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Stripes

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  1. Version 2.0.0

    5 downloads

    Companion Combat Communication A MWSE TES3:Morrowind mod by Stripes v2 Allows dialogue with followers in combat In Todd's infinite wisdom actors in combat cannot be activated. This means you have to wait until a battle finishes to access your companion followers. Some companion mods work around this by using telepathy rings and whatnot specifically scripted for each unique NPC. I have come up with a simple MWSE script that starts dialogue with any follower simply by looking at them and pressing a key, even when they can't be activated because of combat. Version2 changelog: Added mod config menu, now can assign any key you want. Default is C.
  2. View File Companion Combat Communication Companion Combat Communication A MWSE TES3:Morrowind mod by Stripes v2 Allows dialogue with followers in combat In Todd's infinite wisdom actors in combat cannot be activated. This means you have to wait until a battle finishes to access your companion followers. Some companion mods work around this by using telepathy rings and whatnot specifically scripted for each unique NPC. I have come up with a simple MWSE script that starts dialogue with any follower simply by looking at them and pressing a key, even when they can't be activated because of combat. Version2 changelog: Added mod config menu, now can assign any key you want. Default is C. Submitter Stripes Submitted 07/21/2021 Category NPCs & Companions  
  3. View File Companion Stop Companion Stop - a simple convenience mod requires MWSE Stops all player followers with a single keypress assignable keybind with MCM note: some vanilla quest followers have no way to resume following by themselves, you may need another mod or use console to make them follow again. Submitter Stripes Submitted 07/21/2021 Category NPCs & Companions  
  4. Version 1.0.0

    9 downloads

    Companion Stop - a simple convenience mod requires MWSE Stops all player followers with a single keypress assignable keybind with MCM note: some vanilla quest followers have no way to resume following by themselves, you may need another mod or use console to make them follow again.
  5. View File 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 -------------------------------------------------------------------------------- Submitter Stripes Submitted 07/02/2021 Category Items  
  6. Version 1.0.0

    11 downloads

    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 --------------------------------------------------------------------------------
  7. Version 1.0.0

    13 downloads

    ========================================================= 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. =========================================================
  8. View File 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. ========================================================= Submitter Stripes Submitted 07/02/2021 Category Items  
  9. Version 1.0.0

    12 downloads

    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
  10. View File 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 Submitter Stripes Submitted 07/02/2021 Category Items  
  11. Version 1.0.0

    9 downloads

    50 more classes for TES3:Morrowind Most are just NPC classes copied to a new ID and made playable (thank you enchanted editor), some are NPC classes I renamed and repurposed (thanks again enchanted editor) (as I didnt feel that some N'wah fresh off the boat would be an Ashlander Champion Wise Woman or Vivec's personal Ordinator Guard.( Though how you roleplay is your business but this is my mod.)), and a few are new ones I came up with. That was quite the run-on sentence, let's try that again... Most are just NPC classes copied to a new ID and made playable, some are NPC classes I renamed and repurposed, and a few are new ones I came up with. These are all new IDs and don't touch vanilla at all so there will be no conflicts. Some of the NPC classes are boring commoner stuff like farmer, trader, gardener, and even commoner, etc. I also added Tamriel Rebuilt's NPC class of Baker. But of course theres the cool ones too, enchanter, alchemist, necromancer, warlock, sharpshooter, etc. Heres the list of classes and descriptions, its too much work listing the stats you'll just have to go in game to see them. The descriptions are just a rough draft but in all honesty I most likely won't put any more effort in them lol. •Artificer Artificers are experts in use of equipment, enchantments, and potions, and are good at ranged and melee combat. •Adventurer Adventurers take on any job from the mundane to the impossible in search of trinkets and trophies for their collection. They will use any means at their disposal to accomplish their task. •Alchemist Alchemists earn a living by collecting ingredients, making potions, and trading them. They usually are also skilled in enchantments and spell casting. •Archimage Specialists in mind tricks the Archimage prefers to use persuasion and magic over resorting to barbaric combat, however can handle themselves in a fight if needed. •Baker Bakers have a fair knowledge of alchemical and tasty ingredients and usually make a living preparing breads and pastries for sell. •Bandit Bandits are skilled warriors who make a living with burglary and robbery. •Brawler Brawlers live for combat, they use weapons and offensive magic. When they get injured are capable of healing themselves. •Caster A caster is a surefooted archer who travels light and uses magic. •Clothier A commoner that specializes in making and mending clothing and jewelry. •Commoner A person who has no specialization in life, doing whatever mundane task needs to be done. •Duelist Duelists prefer close quarters combat, always testing and improving their skill and looking for a worthy fight. They disaprove of ranged weapons, sneaking around stabbing people in the back, and using magic. •Enchanter Enchanters specialized in making and using enchanting items, but are also adept at other magic such as alchemy and spell casting. •Enforcer Enforcers are elite agents and assassins. •Farmer A commoner that grows crops and breeds livestock. •Fisherman A commoner that earns a living by catching and selling fish. •Fletcher A skilled marksman and armorer. •Gardener A commoner with a green thumb. •Gladiator A hardened warrior who thrives by battling in arenas and is skilled with all melee weapons and armors •Herder Commoner that cares for livestock •Hunter Skilled marksmen that hunt at range for their food. They are good at sneaking up on their prey as well as defending themselves. •Hustler A gambler that relys on luck and being sneaky. •Journalist Adventurers that look for things to do, see, and write about. •Magician A specialist in casting spells, but not a very a good fighter. •Mercenary A versatile warrior that fights and steals for money. •Merchant A commoner that earns a living through trading goods for profit. •Miner Commoners that work in egg or mineral mines. They have uncommon strength and stamina, and are practiced at swinging a pick and are skilled at repair. •Necromancer Mages who use their skills to summon deadly creatures to their aid. •Noble The elite rich and politically powerful people of a social group. •Outlaw A thief and fighter who cares little for the law. •Pauper The poorest of commoners, only one step higher than a slave. •Pirate A bandit of the high seas, skilled in combat, security, as well as sailing. •Priest Priests provide help to the needy, and trouble for the evil in the world. •Publican A common businessman that runs taverns and inns. •Pugilist A skilled hand to hand fighter •Ranger Rangers travel light and use stealth and cunning in battle.They are skilled marksmen but often prefer a longblade. •Sailor Sailors are born and conditioned for life on the seas, and often haggling for profit. •Savant A person of wide learning and cosmopolitan tastes. Well-traveled, educated, refined in manner, able to converse on various topics with authority, and ever ready to defend honor, and the honor of companions. •Scholar Well educated and well spoken, scholars are always in search of more knowledge. •Shaman The shaman relies on his mystical powers drawn from his worship of nature and animal spirits. They are known to be able to summon living creatures to fight by their sides, and are proficient with various weapons. •Sharpshooter A sharpshooter is a master of the various marksman weapons, often makes a living as a mercenary, working on short contracts as a caravan guard or expedition escort, or for long term contracts to nobles or merchants •Silvertongue A thief and con-artist that takes little to chance by relying on skill and ability over luck. •Slave Slaves clean, prepare food, fetch and carry, do the shopping and marketing, and do other tasks too tiresome or menial for thier master which makes them high in endurance and have veritile skills. •Smith A smith is proficient in using, making, selling, and repairing weapons and armor. •Smuggler Smugglers buy, sell, and transport illegal and stolen goods. •Sniper An assassin that specializes in long range executions but is also capable of infiltration and stealth if the situation requires it. •Soldier A trained warrior that is well disiplined and well rounded in the skills of combat. •Trader A general merchant. Traders buy and sell a little of everything -- weapons ,armor, clothes, books, miscellaneous items of all kinds, whatever they can get their hands on. •Warlock A spell user that prefers elemental attacks, manipulates the physical world and natural properties, and alters the perceptions and thoughts of living beings often for selfish or evil reasons. •Witch A spell user that captures souls and summons monsters, manipulates the physical world and natural properties, and alters the perceptions and thoughts of living beings, often for selfish or evil reasons. •Wizard Wizard is just another word for mage. The major difference between a wizard and a mage is a wizard prefers to use a wand or staff instead of a dagger.
  12. View File moar class 50 more classes for TES3:Morrowind Most are just NPC classes copied to a new ID and made playable (thank you enchanted editor), some are NPC classes I renamed and repurposed (thanks again enchanted editor) (as I didnt feel that some N'wah fresh off the boat would be an Ashlander Champion Wise Woman or Vivec's personal Ordinator Guard.( Though how you roleplay is your business but this is my mod.)), and a few are new ones I came up with. That was quite the run-on sentence, let's try that again... Most are just NPC classes copied to a new ID and made playable, some are NPC classes I renamed and repurposed, and a few are new ones I came up with. These are all new IDs and don't touch vanilla at all so there will be no conflicts. Some of the NPC classes are boring commoner stuff like farmer, trader, gardener, and even commoner, etc. I also added Tamriel Rebuilt's NPC class of Baker. But of course theres the cool ones too, enchanter, alchemist, necromancer, warlock, sharpshooter, etc. Heres the list of classes and descriptions, its too much work listing the stats you'll just have to go in game to see them. The descriptions are just a rough draft but in all honesty I most likely won't put any more effort in them lol. •Artificer Artificers are experts in use of equipment, enchantments, and potions, and are good at ranged and melee combat. •Adventurer Adventurers take on any job from the mundane to the impossible in search of trinkets and trophies for their collection. They will use any means at their disposal to accomplish their task. •Alchemist Alchemists earn a living by collecting ingredients, making potions, and trading them. They usually are also skilled in enchantments and spell casting. •Archimage Specialists in mind tricks the Archimage prefers to use persuasion and magic over resorting to barbaric combat, however can handle themselves in a fight if needed. •Baker Bakers have a fair knowledge of alchemical and tasty ingredients and usually make a living preparing breads and pastries for sell. •Bandit Bandits are skilled warriors who make a living with burglary and robbery. •Brawler Brawlers live for combat, they use weapons and offensive magic. When they get injured are capable of healing themselves. •Caster A caster is a surefooted archer who travels light and uses magic. •Clothier A commoner that specializes in making and mending clothing and jewelry. •Commoner A person who has no specialization in life, doing whatever mundane task needs to be done. •Duelist Duelists prefer close quarters combat, always testing and improving their skill and looking for a worthy fight. They disaprove of ranged weapons, sneaking around stabbing people in the back, and using magic. •Enchanter Enchanters specialized in making and using enchanting items, but are also adept at other magic such as alchemy and spell casting. •Enforcer Enforcers are elite agents and assassins. •Farmer A commoner that grows crops and breeds livestock. •Fisherman A commoner that earns a living by catching and selling fish. •Fletcher A skilled marksman and armorer. •Gardener A commoner with a green thumb. •Gladiator A hardened warrior who thrives by battling in arenas and is skilled with all melee weapons and armors •Herder Commoner that cares for livestock •Hunter Skilled marksmen that hunt at range for their food. They are good at sneaking up on their prey as well as defending themselves. •Hustler A gambler that relys on luck and being sneaky. •Journalist Adventurers that look for things to do, see, and write about. •Magician A specialist in casting spells, but not a very a good fighter. •Mercenary A versatile warrior that fights and steals for money. •Merchant A commoner that earns a living through trading goods for profit. •Miner Commoners that work in egg or mineral mines. They have uncommon strength and stamina, and are practiced at swinging a pick and are skilled at repair. •Necromancer Mages who use their skills to summon deadly creatures to their aid. •Noble The elite rich and politically powerful people of a social group. •Outlaw A thief and fighter who cares little for the law. •Pauper The poorest of commoners, only one step higher than a slave. •Pirate A bandit of the high seas, skilled in combat, security, as well as sailing. •Priest Priests provide help to the needy, and trouble for the evil in the world. •Publican A common businessman that runs taverns and inns. •Pugilist A skilled hand to hand fighter •Ranger Rangers travel light and use stealth and cunning in battle.They are skilled marksmen but often prefer a longblade. •Sailor Sailors are born and conditioned for life on the seas, and often haggling for profit. •Savant A person of wide learning and cosmopolitan tastes. Well-traveled, educated, refined in manner, able to converse on various topics with authority, and ever ready to defend honor, and the honor of companions. •Scholar Well educated and well spoken, scholars are always in search of more knowledge. •Shaman The shaman relies on his mystical powers drawn from his worship of nature and animal spirits. They are known to be able to summon living creatures to fight by their sides, and are proficient with various weapons. •Sharpshooter A sharpshooter is a master of the various marksman weapons, often makes a living as a mercenary, working on short contracts as a caravan guard or expedition escort, or for long term contracts to nobles or merchants •Silvertongue A thief and con-artist that takes little to chance by relying on skill and ability over luck. •Slave Slaves clean, prepare food, fetch and carry, do the shopping and marketing, and do other tasks too tiresome or menial for thier master which makes them high in endurance and have veritile skills. •Smith A smith is proficient in using, making, selling, and repairing weapons and armor. •Smuggler Smugglers buy, sell, and transport illegal and stolen goods. •Sniper An assassin that specializes in long range executions but is also capable of infiltration and stealth if the situation requires it. •Soldier A trained warrior that is well disiplined and well rounded in the skills of combat. •Trader A general merchant. Traders buy and sell a little of everything -- weapons ,armor, clothes, books, miscellaneous items of all kinds, whatever they can get their hands on. •Warlock A spell user that prefers elemental attacks, manipulates the physical world and natural properties, and alters the perceptions and thoughts of living beings often for selfish or evil reasons. •Witch A spell user that captures souls and summons monsters, manipulates the physical world and natural properties, and alters the perceptions and thoughts of living beings, often for selfish or evil reasons. •Wizard Wizard is just another word for mage. The major difference between a wizard and a mage is a wizard prefers to use a wand or staff instead of a dagger. Submitter Stripes Submitted 07/02/2021 Category Overhauls & Expansions  
  13. Version 1.0.0

    10 downloads

    Stripes' Birthsign Advancement A TES3:Morrowind mod by Stripes ------------------------------------------------------------------------------------ Summery: Birthsign perks will increase as you level up. ------------------------------------------------------------------------------------ Installation: 1)place the ESP file in your Morrowind/Data Files folder 2)Activate in the Launcher Obviously this is intended to be used with a fresh new character Do not use this on an existing save it simply will be broken ------------------------------------------------------------------------------------ Details: When you start a game will only have your birthsign ability, as you level up will gain a power, spells, and improve your ability. There are only 4 tiers I'd like it to have more but I haven't the time. The level at which your birthsign advances is determined by global variables set by a popup menu after character generation. Example, when you rest to level up to 2 you will receive your power, level 3 spells, level 4 upgraded abilities. Or which ever level or order in which you set the globals. if you want spells before power set spell to 2 and power to 3 for example. You can set the levels anywhere between 2 and 100. Also it wont allow you to have more than one perk at the same level, you will get a message, "Invalid Entry" ( Having more than one upgrade per level goes against the whole purpose of this mod ) The atronach ability does not upgrade you gain another power instead ------------------------------------------------------------------------------------ Permission: I grant full permission for modders to use this in any way they want or can as long as im given credit of course. In fact i encourage someone to finish what ive started so please if you have any ideas for improvement to this feel free to do so. Just let me know so i can have a copy too lol ------------------------------------------------------------------------------------ The Birthsign powers abilities and spells: -------------------------------------- Apprentice Ability- Elfborn starting: Fortify Magicka 15 Weakness to Magicka 50 upgraded: Fortify Magicka 15 Weakness to Magicka 25 Power- Elfborn Tenacity Reflect 50 for 60 sec Spell- Elfborn's Refuge Resist Magicka 30 for 25 sec cost 5 -------------------------------------- Atronach Ability- Wombburn Spell Absorbtion 50 Fortify Magicka 20 Stunted Magicka power 1: Atronach's Flourish absorb 2 magicka on touch for 30 sec power 2:Golem's Strength restore magicka 1 for 20 sec spell- Atronach's Heed weakness to magicka 10 on target for 20 sec cost 10 -------------------------------------- Lady Abilities- Lady's Favor Lady's Grace starting: fortify personality 10 fortify endurance 10 upgraded: fortify personality 25 fortify endurance 25 Power-Lady's Luck Charm 30-50 on touch for 5 sec Spell-Lady's Finesse feather 20-50 for 30 sec cost 10 -------------------------------------- Lord Ability- Trollkin starting: weakness to fire 100% upgraded: weakness to fire 75% Spells Starting- blood of the north restore health 2 for 30 sec cost 15 added- Will of the Lord frost damage 1-2 on touch range 10 for 30 sec cost 10 power- Lord's Salvation fire shield 40-80 for 30 sec -------------------------------------- Lover Ability- Mooncalf starting: fortify agility 15 udgraded: fortifu agility 25 Power- Lovers Kiss paralyze 60 sec on target damage fatigue self 200 for 1 sec Spell- Lovers Gaze silence 10 sec on target -------------------------------------- Mage Ability- Fay starting: fortify Magicka .5 upgraded: fortify magicka .6 Power- fays prowess fortify magicka 50-100 for 30 sec Spell- fays knack restore fatigue 1-2 for 60 sec cost 2 -------------------------------------- Ritual Ability- Blessed Fire starting: fortify willpower 15 upgraded: fortify willpower 25 Power- maras gift restore health 100 Spells- blessed word blessed touch turn undead -------------------------------------- Serpent Ability- Serpents Bane starting: fortify health 50 weakness to normal weapons 10 upgraded: fortify health 100 weakness to normal weapons 10 Power-Serpent Bite Sound 5-20 on target for 30 sec drain willpower on self 5 for 30 sec Spell- Star Curse poison 3 on touch for 30 sec damage health 1 on self for 30 sec cost 5 -------------------------------------- Shadow Ability- Moonshade starting: fortify Endurance 10 upgraded: fortify endurance 25 Power- moonshadow invisibility 60 sec spell- mooncloud blind 10-20 range 10 for 20 sec on target cost 5 -------------------------------------- Steed Ability-Charioteer starting: fortify speed 15 upgraded: fortify speed 25 Power- dark horse restore fatigue 5-10 for 60 sec spell-steeplechase fortify athletics 10 for 60 sec cost 5 -------------------------------------- Thief Ability-Akaviri Danger-sense starting: Sanctuary 10 upgraded: sanctuary 15 power- Akaviri Subtlety fortify sneak 25 for 60 sec spell-Akaviri deftness fortify security 10-25 for 20 sec cost 10 -------------------------------------- Tower Ability-Windfall starting: fortify luck 5 upgraded: fortify luck 5 fortify fatigue 25 power- tower key open 50-100 on touch Spell- beggers nose detect animal enchantment key 200 for 60 sec cost 5 -------------------------------------- Warrior Ability- Warwyrd starting: fortify attack 10 upgraded: fortify attack 15 Power- Warwyrd Fortitude absorb health 20-100 on touch Spell-Warwyrd Stamina fortify fatigue 50-100 for 40 sec -------------------------------------- ------------------------------------------------------------------------------------ known issues bugs disclaimer: leveling more than once in a row may cause an issue where you wont get all your perks This is easily avoided by leveling up right away before your skill totals build up I am looking into finding a workaround but have not yet for this release
  14. View File Stripes' Birthsign Advancement Stripes' Birthsign Advancement A TES3:Morrowind mod by Stripes ------------------------------------------------------------------------------------ Summery: Birthsign perks will increase as you level up. ------------------------------------------------------------------------------------ Installation: 1)place the ESP file in your Morrowind/Data Files folder 2)Activate in the Launcher Obviously this is intended to be used with a fresh new character Do not use this on an existing save it simply will be broken ------------------------------------------------------------------------------------ Details: When you start a game will only have your birthsign ability, as you level up will gain a power, spells, and improve your ability. There are only 4 tiers I'd like it to have more but I haven't the time. The level at which your birthsign advances is determined by global variables set by a popup menu after character generation. Example, when you rest to level up to 2 you will receive your power, level 3 spells, level 4 upgraded abilities. Or which ever level or order in which you set the globals. if you want spells before power set spell to 2 and power to 3 for example. You can set the levels anywhere between 2 and 100. Also it wont allow you to have more than one perk at the same level, you will get a message, "Invalid Entry" ( Having more than one upgrade per level goes against the whole purpose of this mod ) The atronach ability does not upgrade you gain another power instead ------------------------------------------------------------------------------------ Permission: I grant full permission for modders to use this in any way they want or can as long as im given credit of course. In fact i encourage someone to finish what ive started so please if you have any ideas for improvement to this feel free to do so. Just let me know so i can have a copy too lol ------------------------------------------------------------------------------------ The Birthsign powers abilities and spells: -------------------------------------- Apprentice Ability- Elfborn starting: Fortify Magicka 15 Weakness to Magicka 50 upgraded: Fortify Magicka 15 Weakness to Magicka 25 Power- Elfborn Tenacity Reflect 50 for 60 sec Spell- Elfborn's Refuge Resist Magicka 30 for 25 sec cost 5 -------------------------------------- Atronach Ability- Wombburn Spell Absorbtion 50 Fortify Magicka 20 Stunted Magicka power 1: Atronach's Flourish absorb 2 magicka on touch for 30 sec power 2:Golem's Strength restore magicka 1 for 20 sec spell- Atronach's Heed weakness to magicka 10 on target for 20 sec cost 10 -------------------------------------- Lady Abilities- Lady's Favor Lady's Grace starting: fortify personality 10 fortify endurance 10 upgraded: fortify personality 25 fortify endurance 25 Power-Lady's Luck Charm 30-50 on touch for 5 sec Spell-Lady's Finesse feather 20-50 for 30 sec cost 10 -------------------------------------- Lord Ability- Trollkin starting: weakness to fire 100% upgraded: weakness to fire 75% Spells Starting- blood of the north restore health 2 for 30 sec cost 15 added- Will of the Lord frost damage 1-2 on touch range 10 for 30 sec cost 10 power- Lord's Salvation fire shield 40-80 for 30 sec -------------------------------------- Lover Ability- Mooncalf starting: fortify agility 15 udgraded: fortifu agility 25 Power- Lovers Kiss paralyze 60 sec on target damage fatigue self 200 for 1 sec Spell- Lovers Gaze silence 10 sec on target -------------------------------------- Mage Ability- Fay starting: fortify Magicka .5 upgraded: fortify magicka .6 Power- fays prowess fortify magicka 50-100 for 30 sec Spell- fays knack restore fatigue 1-2 for 60 sec cost 2 -------------------------------------- Ritual Ability- Blessed Fire starting: fortify willpower 15 upgraded: fortify willpower 25 Power- maras gift restore health 100 Spells- blessed word blessed touch turn undead -------------------------------------- Serpent Ability- Serpents Bane starting: fortify health 50 weakness to normal weapons 10 upgraded: fortify health 100 weakness to normal weapons 10 Power-Serpent Bite Sound 5-20 on target for 30 sec drain willpower on self 5 for 30 sec Spell- Star Curse poison 3 on touch for 30 sec damage health 1 on self for 30 sec cost 5 -------------------------------------- Shadow Ability- Moonshade starting: fortify Endurance 10 upgraded: fortify endurance 25 Power- moonshadow invisibility 60 sec spell- mooncloud blind 10-20 range 10 for 20 sec on target cost 5 -------------------------------------- Steed Ability-Charioteer starting: fortify speed 15 upgraded: fortify speed 25 Power- dark horse restore fatigue 5-10 for 60 sec spell-steeplechase fortify athletics 10 for 60 sec cost 5 -------------------------------------- Thief Ability-Akaviri Danger-sense starting: Sanctuary 10 upgraded: sanctuary 15 power- Akaviri Subtlety fortify sneak 25 for 60 sec spell-Akaviri deftness fortify security 10-25 for 20 sec cost 10 -------------------------------------- Tower Ability-Windfall starting: fortify luck 5 upgraded: fortify luck 5 fortify fatigue 25 power- tower key open 50-100 on touch Spell- beggers nose detect animal enchantment key 200 for 60 sec cost 5 -------------------------------------- Warrior Ability- Warwyrd starting: fortify attack 10 upgraded: fortify attack 15 Power- Warwyrd Fortitude absorb health 20-100 on touch Spell-Warwyrd Stamina fortify fatigue 50-100 for 40 sec -------------------------------------- ------------------------------------------------------------------------------------ known issues bugs disclaimer: leveling more than once in a row may cause an issue where you wont get all your perks This is easily avoided by leveling up right away before your skill totals build up I am looking into finding a workaround but have not yet for this release Submitter Stripes Submitted 07/02/2021 Category Overhauls & Expansions  
  15. View File 6th House Amulet Unique Simply a retexture for the 6th House Amulets which don't have a unique model in the vanilla game. Submitter Stripes Submitted 07/02/2021 Category Graphics Packs  
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