rating. If you want to keep the vanilla calculation and just want bound armor to take armor skill into account, use this mod.
     
    Version History
     
    Version 1.0 - 2021-05-22
       - Initial release.
     
    Contact
     
    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    101 downloads

       (0 reviews)

    Submitted

  9. Enchant Capacity Rebalance

    Enchant Capacity Rebalance
     
    Description
     
    This mod adjusts the enchant capacities of weapons, armor and clothing for balance and consistency. An MWSE version and a plugin version are included.
     
    The changes made by this mod are generally modest, and are mostly within the range of vanilla values. The archive contains spreadsheets listing the unenchanted weapons, armor and clothing items in the game along with their old and new enchant capacities.
     
    Weapons
     
    The material a weapon is made of plays a large role in determining its enchant capacity. This was generally true in vanilla as well, but it was applied inconsistently and in some cases illogically. Superior materials now have superior enchant capacities across the board.
     
    The enchant values of iron and steel weapons (especially iron) have been lowered, while capacities for silver weapons have been increased. (In vanilla, iron and steel weapons tended to have identical capacities, while silver weapons actually had lower capacities than iron/steel.)
     
    Enchant capacities for Dwemer and especially glass weapons have been increased. Glass weapons in particular had oddly low enchant values in vanilla; they now have among the highest capacities (surpassed only by adamantium, ebony, stalhrim and daedric), which helps make up for their relative fragility.
     
    The type of weapon also now plays a more consistent role in determining enchant capacity. In general, two handed weapons have higher enchant capacities than one handed weapons (in part to make up for them precluding the use of a shield), while the more exotic weapon types like katanas have somewhat higher capacities than more common types.
     
    The biggest change in this regard is to staves, which now have significantly higher enchant capacities, the highest of all weapon types. This makes up for the relative inferiority of staves as physical combat weapons (which also prevent the use of a shield), while reinforcing their role as mage weapons.
     
    Weapons added by the expansions generally had too high enchant values in vanilla. These have been lowered, especially for the goblin/riekling weapons. An exception is adamantium, which have mostly been increased slightly. The single biggest change is to the Ebony Scimitar, which has been dramatically lowered from its insane vanilla enchant capacity of 80.
     
    The enchant capacities of projectiles have also been rebalanced in line with the above, for those who use the Morrowind Code Patch feature that allows enchanting them.
     
    Armor
     
    Enchant capacities for armor have received generally the same treatment as for weapons. The material an armor is made of plays a large and more consistent role in determining enchant value.
     
    Capacities for iron and steel armor have generally been lowered, along with the values for some other relatively low-end armors such as netch leather. Chitin and bonemold enchant values are also generally lower than vanilla, along with the Dark Brotherhood gear.
     
    In contrast, Dwemer armor has seen its enchant values rise in some cases pretty significantly. Some other higher-end armors like ebony, adamantium and ice armor have also seen increases (daedric armor is roughly the same on average).
     
    The vanilla tendency for armor type (cuirass, pauldron, etc.) to influence enchant capacity has been made more consistent as well. Like in vanilla, shields, and especially towershields, have considerably higher enchant values than other armor types (the Daedric Tower Shield's enchant value of 225, the highest in the game, is unchanged). Greaves and pauldrons have the lowest values, while cuirasses and helms have relatively high values.
     
    This was all mostly the case in vanilla, but is now applied much more consistently.
     
    Clothing
     
    Enchant capacities of clothing are mostly unchanged from vanilla Morrowind. In general, vanilla clothing enchant values are pretty consistent and logical, and are not unbalanced. However, a few adjustments have been made.
     
    The enchant values of robes have been increased across the board. Exquisite robes now have an enchant value of 60 (consistent with shirts, pants and skirts), up from the vanilla 40, and lower-tier robes have been adjusted accordingly.
     
    Otherwise, the enchant values of exquisite items are unchanged. Extravagant items have capacities half those of exquisite items, expensive items 1/4 those of extravagant, and common items 1/5 those of expensive. This was mostly true in vanilla, but has been applied across the board.
     
    This means the values for common amulets and rings have been increased from 1 to 3, while those for common pants, shirts and skirts have been lowered from 2 to 1.5. (In vanilla, common rings/amulets actually had lower capacities than the other common items.)
     
    Some of the clothing items added by Bloodmoon had inconsistent capacities compared to similar items; now they're the same as those from Vvardenfell.
     
    In addition, a few unique or uncommon items have been adjusted. Imperial and templar belts and skirts have been made consistent with similar items, along with Indoril belts. Therana's Skirt has been significantly lowered consistent with its base item, while Helseth's Robe now has the same enchant capacity as an exquisite robe (up from its tiny value in vanilla). Finally, the Daedric Sanctuary Amulet and Tel Fyr Amulet have seen their values increased to the same level as exquisite amulets.
     
    Requirements
     
    The plugin version requires Tribunal and Bloodmoon.
     
    The MWSE version requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build.
     
    Recommendations
     
    As always, Morrowind Code Patch is strongly recommended. In particular, I recommend the use of the "arrow enchanting" feature to allow enchanting projectiles. I also recommend using the "two-handed weapon removes shield" feature, so you can't benefit from enchantments on both a shield and a two handed weapon like a staff simultaneously.
     
    Compatibility
     
    The MWSE version should be compatible with just about anything; its changes will override any changes to enchant capacity in any of your plugins.
     
    The plugin version will generally conflict with any mods that change vanilla unenchanted weapons, armor or clothing, though any conflicts can be resolved by using tes3merge.
     
    However, the fixes to the affected items included in Patch for Purists are incorporated in the plugin, so there's no conflict with PFP.
     
    The only exception to this is PFP's custom script that it adds to certain "cursed" varieties of weapons or armor to swap them out for an uncursed version after you pick them up. I didn't include these scripts on those items because I didn't want to actually require PFP. This can be addressed by running tes3merge, but if you don't it's not really a big deal.
     
    Version History
     
    Version 1.0 - 2020-08-23
       - Initial release.
     
    Contact
     
    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    101 downloads

       (0 reviews)

    Submitted

  10. Consistent Keys

    Consistent Keys
    Summary

    This mod renames the keys in the game so they'll have a consistent naming scheme. There are also options for other tweaks to keys.

    There are two versions of the mod available: an MWSE version and a plugin version. Use whichever you prefer.

    Description
     
    Keys' names in vanilla Morrowind are all over the place. There are a few existing mods that address this issue by renaming keys, but either I wasn't satisfied with their naming scheme, or they make a lot of extra changes such as adding keys to the world or making them unlock additional things, or they don't cover the keys added by Tribunal and Bloodmoon. So I decided to make my own.
     
    Keys have been renamed such that their names start with "Key, ". This means that all keys will now group together in the inventory, which is a definite improvement for convenience.
     
    In general, the names of keys are otherwise similar to their vanilla names. In other words, with a few small exceptions for consistency, no important words are added to or removed from the key names. This is so the keys' names will give no more and no less information than in vanilla.
     
    The second word in the name is generally the most important descriptor for the key, in most cases a location or owner's name. This way they'll sort in the inventory in a way that I think makes sense. Slave keys start with "Key, Slave, " so they'll all group together.
     
    In addition, a couple keys that had been mislabeled are fixed.
     
    Below are a few examples to give you an idea of the new naming scheme:
     
    Rusty Key                                          -> Key, Rusty
    Orvas Dren's Key                              -> Key, Orvas Dren's
    Key to Worm Lord's Tomb            -> Key, Worm Lord's Tomb
    Key to Aleft Chest                           -> Key, Aleft Chest
    A Glowing Key                                  -> Key, Glowing
    Ancient Daedric Key                       -> Key, Daedric, Ancient
    Secret Palace Entrance Key        -> Key, Palace Entrance, Secret
    Dwemer Key to Table in Mudan -> Key, Mudan Table, Dwemer
    Key to Lower Arkngthand            -> Key, Arkngthand, Lower
    Addamasartus Slave Key             -> Key, Slave, Addamasartus
     
    One key is clearly special: Shashev's Key. Renaming this key would remove an intentional reference, so it's been made optional. In the MWSE version, it's blacklisted by default. Users of the plugin version can use the "Consistent Keys +1" plugin if you want to rename Shashev's Key.
     
    In addition to changing names, this mod also sets the value of all keys to zero. In the Construction Set the value of almost all keys is 300, but for most keys (exceptions are those that don't open anything), Morrowind won't show this value and won't let you sell it. The reduction in value is a consistency change, so you can no longer sell a handful of keys for good money while most are valueless.
     
    Also, two keys in vanilla have a weight above zero (both 1.0). Both are set to zero weight.
     
    The MWSE version is more full-featured and has a few additional options. First, mod-added keys are detected as keys and treated as such. Three different methods are used to detect items as keys. This will cover all vanilla keys, and should also detect almost all keys added by mods, whether they actually open anything or not. (It's possible that an unusually-named mod- added misc item will be wrongly detected as a key, in which case the solution is to add it to this mod's overall blacklist.) Mod-added keys will also be dynamically renamed if needed to (mostly) match the new format for vanilla key names.
     
    In addition to the value/weight change, the MWSE version will also give all keys the "isKey" flag, even keys that don't actually open anything and thus lack this flag in vanilla. This has the benefit of allowing Detect Key effects to detect them. This feature and the one setting value/weight to zero can be disabled in the MCM if you prefer.
     
    No other changes are made to the game. No cell or NPC edits, no keys added to the game, no containers now opened by new keys. Only the misc item records of keys are changed. The archives for both versions contain a spreadsheet listing each key with its name in vanilla (with Patch for Purists, which fixes a few errors in key names) and its new name. The archive for the MWSE version also contains another spreadsheet with the names of mod-added keys specifically accounted for by this mod.
     
    The MWSE version includes a Mod Config Menu that allows you to configure many aspects of the mod. You can disable the mod if desired, and you can also disable each feature of the mod (name changes, value/weight change, isKey flag change) individually.
     
    The MCM also includes two blacklists. Keys on the overall blacklist will not be touched by the mod at all. (By default, the only items on the overall blacklist are two unique Bloodmoon items that are technically keys, but aren't really keys and shouldn't be treated as keys.)
     
    Keys on the names blacklist will not be renamed by the mod, but the other features (value/weight change, isKey flag) will still be applied to them. (By default, the only key on this blacklist is Shashev's Key, which is special.)

    Requirements

    The MWSE version requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build.
     
    The plugin version requires only Tribunal and Bloodmoon.

    Compatibility

    The plugin version will conflict with any mod that edits keys. Any mod that changes keys should come after this mod in the load order (tes3merge might solve some conflicts).
     
    The MWSE version should be compatible with just about anything. If you're using a mod that changes the names of keys, those changes will be overridden by this mod; you can add keys to the names blacklist as needed to address this.
     
    There's little point in using this mod along with Rational Names. Rational Names has basically all the features this mod has, plus a lot more.

    Version History

    Version 3.0 (MWSE version) - 2021-08-13
       - Almost all keys added by mods will now be detected as keys and treated as such by the mod.
       - There are now options to disable each individual feature of the mod in the MCM.
       - Added option to set the "isKey" flag for all keys, which means all keys will be detected by Detect Key, even if they don't open anything.
       - Mod is more customizable with two blacklists to disable changes to specific keys.
       - Fixed a bug where it was not possible to remove a default entry from a blacklist (caused by my config change in 2.1.1).

    Version 1.0.1 / 2.1.1 - 2021-06-06
       - (Both versions) Now renames the keys added by the Siege at Firemoth and Helm of Tohan official plugins.
       - (MWSE version) Changed how the config is loaded so it's no longer necessary to include the config .json file in the mod.

    Version 2.1 (MWSE version) - 2020-08-11
       - Added option in the MCM to enable/disable the mod.
       - Added a blacklist that can be used to avoid renaming specific keys.

    Version 2.0 (MWSE version) - 2020-08-08
    - Added MWSE version.

    Version 1.0 (Plugin version) - 2020-05-04
    - Initial release.

    Contact

    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    120 downloads

       (0 reviews)

    Submitted

  11. There Can Be Only One

    There Can Be Only One
    Description

    This mod makes Daedric weapons and armor pieces unique items; there will now be only one of each piece in the game (ammunition excluded).
     
    I was inspired to create this mod by Mort's One of a Kind. I loved the idea, but I didn't agree with a few of that mod's placement decisions, and I didn't care for how it handled Divayth Fyr, so I decided to create my own implementation of the idea. Use whichever one you like best.
     
    In general, Daedric weapons and armor pieces are in (one of) their vanilla locations. I tried to avoid placing them in new locations. I also tried to avoid leaving them in the possession of NPCs the player won't have reason to kill at some point in the game.
     
    Unique items that are based on Daedric weapons or armor (such as the enchanted Daedric Cuirass and Greaves given by Therana as a quest reward) are considered separate items, so they are not made into Ebony items, unlike in One of a Kind.
     
    However, I did ensure that only one of such items can be obtained. In most cases nothing needed to be done, but in a few cases the items needed to be removed from a leveled list and placed manually.
     
    The issue of Dremora and Golden Saints dropping Daedric equipment has been resolved by giving these creatures constant effect Bound Item abilities, so they can still use this high-powered stuff against you, but you'll no longer be up to your eyeballs in it by killing them.
     
    Dram Bero's dialogue related to the lost ebony mine has been altered so that he gives out Ebony weapons as a reward, rather than Daedric. The text of the dialogue has been adjusted as needed. Regarding Divayth Fyr and his suit of Daedric armor, see below.
     
    This mod also incorporates my Magas Volar Anti-Cheat mod, in order to prevent you from obtaining a duplicate Daedric Crescent.
     
    The "spoilers" document in the archive lists the locations of each Daedric weapon and armor piece, and provides a comprehensive list of changes made by this mod.

    Divayth Fyr

    Divayth Fyr and his suit of Daedric armor (and Daedric Dagger) is a tricky issue to handle. Mort's mod addresses Fyr by scripting him to disappear upon death, but I wasn't satisfied with that solution (in part because it prevents you from looting his useful key from his corpse).
     
    The main version of this mod addresses the issue by giving him different armor and a different weapon. Specifically, he now has a suit of Dwemer armor and a Dwarven Shortsword. I thought Dwemer was more lore-appropriate than Ebony, since Fyr is a well-known collector of Dwemer artifacts. His Heavy Armor skill has been jacked up as high as it will go to (partially) compensate for this change.
     
    For those who don't like this solution, there are two alternate plugins available that differ only in how they handle Fyr. In the first alternate plugin (Alt Fyr), Fyr's Daedric armor will disappear upon his death. Disintegrate Armor won't work, and if you did somehow manage to get your hands on it, you would find that it's not useful to you. He also has a constant effect Bound Dagger ability rather than an actual Daedric Dagger.
     
    There is a known issue with this plugin, but it's pretty minor: Fyr won't be wearing his pants after his armor disappears, so his corpse will be naked.
     
    The second alternate version (Alt Fyr 2) gives Fyr a unique, unenchanted Daedric Robe instead of Daedric armor. It also gives him a Bound Dagger ability rather than a Daedric Dagger. His unarmored skill has been increased to compensate for this change, so his armor rating will be the same as in vanilla.
     
    Finally, there is a fourth option. If none of these three ways of handling Fyr are satisfactory to you, open up the main version of the plugin with Enchanted Editor or TESAME and delete the reference to Divayth Fyr. This will result in him having regular, lootable Daedric armor like normal.

    Compatibility

    In general, this mod should be compatible with most other mods, and most conflicts that do arise can be resolved by using an object merger such as tes3merge. However, there are a couple things to keep in mind.
     
    First, be careful about other mods that also remove instances of Daedric items. If another mod in your load order removes the now one-and-only instance of a Daedric item retained by this mod, you would find no instances of that item at all in the game.
     
    Second, this mod removes items from two leveled lists - random excellent melee weapon and l_m_enchantitem_temple_rank8_2 - which has compatibility implications for any other mod which edits these lists. Be sure to use the most recent version (0.40 alpha2) of tes3cmd to generate your multipatch. The older version of tes3cmd does not handle this situation properly because it doesn't know what to do when a plugin removes items from a leveled list.

    Version History

    Version 1.3.1 - 2020-10-28
       - Incorporated Patch for Purists fix for Severa Magia (now in Dark Brotherhood Faction).

    Version 1.3 - 2020-04-20
       - Moved location of Daedric Tanto about five feet for compatibility reasons.

    Version 1.2 - 2020-04-07
       - Added another alternate plugin that handles Fyr in another different way.

    Version 1.1 - 2020-04-03
       - Added alternate plugin that handles Divayth Fyr differently.

    Version 1.0 - 2020-04-03
       - Initial release.

    Contact

    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    103 downloads

       (0 reviews)

    Submitted

  12. Area Effect Arrows Integrated

    Area Effect Arrows Integrated
    Description

    This mod is an alternative to the official plugin Area Effect Arrows that spreads out the new projectiles around the game world rather than just dumping them all in one shop.
     
    There's no longer a new shop in Vivec. Instead, AEA's new projectiles are distributed between five merchants: Uulernil (Pelagiad), Thorek (Balmora), Aryne Telnim (Tel Aruhn), Llether Vari (Ald-ruhn), and Alusaron (Vivec). They're also added to a few marksman-related leveled lists.
     
    Also included is an integrated version of BTB's AEA derivative Area Effect Projectiles, as well as a "PAR Edit" version that, like in BTB's mod, contains the changes made by Ghostnull's Particle Arrow Replacer.

    Requirements

    This mod is a replacement for the original Area Effect Arrows/Projectiles. You don't need any other version of AEA/AEP with this mod.
     
    If you use the "PAR Edit" version of AEP Integrated, you don't need the original Particle Arrow Replacer plugin, but you do still need the meshes included in PAR.

    Version History

    Version 1.0.1 - 2020-10-27
       - In all three plugins, incorporated Patch for Purists fix to leveled item l_m_wpn_missile_arrow (added Iron Arrow at level 1).
       - In AEP (PAR Edit) plugin, incorporated PFP fixes to Cruel Viperbolt (correct enchantment) and Poison Grip Arrow (name change).

    Version 1.0 - 2020-03-29
       - Initial release.

    Contact

    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    106 downloads

       (0 reviews)

    Submitted

  13. Adamantium Armor Integrated

    Adamantium Armor Integrated
    Description

    This mod places one copy of each adamantium armor piece (except the helm) in Vvardenfell. You never know where you'll find them, but they're definitely not for sale.
     
    The official plugin Adamantium Armor makes these same pieces available in Vvardenfell, but makes them rather easy to buy or steal. Adamantium armor is supposed to be rare.
     
    Unfortunately, without the Adamantium Armor plugin, it was so rare that practically speaking the only way to acquire a complete set was to murder an important NPC or two. This mod finds a middle ground: adamantium armor is still a rare and precious find, but between Vvardenfell and Mournhold you should be able to put together a complete set without having to resort to ultraviolence against friendly people.
     
    Like the official plugin, this mod omits the helm. The official plugin Helm of Tohan makes a unique adamantium helm available on Vvardenfell. (If you want to use it, I recommend the UMOPP version.)
     
    The "spoilers" document included in the archive lists the locations of each piece.

    Requirements

    Unlike the official plugin Adamantium Armor, this plugin requires Tribunal.

    Version History

    Version 1.0 - 2020-03-26
       - Initial release.

    79 downloads

       (0 reviews)

    Submitted

  14. Helm of Tohan BTBGI Patch

    Helm of Tohan BTBGI Patch

    Summary
     
    This mod edits the stats of the unique Helm of Tohan from the official plugin of the same name (a.k.a. EBQ_Artifact.esp) to be in line with the changes made to the regular Adamantium Helm by BTB's Game Improvements - Necro Edit.
     
    Specifically, the changes are as follows:
     
    Value: 5000 -> 750
    Armor Rating: 70 -> 45
    Equipment Health: 900 -> 1000
    Enchant Capacity: 150 -> 65
     
    Value, AR and health are now identical to the regular Adamantium Helm in BTBGI Necro Edit. Enchant capacity is still the highest of all medium helmets, but is now lower than the daedric helmets.

    Requirements

    Either version of this patch requires the official plugin Helm of Tohan. It can be used with any version of Helm of Tohan (I recommend the UMOPP version). If using the plugin version, it must load after Helm of Tohan to be effective.
     
    The MWSE version of the patch also requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build.

    Alternatives

    There's no need to use this mod if you're using Sigourn's BTBGI Equipment Patcher, which modifies the helm along with a number of other items. Use this mod to patch the helm without touching the other vanilla items that Sigourn's patcher modifies.
     
    Version History
     
    Version 1.1.1 - 2021-09-30
       - Added MWSE-lua version of the patch.

    Version 1.1 - 2020-09-27
       - Lowered value and enchant capacity for consistency with BTBGI Necro Edit.

    Version 1.0 - 2019-07-18
       - Initial release.
     
    Contact
     
    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.

    81 downloads

       (0 reviews)

    Submitted

  15. LeFemm Redacted

    |Features|
    This mod adds several changes to the LeFemm/Tribunal cuirass replacers to make them more consistent with their male counterparts. By far one of my biggest pet peeves with the LeFemm content was that it made stylistic changes to the same items for no reasons. Wear one piece of armour as a male character and it's black, then wear the same piece of armour as a female character and it magically becomes purple!
    Clearly, whoever made the original mod was not of sound mind, so I have taken it upon myself to ammend such insanity.

    Currently this mod ammends the four cuirass replacers from the base LeFemm mod (no changes to the new armours added):
    - Steel: The moulded ass guard has been replaced with the vanilla steel skirt, and the red cross belt has been removed.
    - Netch: Nothing much has been changed, though the belt and scarf textures have been changed to make them match the male cuirass' textures.
    - Imperial Chain: The weird hanging gems have been removed, and the front fastening for the leather harness has been given an imperial buckle texture. The strange chain apron has also been replaced with the regular armoured imperial chain skirt.
    - Imperial Steel: The leopardskin scarf and belt trim have been replaced with a more universal Imperial belt trim texture, and the purple steel chestplate texture has been replaced with the standard Legion cuirass texture.

    This mod will of course require either LeFemm armour or Tribunal.

    Future plans include fixing up the other problems with these meshes, including some UV errors and other modelling mishaps that they shipped with. I might also consider revising Bloodmoon's female cuirass meshes, or adding a male model for the gold and domina LeFemm meshes.

    103 downloads

       (0 reviews)

    Submitted

  16. Legion Field Gear

    
    This mod adds some extra Legion goodies for the roleplaying legionnaire wanting to add some flavour and immersion to their playthough, complete with automatic Ashfall compatibility.


    |Features|
    Apart from weapons and armour, there is very little gear that the Legion actually uses, when an army such as itself should be equiping its troops with useful tools and equiptment. This mod adds two items to the game, a legion canteen and an entrenching tool so that the soldiers of the Legion have something to demonstrate they are an actual army and not some common mercenaries like the Fighters Guild.

    You can find the gear throughout the Legion forts and installations, so you'll have no trouble finding it during the course of the Imperial Legion questline. The OAAB leveled lists also have the new items in them, meaning you'll find them crop up in OAAB containers and other containers that use those leveled lists.

    There are also rumours of a magical antique canteen brought back from a Legion campaign in Elsweyr. The owner of this canteen, a deserter legionnaire, seems to have lost it in his cave hideout, much to his displeasure...

    While the items added don't have much use on their own, they do have automatic Ashfall compatibility. The entrenching tool can be used as a wood chopping axe, meaning it will chop wood without loosing as much durability as a normal axe, and the canteen can be used as a water bottle and keep your water ration safe and sound.

    This mod will require OAAB Data as all items are bundled in it.

    Future plans for this mod include adding more items to make the Legion feel more functional and immersive.
    These items are also going to be part of my Legion expansion, coming out soon.


    |Compatibility|
    The only changes this mod makes to vanilla content is the placing of the items in interior cells belonging to the Legion. No changes were made to the layout of furniture or clutter.





      If you want to follow development the mod, report any bugs or contribute to the my Legion expansion project, you can join my discord here.  


      


              

    170 downloads

       (0 reviews)

    Updated

  17. Lots of Lichen

    About: There is nowhere near enough lichen in the world to suit my Morrowind Crafting cooking needs so this mod adds more black and red lichen in various locations in the Ashlands. Look for them on ashmires. Not all ashmires have had them added, but many do.
    This also adds green lichen to various locations throughout the West Gash. Look for them on rocks.
    As of right now, there are more red and black lichen than green lichen distributed, but I will probably expand on this in the future as I find more spots I wish had lichen.
    Tip: Combine this with my Ingredients Galore mod for even more lichen. https://www.nexusmods.com/morrowind/mods/49797
    I tried to make sure they were placed properly but I'm human; therefore, I'm not perfect so please let me know if any are floating lichen and I will fix them.

    106 downloads

       (0 reviews)

    Submitted

  18. Redoran Hortator Armor Chest

    Redoran Hortator Armor Chest

    A TES3:Morrowind mod by Stripes

    For Spring ModJam 2021
    theme:Redoran

    --------------------------------------------------------------------------------

    Kitbashed a couple Redoran armor things together, calling it Hortator Armor.
    and
    Enchanted some generic redoran bonemold armor for good measure.

    The armor can be found in a locked chest in the Ald-ruhn practice room.
    There is no key but the chest will open for the Ring of the Hortator.
    or you can unlock by other means.

    Check out Endoran's edit of this mod which implements it better.
    https://www.nexusmods.com/morrowind/mods/49872

    Redoran Hortator Shield - Reflect 50 duration 180
    Redoran Hortator Helm - CE Night Eye 50 Sanctuary 10
    Gah-Julan Bonemold Cuirass - Resist magicka 10 for 60 sec
    Gah-Julan Bonemold L Pauldron - Resist poison 10 for 60 sec
    Gah-Julan Bonemold R Pauldron - Resist frost 10 for 60 sec
    Bonemold Left Bracer - Resist fire 10 for 60 sec
    Bonemold Right Bracer - Resist shock 10 for 60 sec
    Bonemold Boots - Resist paralysis 90 for 60 sec
    Bonemold Greaves - Resist magicka 10 for 60 sec


    --------------------------------------------------------------------------------

    118 downloads

       (0 reviews)

    Submitted

  19. Hortator Ring Unique and Improved

    =========================================================
          Hortator_Ring_Unique&Improved
          by Stripes
    =========================================================

    changes appearance and enchantment of the Ring of Hortator

    didnt really care much for the vanilla enchantment so i changed it to
    bring it up to par with the other hortator items.

    And then i made a simple unique model, not much effort but its a ring
    that you never really ever see and if you do its so small anyway.


    constant effect
    fortify Endurance 1
    fortify health 5
    fortify fatigue 10

    =========================================================
    permissions, whatever just credit ( or blame ) me for the
    original work.
    =========================================================

    122 downloads

       (0 reviews)

    Submitted

  20. Great House Rings

    Great House Rings
    A TES3:Morrowind mod
    by Stripes


    You are given a ring when you join a great house.
    The rings have a low powered cast when used enchantment
    that fit the theme of each house

    Hlaalu : fortify Mercantile and Speechcraft
    Redoran : fortify attack
    Telvanni : levitate


    I didnt make any new models or textures because morrowind

    Installation:
    copy the plugin file to Morrowind\Data Files
    acitvate in the launcher

    FAQ:
    Q:Does this conflict with other mods?
    A:If there is a conflict it is other mods conflicting with this 😛

    Q:Why don't NPC's have house rings?
    A:Maybe they lost them or stashed them somewhere 😉

    Q:Does the ring get confiscated if you are expelled?
    A:No that would be more trouble than its worth for many reasons

    Q:Why is the Redoran ring worse than the others?
    A:It's Redoran

    138 downloads

       (0 reviews)

    Submitted

  21. Lysol's Steel Claymore Replacer

    So I finally finished (good enough I guess) this claymore replacer I started on quite a few years ago. I've been learning how to use Blender the same time. And shout out: Greatness7 is brilliant and should get much credit for making the Blender nif exporter plugin!
    Anyway, the vanilla steel claymore model and texture(s) is awful and a sword I've often felt annoyed with due to how bad it looks. So here's a replacer that you hopefully might enjoy more. I do at least. The model is made in Blender, is only one object and has one texture map. It's not like weapons are the ones to blame for Morrowind's crazy draw calls, but it's one thing of many, and this replacer will reduce the amount of draw calls this sword will produce.
    It features a normal map and a specular map. I was going to bake the normal map from a high poly mesh, but I lack the time to do it, so this is generated from a texture. Of course I've put some time into making a good texture to generate it from, so it should look ok I hope. The specular map was hand made.
    Anyway, I hope you enjoy it!

    4,475 downloads

       (0 reviews)

    Submitted

  22. Bracers of Baranat

    This mod adds the Blessed Bracers of Baranat, based on the skills granted to mythical figure Baranat by the saints, as detailed in the book "The Prayers of Baranat"
             The bracers can be found in Punammu (right) and the Ald'ruhn Morag Tong Guildhall (left).
             These are constant effect enchantments.
             Right Bracer: Fortify Strength, Fortify Speed (15 pts)
             Left Bracer: Fortify Attack, Fortify Health (25 pts)

    118 downloads

       (0 reviews)

    Submitted

  23. Useful Dagoth Brandy

    Overview of all effects:
    Resist Fire - 50 points for 720 seconds
    Fortify Intelligence - 50 points for 720 seconds
    Fortify Attack - 50 points for 720 seconds
    Drain Agility - 25 points for 120 seconds
    Drain Personality - 100 points for 1440 seconds
    Weakness to Blight - 100 points for 720 seconds

    114 downloads

       (0 reviews)

    Updated

  24. Soul Gems for Sale

    This mod adds restocking soul gems for sale at 14 vendors across Vvardenfell. There are 2 versions of the mod. Version 1.0 restocks all gems, which is not lore correct as grand soul gems are not supposed to be easy to come by. Version 2.0 is the lore correct one and does not restock grand soul gems.
     

    217 downloads

       (1 review)

    Updated

  25. Bloated Morrowind Magnified

    Combines Bloated Caves and Bloated Morrowind into one .esp file for convenience.
    Optional version that is compatible with Mines & Caverns v5.6.
    This .esp combines Bloated Caves by ManaUser and Bloated Morrowind by MagicNakor into one .esp file for the sake of convenience.
    There's an optional file that's compatible with Mines & Caverns v6.1. You can download Mines & Caverns here: https://www.nexusmods.com/morrowind/mods/44893
    I adjusted the location in the Mines & Caverns version so there wouldn't be floating bloat spores but ManaUser and MagicNakor did all the hard work.
    That's really it. Enjoy!

    126 downloads

       (0 reviews)

    Submitted

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