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Found 24 results

  1. Version 1.2.5

    33 downloads

    This mod assigns ownership to the many, many items and containers in Morrowind that rightly should be owned but weren't, and otherwise cleans up and adjusts item ownership. Ownership in vanilla Morrowind is, in many cases, a mess. Lots and lots of stuff in people's houses or otherwise civilized areas, that certainly should be owned, is in fact unowned and therefore free for the taking, right from under the nose of the rightful owner. Masses of crates, barrels and other containers are sitting around in cities just waiting to be looted for free. Many guildhalls and other faction locations can be practically cleaned out by any newbie who signs up. Farmers will just stand there while you harvest all their crops right in front of them and then pretend like nothing happened. Nobody objects when you grab up all the lanterns and torches in town. This mod aims to clean up this mess. The objective is to make owned everything that rightly should be owned, and unowned everything that shouldn't be. Details I can't break down the changes made by this mod cell by cell (the plugin edits references in more than 600 cells), but the following describes this mod's changes in general terms: - Containers in towns: Lots of unowned containers (crates and so on) were sitting around in cities free for the looting. This mod makes them all owned. In this respect it does basically the same thing as Container Ownership (or the other Container Ownership), except that this mod makes owned outright many containers that Container Ownership makes faction owned. - Light sources: Like containers, many light sources like lanterns and torches in cities and towns were unowned. Not anymore. No more free light sources for you. This works best with a good lighting overhaul, such as Let There Be Darkness, True Lights and Darkness or Di.still.ed Lights, that makes light sources actually useful. - Guildhalls / faction owned stuff: Much faction owned stuff is now owned outright, while some has a higher rank requirement. Previously, much (if not most) of the content of many guildhalls was free for the taking if you're a member of the faction. Now for the most part only beds, supply chests, and a few other empty chests are faction owned at the lowest rank; a few other containers are faction owned with higher rank requirements, as is some clutter in common areas, while the other stuff in the guildhall is owned. This also applies to Ashlander camps, where previously lots of stuff outside was either faction owned or not owned at all. - Farmers' fields: The crops in farmers' fields are now almost all owned. No longer can you clean out a farmer's entire crop right in front of him. The exception is for ingredients that the Imperial Cult specifically sends you to collect in their ingredient fetching quests (e.g. marshmerrow at Balur Salvu's farm). These plants are now faction owned by the Imperial Cult to ensure a cult member on the quests can harvest them. - Doors: Lots of locked doors to/in people's houses or otherwise in civilized areas were unowned, meaning the rightful owner would stand there and watch you pick the lock without complaint. Now all these locked doors are owned. Previously owned but unlocked doors are now unowned, because there's no point in them being owned. - Mines: Most stuff in mines that are actively being worked (i.e. those with friendly NPCs in them) is now owned. This was mainly an issue with eggmines, where all those kwama eggs were free for the taking. Ore rocks in actively worked mines were already owned, but those that were faction owned have been made owned outright, and other stuff in the mines (except wild plants) is also now owned. Mines without friendly NPCs have not been changed (everything is unowned). - Keys: In many cases people's keys were sitting around in their houses and other areas unowned and free for the taking. There'll be no more of that kind of shenanigans. - Gold: Most of the loose gold in civilized areas was unowned. Now you'll have to be sneaky about filling your pockets with it. - House strongholds (e.g. Indarys Manor): Previously just about everything in the house strongholds was faction owned. Now all the stuff in people's houses (not the main buildings) is owned outright. In the main buildings, the stuff in the leader's/your room is faction owned, but stuff in other areas is owned outright. You might be in charge of the stronghold, but that doesn't mean you can just waltz in and swipe your subordinates' personal stuff. - Vampire headquarters (e.g. Galom Daeus): These aren't regular dungeons, and while you might be here on (relatively) friendly terms, that doesn't mean you should be able to grab everything in sight with no consequence. Just about everything in these locations that wasn't already owned is now owned by the clan's leader. Given the contempt the leaders have for you, I don't think they'd appreciate you partially cleaning out their headquarters. - Tel Fyr: The good stuff in Tel Fyr and the Corprusarium is now owned. Divayth Fyr practically dares you to try to rip him off, but that doesn't mean he won't react negatively if he catches you at it. (The two newly owned containers in Fyr's office are vulnerable to telekinesis from the hall outside, but the key on his table is more of a challenge.) - Ahnassi's House: The stuff in Ahnassi's house in Pelagiad should rightly be owned by her, but male characters can get invited to share her home as part of her quest, at which point it should be okay to take the stuff and sleep in her bed. This has been solved by assigning this stuff a global variable, similar to how beds for rent at inns work - you'll be permitted to take her stuff once you've been invited into her home. - Dungeons: Dungeons are almost entirely untouched; in almost all cases nothing is owned. A couple very rare exceptions have been made for stuff rightly belonging to friendly NPCs in otherwise unfriendly locations (e.g. some of the stuff in Ald Daedroth Antechamber). - Outcast Ashlander yurts: Most of the stuff in outcast Ashlander yurts with hostile NPCs was owned. Now this stuff is unowned. The same is true of the Velothi tower Shara, a dungeon with only hostiles. - Stuff that really needs to be unowned: There are some items that, for various reasons, need to remain unowned. This is mostly stuff that a quest (for an honorable faction or otherwise not a stealy kind of quest) requires or invites you to take. Examples include Gambolpuddy in Ald Daedroth and Drinar Varyon's Dwemer tube, among others. - Owned activators: In some cases activators other than beds were uselessly owned. For example, just about every furn_de_bar object in the game was owned. The waterfalls in Vivec's canalworks areas and the chimes in Ashlander wise women's yurts are other examples. This stuff is no longer owned. Requirements This mod requires both Tribunal and Bloodmoon. Compatibility For the most part, this plugin edits only cell references, so mods that don't touch cell references will mostly be fully compatible. There is one exception: the mod edits one of Ahnassi's "share a care" dialogue entries to set a global variable needed to permit the player to take her stuff afterward. If you're using another mod that changes this particular dialogue entry, you might find yourself unable to legally take her stuff when you should be able to, without a patch. There might also be compatibility issues with mods that change cell references (e.g. moving stuff around, or removing references and replacing them with new ones). I recommend putting this mod early in your load order. If you're using any .esm mods that touch the affected objects (in particular some of RandomPal's town overhauls), you'll want to use the .esm version of this mod. Load it after Patch for Purists but before your other .esms. If you use Morrowind Anti-Cheese, I recommend using the OO-compatible version available here instead. Alternatively, if you're also using BTB's Game Improvements, use the BTBGI-compatible version of Anti-Cheese here. There should be no conflict with Patch for Purists. This mod was created with PFP loaded, then the dependency on PFP was removed afterward, so any PFP fixes to the affected objects (e.g. adjusting position) are incorporated. There is a very minor conflict with any version of Diverse Ore Veins / CorrectUV Ore Replacer, including the version of that plugin packaged along with Graphic Herbalism. That mod deletes the cell references to ore rocks and replaces them with new references to new containers, and the new references are not modified by my mod. This means that if you're using that mod, you won't see my mod's changes to ore rock ownership (regardless of load order). This isn't actually that big a deal. Ore rocks in mines with friendly NPCs are already owned in vanilla Morrowind; my mod only makes some of them owned outright rather than faction owned. In fact, this affects only one cell: Sudanit Mine. And it can only be taken advantage of by the Archmaster of House Redoran. So I definitely still recommend using both mods together. Contact Feel free to contact me on the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  2. Version 1.0.4

    29 downloads

    Fortify MAX causes the Fortify Magicka and Fortify Fatigue magic effects to affect the maximum as well as the current value of the relevant stat. In other words, this mod does for Fortify Magicka and Fatigue what the "Fortify Maximum Health" feature of Morrowind Code Patch does for Fortify Health. Important Note: As of version 1.0.4, the mod Attribute Effect Tweaks is required. See the Requirements section for details. Description Why? In vanilla Morrowind, Fortify Magicka and Fortify Fatigue are broken for more than one reason, the most obvious of which is that they're just plain not very useful for their intended purpose. Fortify Magicka tacks on a certain amount of magicka to your current pool, which can cause your current magicka to exceed your max magicka, but this extra magicka is not added to the maximum. The extra magicka cannot be restored and is one-time use only. When the Fortify Magicka effect expires, you'll lose all that extra magicka, possibly bringing your current magicka total all the way down to 0. The same thing happens with Fortify Fatigue. The effect will give you a one-time use bonus of fatigue that will be gone after a minute of running down the road (or a few weapon swings), and when it expires you'll lose everything you gained, possibly causing you to collapse in exhaustion. Clearly, these effects are of very limited utility in vanilla Morrowind; these effects are far more useful in exploits than for their intended purpose. The most obvious of these exploits is to boost your fatigue ratio. In vanilla, Fortify Fatigue can increase your current fatigue far above the maximum, which will increase your fatigue ratio (current/max fatigue) above 1.0. Fatigue ratio affects a great number of things in Morrowind, among them things like spellcasting success chance, persuasion success chance, and the prices you can get from merchants. This makes Fortify Fatigue much more useful as a bartering or persuasion tool than for its intended use. In addition, other exploits are possible with these effects in vanilla Morrowind. Using a combination of Drain Intelligence and Fortify Magicka, it's possible to end up with an enormous pool of current magicka (thousands or even tens of thousands of points). It's trickier to pull this off with fatigue, since more attributes are used in calculating it, but if done correctly it's broken in the extreme. Clearly something must be done about this. What? The vanilla game has a similar problem with Fortify Health, which Morrowind Code Patch solves by making that effect increase maximum along with current health. This mod does the exact same thing for Fortify Magicka and Fatigue. When you're subject to a Fortify Magicka/Fatigue effect, both the current and max value of the stat will increase by the magnitude of the effect, and both will decrease when the effect wears off. When the game recalculates these stats (for example, when one of the attributes used to calculate them changes), any Fortify Magicka/Fatigue magnitude you're under will be taken into account, and the correct ratio will always be maintained. Note that, even with this mod, Fortify Magicka is still distinct from the Fortify Maximum Magicka effect, which modifies the "magicka multiplier" used along with intelligence to calculate max magicka. This mod affects only the player. It does not affect NPCs or creatures. How? Instead of patching the Morrowind executable like Morrowind Code Patch does, this mod uses MWSE-lua to achieve the same effect. All you need to do is be using an up-to-date MWSE, and install the mod like any other, and you can enjoy actually useful and non-broken Fortify Magicka/Fatigue effects. Configuration Each component of the mod (for magicka and fatigue) can be disabled separately in the Mod Config Menu, so if for some reason you only want the mod's effects for one of these stats, you can do that (you can also disable the mod entirely if you wish). Known Issues There are a few known issues with this mod, all of them minor and/or very rare. The first three of these issues are related to Fortify Magicka/Fatigue abilities (as opposed to regular spells/enchantments/potions). There are no Fortify Magicka/Fatigue abilities in vanilla Morrowind, but mods can implement them. You will not experience these first three issues if you're not using a mod that adds such abilities. 1. If you're using a mod that adds a Fortify Magicka/Fatigue ability to a race or birthsign, the ability will not be reflected in the "stat review" menu during chargen. It will not be reflected in your stats until after chargen is complete, i.e after you leave Sellus Gravius' office. (Note that without this mod, such abilities don't work at all.) 2. If you're using a mod that adds a Fortify Magicka/Fatigue ability to a race or birthsign, and then subsequently removes/re-adds that ability via script, the magnitude will be applied twice to the max stat. I'm not aware of any mods that do this, but if you're using one, the solution is to fix the other mod so that it doesn't do this anymore. Fortify Magicka/Fatigue abilities should either be added to a race or birthsign, or added/removed via script, but not both. 3. There's a potential problem if both of the following things happen during the exact same frame: (1) A Fortify Magicka/Fatigue ability is added or removed via script (2) An attribute that contributes to that stat changes If this happens, the result depends on the order those things happen in. If (1) happens first, everything is fine. If (2) happens first, the Fortify Magicka/Fatigue magnitude will end up being applied twice to the max stat. This is most likely to happen when the effects are part of the same ability. For example, if a mod adds via script an ability with Fortify Intelligence and Fortify Magicka, in that order, the Fortify Magicka magnitude will be applied twice to max magicka. To avoid this problem, other mods can ensure that, in any script-added abilities that contain both Fortify Magicka/Fatigue and an effect that changes a related attribute, the Fortify Magicka/Fatigue effect comes first. Note that it's possible for this to happen in other circumstances, even when the attribute-changing effect is not part of the same ability. For example, a mod might add a Fortify Fatigue ability via script, and, in the exact same frame in which the ability is added, a Fortify Agility potion you were affected by expires. This kind of thing is very unlikely. 4. There's another potential problem if all three of the following things happen during the exact same frame: (1) The Fortify Magicka/Fatigue magnitude you're affected by changes (2) An attribute that contributes to that stat changes (3) The current value of the relevant stat changes due to some other cause If all of these happen during the same frame, the change to the current stat due to the other cause will be basically reverted. For example, let's say you cast a spell, and, in the exact same frame in which you lose magicka due to the spellcast, your intelligence and Fortify Magicka magnitude both also change. In this case, you'll basically get the spell for free, with no magicka cost. It would require extremely precise timing to intentionally exploit this - fortunately, the loss of magicka from casting a spell and the effects of that spell don't happen on the same frame - and it's very unlikely to happen by chance. Interop Fortify MAX includes an interop file, so MWSE-lua mod authors can detect the presence of this mod and/or trigger this mod's calculations. For example, to detect whether or not the magicka component of this mod is enabled, use something like the following: local fortifyMAX = include("FortifyMAX.interop") if fortifyMAX and fortifyMAX.magicka then -- do stuff end You can check for the fatigue feature being enabled with fortifyMAX.fatigue. The interop variables are set on initialized, so don't check for them before then (and if you check on initialized, you might need to assign a negative priority to your initialized event so this mod's interop variables will be set first). It's also possible to instruct Fortify MAX to do its magicka or fatigue calculations. These calculations add any Fortify Magicka/Fatigue magnitude to the max stat, and adjust the current stat as needed to maintain the correct ratio. This mod's calculations are normally done immediately after the game does its own vanilla calculations (usually when one of the relevant attributes changes). If your mod changes the player's max magicka/fatigue under circumstances in which the game would normally not redo the vanilla calculations, you can instruct this mod to do its own calculations with (replace magicka with fatigue as appropriate): fortifyMAX.recalc.magicka = true FortifyMAX will then do its thing, compensating for any Fortify Magicka/Fatigue magnitude the player is under. (Remember that this mod affects only the player.) This mod's loaded and enterFrame events are assigned a priority of -10, to ensure that other mods go first. If your mod changes magicka/fatigue calculations on loaded or enterFrame, don't set an event priority <= -10. See Class-Conscious Character Progression for an example of interop use. 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. In particular, this mod requires a recent MWSE build, as it uses a couple of newly-added MWSE features. The build date must be at least 2021-05-18. Just update to the latest version and you're good to go. Fortify MAX also requires the mod Attribute Effect Tweaks. That mod is needed to prevent max magicka and fatigue from being reset to vanilla (ignoring any fortify magnitude) under certain circumstances. Recommendations For consistency (and in general, since Fortify Health sucks much worse without it), I recommend using Morrowind Code Patch's "Fortify Maximum Health" feature. Compatibility As an MWSE-lua mod, Fortify MAX is compatible with most other mods. It is likely to have compatibility issues with any mod that changes how magicka or fatigue is calculated, unless the other mod takes this mod into account (see the interop section). CCCP, as of version 2.0.2, is compatible. If you're using another mod that changes magicka/fatigue calculations and conflicts with this one, you can disable the corresponding component of this mod. Mods that add Fortify Magicka/Fatigue abilities might not play nice with this mod under certain unusual circumstances. See the Known Issues section for details. Contact Feel free to contact me on Moddinghall or the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  3. Version 2.0.6

    28 downloads

    CCCP is an MWSE leveling mod that implements most features of Galsiah's Character Development, with a few adjustments. GCD is a very well-designed, well-balanced and very complex leveling mod that many, including myself, would consider the best of its kind. Unfortunately it has not aged well. It's clunky and bloated (pretty much necessarily, because it uses mwscript), can be buggy, and is performance-demanding. This mod uses MWSE-lua to implement most of GCD's features in a simpler and more performance-friendly way. Important Notes: In order to experience CCCP as intended, starting a new game is strongly recommended when installing the mod, whether installing for the first time or upgrading from 1.0. See below for a more detailed explanation. As of version 2.0.6, the mod Attribute Effect Tweaks is required. See the Requirements section for details. Also, using Quest Skill Reward Fix alongside CCCP is recommended. See the Recommendations section for more info. Description CCCP radically transforms Morrowind's leveling/progression system in a number of ways: - Attribute gains are no longer derived from levelups. Instead, skill increases lead to attribute gains directly. - Skill gains now contribute to increases for multiple attributes, to varying degrees depending on the skill. - Your class (i.e. your starting skill levels) now has an influence on your starting attributes. - Your class and race both have an influence on attribute progression; you'll find your strong attributes increase faster than weak attributes. - Luck will now automatically increase depending on the progression of your other attributes. - The levelup screen has been eliminated entirely. Levelups are perfectly seamless, and now depend on attribute increases rather than the other way around. - Your class now has a much greater influence on the development of your character. Different characters, and in particular characters of different classes, will now be much more diverse, with definite strengths and weaknesses. - Your class, current skills and endurance contribute to determining your health, with skills having varying degrees of influence on health. - Maximum magicka is determined not only by your intelligence but also by your skill levels in the magical disciplines (and the extent to which your class focuses on those skills). - Magicka will regenerate over time, with the rate of regeneration determined by your initial and current skills in the magical arts and by your willpower (fatigue also plays a role). - Each skill will start taking longer to increase once it reaches a certain threshold, which varies by skill. All of the above mechanics are highly configurable in the Mod Config Menu. The below sections will describe the progression system in basic terms. Starting Attributes The first thing you'll notice that's different is that, once chargen is complete, your starting attributes (strength, intelligence and so on) are different than what your race alone would give you. Your starting attributes are now a combination of your conventional racial attributes and your "class-based" attributes, values derived from your initial skill choices. Your "racial" attributes are the normal values determined by your race, sex and choice of favored attributes (plus any birthsign bonus). The mod then calculates your class-based attributes, based on your starting skill values and the "skill factors" of those skills (see below). If you have a lot of heavily strength-based skills among your major and minor skills, for example, you'll be stronger because your class-based strength will be high. Your racial attributes and class-based attributes are then combined according to a configurable percentage set in the MCM. By default this setting is 50%, which means your starting attributes will be a simple average of your racial and class-based attributes. If this setting is set to 100%, your starting attributes would be determined entirely by your race (as in vanilla Morrowind). If it's set to 0%, your starting attributes would be determined purely by your class, and your choice of race would have no influence on them. Another configurable setting called "attribute spread" also plays a role in determining your starting attributes. The higher the attribute spread, the more different your starting attributes will be (i.e. the greater the difference between your highest and lowest attribute). This setting also influences the increase rate of attributes (see below). This feature is fully compatible with mods that add or change races or birthsigns. Whatever your racial attributes are, whether they're affected by mods or not, they'll be combined with your class-based attributes as described above. By the way, if you're paying attention you might have realized that the fact that birthsign attribute bonuses are applied to (only) your racial attributes means that the birthsign's influence on your starting attribute(s) will be lower than advertised. This is correct, but it will be balanced by another mechanic: your racial attributes also help determine your rate of attribute progression (see below), which means you'll find the attribute(s) boosted by the birthsign increase faster over time, and have greater potential than they otherwise would. Skill Factors Each of Morrowind's 27 skills has 7 skill factors, one for each of the main attributes (i.e. not including luck). These skill factors influence a number of things, including your starting attributes and the rate of attribute progression (in conjunction with your initial skill values). The skill factors are also directly responsible for determining how much progress is made toward increases in each attribute on skillup. For example, the default acrobatics factors are: STR 10, INT 0, WIL 0, AGI 6, SPD 5, END 4, PER 1. This means that each time your acrobatics increases, the variable the mod uses to record progress toward a strength increase will receive a base increase of 10 (modified by other factors). Progress toward increases in four other attributes will receive smaller boosts, while no progress at all will be made toward intelligence or willpower. So if you increase a lot of primarily strength-based skills like acrobatics and axe, you'll find your strength increasing faster than your other attributes, all other things being equal. If you focus mainly on magic skills, your intelligence and willpower will be the attributes to benefit most. All 189 of these skill factors are configurable in the MCM. The defaults are sensible, but you can tweak them to your liking. (Be aware that radical changes, especially significant changes to the total factors for each skill or each attribute, can have undesired effects, so tread carefully unless you know what you're doing.) Skill Increase Factors Each skill also has an "increase factor" that determines the relative degree of influence that skill has on attributes as a whole, compared to other skills. These increase factors are determined by the skill's initial value compared to the average of your starting skills. This means that skills that start out higher will cause the attributes they influence to increase faster, on the whole, than skills that start out lower. Your attributes will rise faster from working on your major/minor skills than they will when training misc skills that started at 5. These increase factors are influenced by a configurable setting in the MCM called the "initial skill offset." The higher the offset, the less difference there will be between the skills' increase factors. The lower the offset, the greater this difference between skills' influence on attributes will be. Attribute Increase Rates In addition to skills influencing attributes at different rates, each attribute (again, not including luck, which is handled differently) in CCCP will increase at a different rate depending on a number of factors. Your racial attributes play a role in determining attribute increase rates. The higher your race's attribute is (including favored attributes and birthsign bonuses) compared to the average, the easier it will be to increase. Your initial skills and the skill factors also contribute to a significant extent, so if your major/minor skill lists are heavy with skills that influence endurance, your endurance will increase faster than your other attributes. Fighters can use their magic skills and increase their intelligence and willpower, and magic-focused characters can eventually become pretty strong, but it takes a lot more work. Your mage is clearly much better off focusing on their magic skills. Several configurable settings influence attribute increase rates. First is the setting "attribute increase rate," which is just a universal multiplier applied to all increases. The higher this setting, the more total attribute gains you'll receive. Attribute spread also contributes. The higher it is, the more your attributes will tend to spread out over time, with your strong attributes increasing faster than your weaker attributes. There's also a setting called "influence of race on attribute gains." Your race and class both influence how quickly your attributes increase. The higher this setting is, the greater influence your race will have on growth rates as opposed to your class. (This is not a true percentage, as your class will always have some influence.) Luck Luck is a special attribute in vanilla Morrowind, and so it is in CCCP. No skills have a direct influence on luck. Rather, your luck increases along with your other attributes, according to a configurable setting, "luck increase rate." By default the luck increase rate is 70%, which means that luck will increase 70% as fast as your other attributes do on average. This means luck will end up a bit lower than most other attributes. This setting also can have an effect on starting luck, but only if your racial luck is different than 40 (which usually means you've selected luck as a favored attribute). In this case, the difference from 40 is affected by the luck increase rate. So if you select luck as a favored attribute, making your racial luck 50, your starting luck will actually be 47 (with default settings). This eliminates what would otherwise be an incentive to always pick luck at the beginning, because either way it will only have a percentage of the increase of other attributes. Level Rather than receiving multipliers for attribute gains on levelup, as in vanilla Morrowind, in CCCP you make progress toward a levelup with each attribute gain (other than luck). After a configurable number of gains in your main attributes (6 by default), you'll gain a level. There's no levelup screen; the process is completely seamless. By the way, if you're using the "level-up skills tooltip" feature of Morrowind Code Patch, you'll notice some different numbers in the levelup progress tooltip. Normally this MCP-added tooltip displays the number of skill increases for each attribute since your last level. This information would not be useful with CCCP. Instead, this tooltip now displays the progress that each attribute has earned toward an increase, and the increase threshold for that attribute. It will be something like "Strength: 80/125". (Remember, the increase threshold is not the number of skillups needed, as you'll generally gain several points of progress toward multiple attributes on each skill increase. CCCP also includes "levelup messages" displayed when you gain a level. These messages are very slightly tweaked versions of those from the mod Inspirational Messages Expanded (which includes modified versions of the vanilla levelup messages, plus 49 entirely new ones). Unique messages up through level 69 are included, plus a new message for levels 70+. The levelup messages are optional; they can be disabled in the MCM. Health Health in CCCP is determined by your skills (both their current and starting values), your current endurance, and a number of configurable settings, including two health factors for each skill. A typical character's starting health will be roughly similar to vanilla, though over time there will be a significant divergence between character classes. Mages, for example, will end up with much lower health than they would have in vanilla, with default settings. Each skill has a "background factor" and an "in use factor" that contribute to the health calculations. A skill's background factor represents how useful that skill is in avoiding damage for all characters, even when they're not actively using the skill. For example, acrobatics has a high background factor because anyone would be better at avoiding damage at all times if they're skilled at acrobatics. When a skill increases, that skill's background factor will contribute to your health gain. A skill's in use factor represents how much that skill would help a character avoid damage when the skill is actively being used. For example, magic skills have a background factor of 0 because they wouldn't be helpful to all characters in avoiding damage, but they have higher in use factors because more skilled magicians can more easily avoid taking damage while using magic. Armor skills have high background and in use factors, while mercantile and speechcraft have background and in use factors of 0. In use factors also contribute to health increases when you raise your skills, but the degree to which they contribute is modified by the "in use proportion" for that skill. The in use proportion represents (an estimate of) how often that skill will be in use compared to other skills, and is determined by each skill's initial value compared to the average. This means that the in use factors of skills that start out high will have a greater benefit to health when those skills increase than an equal in use factor of a skill that started out at 5. Health is state-based in CCCP; any change to your current endurance (including any fortification or drain/damage of the attribute) will have an immediate impact on your health. However, with default settings, your endurance being drained to 0 will not be instantly lethal. Any Fortify Health magnitude is taken into account; the calculations will always result in the correct max and current health for the circumstances. In addition to the health factors, there are a number of additional configurable settings which influence health. "Health base" represents the approximate starting health of an average character, while "health bonus" is a pool of health added after the mod's other health calculations are complete (health bonus is what your health will be if your endurance is drained to 0). There are also percentage multipliers applied to the health factors when they influence health gains on skill increase, one for background factors and one for in use factors. In addition, there's a setting called "health in use offset," which contributes to the way skills' in use factors influence health on skill increase. The influence of a skill's in use factor depends on how high that skill started compared to the average, and this ratio is modified by the offset. A higher offset will mean that skills' initial values will have less influence on health gains, while a lower offset means that your starting skill values are more important in determining health increases. Finally, the MCM includes an option to disable CCCP's health management entirely. As the in-game description for this setting says, do not do this unless you're using another mod like MWSE State-Based Health that manages health without relying on the vanilla levelup mechanic. (CCCP bypasses the mechanic that's responsible for vanilla health gains, so if you were to disable CCCP's health management without using another mod that handles it, max health would never increase at all.) Max Magicka Your class and skills also influence your maximum magicka. Specifically, your current and initial skills in the magical disciplines (the six schools of magicka, plus alchemy and enchant) play a very significant role in max magicka calculations. Each time you gain a point in any of the eight magical skills, your max magicka will increase (though you might not see a difference since the increase can be less than 1), and the higher your magic skills started, the greater your potential max magicka at high levels. With default settings, an average character will generally start with roughly similar max magicka to vanilla, with non-magically inclined characters having less and mages having more. However, for magic-focused characters, max magicka will increase faster (potentially much faster) than in vanilla, based on magic skills in addition to intelligence; heavily magic-focused characters can have very high max magicka. Like in the vanilla game, max magicka in CCCP is state-based, and will be immediately adjusted whenever your current intelligence changes (including any fortify or drain/damage effects). The ratio of your current to initial intelligence is a straight multiplier to max magicka, so if your intelligence is drained to 0, your max magicka will also be 0, as in the vanilla game. Any Fortify Magicka effect is taken into account in the calculations; the correct ratio between current and max magicka will be maintained when your max magicka is recalculated. (The mod is also compatible with Fortify MAX, which causes Fortify Magicka to increase max as well as current magicka.) Fortify Maximum Magicka also works basically the same way it does in the vanilla game. It acts as a multiplier for max magicka, though it applies to the full magicka calculations, not just intelligence as in the vanilla game, so the amount of magicka multiplied can potentially be much higher for heavily magic-focused characters. There are a few settings in the MCM that influence max magicka calculations. First is the "max magicka multiplier," which is a simple percentage multiplier to max magicka. The "initial magic skill offset for max magicka" functions similarly to the other "offset" settings in CCCP. The higher the offset, the less difference there will be between high and low starting magic skills in terms of max magicka, while the lower the offset, the more influence your class (the initial values of your magic skills) has on max magicka. "Max magicka progression" determines how quickly your max magicka increases as you raise your magic skills. "Unaffected magicka" is the portion of your starting magicka pool that is not affected by most of the mod's max magicka calculations. This setting serves as a minimum max magicka value (under normal circumstances) for even the least magically-inclined characters. The lower it is, the more significantly max magicka in CCCP will diverge from vanilla. Finally, CCCP's max magicka handling can be disabled in the MCM if you prefer to have vanilla max magicka based solely on intelligence. Magicka Regen Perhaps even more significantly, magicka regenerates over time with CCCP. The rate of magicka regen depends on several factors: your class (specifically, your starting magic skills compared to the average), your current magic skills, your current willpower (including any fortify or drain/damage effects), and your fatigue ratio. Your current magicka will increase very slightly several times per second when regenerating. In addition, when a significant amount of game time passes (e.g. from waiting, resting, fast travel or training), your magicka will regenerate depending on how much time has passed, so you don't have to just stand around forever while your magicka slowly regenerates. Magicka regenerates relatively slowly in general, though the regen rate can vary significantly for different characters. Highly advanced, heavily magic-focused characters can potentially regenerate several points per second with default settings, though typical characters will regenerate magicka much more slowly (and non-magically inclined characters very slowly). CCCP's magicka regen respects the Stunted Magicka effect (e.g. from The Atronach birthsign in vanilla). A character affected by Stunted Magicka will not regenerate magicka; to make up for this, such characters (at least those affected at the beginning of the game due to their birthsign choice) will receive a bonus to their max magicka. Several MCM settings affect magicka regen. The "base magicka regen rate" is a straight percentage multiplier to regen rate. The "initial magic skill offset for magicka regen" works just like the other offset settings, while "magicka regen progression" works like the similar max magicka setting - it determines how quickly your regen rate increases as you raise your magic skills. The "neutral willpower value" and "neutral fatigue ratio" are values for willpower and fatigue, respectively, that will result in a "normal" regen rate; when your willpower/fatigue are above these values, magicka will regen faster, and the opposite is true when willpower/fatigue are lower than these values. "Willpower influence on regen rate" and "fatigue influence on regen rate" determine the extent to which willpower and fatigue, respectively, influence magicka regen rate. Finally, like max magicka handling, CCCP's magicka regen can be disabled in the MCM, if you prefer to use a different mod for that or just don't like magicka regen. However, mages tend to be more squishy and less effective in physical combat with CCCP than they are in vanilla, and magicka regen along with higher max magicka can help compensate for that. Skill Slowdown Once your skills reach a certain threshold, they will begin taking longer to increase. This threshold, the "slowdown point," varies by skill, and is determined by two MCM settings. The "slowdown start point" is the base skill level for the slowdown system. Skill progression will never slow down before this point. For each skill, a certain percentage (the "slowdown spread") of the initial value for that skill is added to the start point to determine the slowdown point for that skill. By default, the slowdown start point is 60 and the slowdown spread is 80%, which means the slowdown point for each skill will be 60 plus 80% of the skill's initial value. A skill that started at 5 will have a slowdown point of 64, while a skill that started at 45 will have a slowdown point of 96. When a skill reaches its slowdown point, progression in that skill will be slowed to 1/2 its normal rate. After a number of additional increases, progression will slow again to 1/3 the normal rate, then 1/4, then 1/5, and so on. Skill progression gets slower at an exponential rate the higher the skill is increased, at a rate determined by the "slowdown rate" setting. If you don't like the skill slowdown system, it can be disabled by setting the slowdown rate to 0. Skill slowdown also applies to paid training, by multiplying training price by the same multiplier applied to normal skill progression (when a skill progresses at 1/3 the normal rate, training that skill will cost three times the normal amount). Unlike GCD, CCCP's skill slowdown system does not apply to skill books. (It also does not apply to the few scripted skill increases you can receive through dialogue as quest rewards.) In theory, skills can be increased indefinitely, but beyond a certain point, significant additional increases will be prohibitively time-consuming. (Note that in order for skills to progress beyond 100, regardless of this mod's slowdown settings, you need to enable the "skill uncap" feature of Morrowind Code Patch.) ----- It is *strongly* recommended that you start a new game with CCCP, rather than installing the mod with a character in progress. Many of the mod's calculations are derived from your initial skills and attributes. These values can only be determined and the calculations performed at the beginning of the game, immediately after chargen (MWSE has no way of determining the initial value of a skill or attribute after the fact). If you start using this mod mid-game, the calculations will assume that you started with all skills and attributes at average values. This means there will be little or no overall difference in attribute increase rates or in the overall influence different skills have on attributes (though the skill factors mean individual skills will still influence certain attributes more than others). It will also significantly skew calculations related to health, magicka and skill slowdown. This also applies to upgrading from 1.0. CCCP has changed so much from 1.0 that it can no longer make use of 1.0's saved data, so the same problems will apply. For the mod to work as intended, start a new game so the proper values can be saved. If you want to know more details about how the mod works, the code is pretty extensively (and in some places voluminously) commented. You should be able to look through main.lua and figure out what it's doing. The archive includes modified versions of GCD's calculator spreadsheets, adjusted to use CCCP's config values. A few errors in the spreadsheets have also been corrected. They should be very close to being correct. The archive also contains all the original documentation from GCD. 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. CCCP also requires the mod Attribute Effect Tweaks. That mod is needed to ensure the max magicka calculations work as expected, and to prevent max magicka from being reset to vanilla under certain circumstances. Recommendations As always, Morrowind Code Patch is highly recommended. To experience the mod as intended, I recommend using the "skill uncap" feature, which will allow your skills to be increased beyond 100. It doesn't matter whether you use the "attribute uncap" feature or not; your attributes will be able to go over 100 regardless because attribute increases are handled by MWSE. MCP also has a feature called "level-up skills tooltip." This feature is not needed, but if you're using it, the added tooltip will now display the progress that each attribute has earned toward an increase, and the increase threshold for that attribute. I also strongly recommend using Quest Skill Reward Fix alongside this mod. Quest Skill Reward Fix enables CCCP to detect scripted skill increases gained through dialogue (as quest rewards) and apply progress toward attribute increases appropriately. Otherwise (without using Quest Skill Reward Fix), such scripted skill increases will not be detected and will earn you no progress toward attribute gains. Magicka Based Skill Progression is another recommended mod. MBSP makes magic skill progress when casting a spell depend on the spell's magicka cost, so you can't just repeatedly cast cheap 1-magicka spells and get full experience (and this is even more important with CCCP's magicka regen). This is perfectly compatible with CCCP's skill slowdown system. I do recommend lowering MBSP's XP-per-magicka value from the default of 0.2 (vanilla skill experience per 5 magicka expended). I think something like 0.0667 or 0.1 (vanilla skill experience per 15 or 10 magicka expended, respectively) is more reasonable. Fortify MAX works well with CCCP; it causes Fortify Magicka (and Fortify Fatigue) to increase the maximum as well as the current stat. Finally, if you want to be *really* class-conscious, you can also use the mod Class Conscious, which eliminates the ability to generate a custom class. Compatibility CCCP is generally highly compatible, being an MWSE-lua mod. It obviously should not be used alongside GCD, MULE, MADD Leveler or any other leveling mod. It will also generally conflict with mods that manage health. However, if you prefer the way another mod handles health calculations, you can disable CCCP's health management in the MCM and use the other mod instead, as long as the other mod does not rely on the vanilla levelup mechanic which CCCP bypasses (MWSE State-Based Health is one such mod.) If you don't like CCCP's max magicka system or magicka regen, you can disable either or both of these features in the MCM and use the magicka mod of your choice. CCCP should be compatible with Proportional Progression, since both mods have a multiplicative effect on skill progression rates. You should be able to set skill-based multipliers in PP, for example, and both mods' multipliers should apply. CCCP is compatible with mods that change races and birthsigns. Your "racial attributes" for the purposes of the mod's calculations are just whatever attributes you have at the end of chargen (granted by race, favored attributes and any birthsign bonus), and CCCP will work with mod-affected attributes just as well. As of version 2.0.1, the mod is now compatible with Nimble Armor. And, as of version 2.0.2, it is compatible with Fortify MAX. There was previously a conflict with a beta version of Ashfall, but with the current Ashfall version there appears to no longer be a serious conflict, or at least I haven't noticed any in my playtesting so far. The mods should work well together, but if you notice any conflicts when playing with both, please let me know. This should go without saying, but this mod is not compatible with OpenMW. Contact Feel free to contact me on the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  4. Version 2.0.15

    28 downloads

    Summary This is a modified version of BTB's Game Improvements. All modules except for the character module have been combined into a single plugin (BTB's race- and birthsign-related edits in the character module are in a separate plugin). BTB's edits that he included in his modified versions of Morrowind Advanced and Service Requirements have been incorporated. In addition, quite a number of changes have been made from the original BTBGI, and a number of new things have been added. Introduction to BTBGI BTB's Game Improvements is a massive game balance overhaul that touches on just about every aspect of Morrowind. Among its many changes are: - Races and birthsigns are rebalanced so that each of them are uniquely useful, rather than some being ridiculously overpowered while others are worse than useless. - Magic effects and spells are modified to provide a wider range of genuinely useful options while eliminating many exploits. Your starting spells are also generally more useful. - Magic effect costs have been tweaked to balance their usefulness, both as spells and as potions. - A number of effects have been disabled for spellmaking and enchanting, to prevent exploits. - NPCs have quite a few new powerful spells to use against you. - Ingredient values have been modified to reflect their rarity or difficulty in acquiring them. - Ingredient effects have been rebalanced to make potion creation both more useful and more hazardous (due to negative effects being more common in created potions). - The game's stock potions have been overhauled to make them all useful without being too overpowered, and to prevent certain exploits. - Values of overpriced equipment have been drastically lowered. - Equipment stats and especially enchantments have been painstakingly overhauled. No more is the game's equipment divided into a mountain of useless junk on the one hand and a few overpowered gems on the other hand. - Many game settings have been modified to improve game balance or increase difficulty. - Enchanted items will no longer regain charge over time, requiring the use of soulgems to recharge them. - It's no longer possible to self-enchant items, or to make custom constant effect enchantments. - Skill progression rates have been overhauled in many cases. This is an extremely brief summary of BTBGI, and there are many more changes not mentioned here. I recommend checking out BTB's original documentation, included in the archive, and especially his excellent readme, for a lot more information about BTBGI, along with BTB's reasoning for many of his changes. Changes from BTBGI This section summarizes the more important changes compared to the original BTBGI. See changelog.txt in the archive for a detailed list of all changes from the original. Also see changes.txt for a full list of changes the mod makes to vanilla Morrowind. First, four of the five modules of BTBGI - Spells, Alchemy, Equipment and Settings - have been combined into a single plugin, with a number of changes made to each, while the Character module is still a separate plugin (BTBGI Races and Birthsigns). Some of the important modifications to each module are listed below. (It's convenient to list changes by module even though the modules are mostly no longer separate.) Character - The Level Up Birthsign Remover script was removed. This script removed the attribute-boosting birthsigns on sleeping and re-added them after, so that their bonuses to attributes would not count toward the attribute cap of 100. With the "attribute uncap" feature of Morrowind Code Patch, this is no longer necessary. - The changes from the character module (race- and birthsign-related edits) are not in the main plugin, but in the BTBGI Races and Birthsigns plugin. This is so those using an alternate race and birthsign mod (like Balanced Passive Races and Birthsigns) can skip BTBGI's race and birthsign edits. Spells - BTB changed the magnitude of all Slowfall effects to 1, due to a bug in vanilla Morrowind that eliminated all falling damage even with only 1 magnitude. An MCP feature has since fixed this bug, which means a Slowfall magnitude of 1 is no longer useful. All magnitudes of premade Slowfall spells have been increased to 20, which is enough to ensure no falling damage with the MCP feature applied. This also applies to potions and enchantments. In addition, spellmaking and enchanting have been reenabled for the Slowfall effect. BTB disabled them to prevent you from creating super-cheap custom spells at magnitude 1, but that consideration no longer applies. - Most Light effects were on target instead of on self, which is of very limited usefulness. Now most Light effects are on self. This also applies to a few enchantments. Alchemy - BTB drastically increased the weight of alchemy apparatus, with higher quality apparatus being heavier. I thought this discouraged the use of alchemy, so I partly reversed these changes. The weight of apprentice apparatus has been left as BTB set it (rather heavy), with weight now decreasing rather than increasing with higher quality. - The apparatus rebalance has been extended to Secret Master's apparatus, in case you're using a mod that places them in the game. - In vanilla, some ingredients have a harmful first effect. BTB made it so that all ingredients have a positive first effect. I thought this didn't make sense (and some ingredients, like Bungler's Bane, are supposed to be harmful if eaten raw), so I partly reverted this change. Now, some ingredients have negative first effects again, as in vanilla. The list of effects has not been changed for any ingredient, only their order in some cases. - BTB didn't touch the cursed varieties of ingredients, which made it easy to tell when an ingredient is cursed. Now cursed ingredients are identical to their regular counterparts. Certain unique ingredients have also been adjusted in line with changes made to the normal ingredients they're based on. - BTB changed the Fortify Fatigue potions to Resist Normal Weapons, to prevent an exploit involving using Fortify Fatigue to boost your fatigue ratio above 1.0. There's now an MWSE mod, Fortify MAX, which causes Fortify Fatigue to affect max as well as current fatigue, rendering this exploit no longer possible. Therefore, these potions have been changed back to Fortify Fatigue, with magnitudes and durations the same as the Fortify Health potions. Equipment - A lot of high-end equipment is insanely overpriced in vanilla. BTB drastically reduced the values of a lot of this stuff, but some items were still worth too much. This is particularly notable with glass equipment, which is the highest quality stuff available for purchase. BTB couldn't reduce glass equipment values too much because then it would be too cheap to buy. The result is that glass armor was a lot more expensive than daedric with BTBGI. My solution is to make unenchanted glass equipment no longer available for purchase, then tank the values. The values of base (unenchanted) glass equipment have been significantly lowered. Some other equipment (like adamantium, dreugh, and some of the Bloodmoon stuff) has also seen value reductions. - To go along with the above change, glass equipment is no longer available for purchase. Glass stuff for sale has been replaced with lower-quality equipment. This mainly affects a shop at Ghostgate, but also affects a Mournhold shop, plus three shops throughout Vvardenfell that sold Glass Daggers. This applies only to unenchanted equipment; enchanted glass stuff for sale has not been touched. Note that there is a conflict with Patch for Purists here. PFP deletes a pair of Glass Bracers from Mournhold, Armory and replaces them with a new pair, and I can't touch PFP's new bracers without requiring PFP. Therefore, a patch plugin is included in the archive that deletes PFP's new bracers from that cell so they won't overlap with their replacements made by the main plugin. Also, these changes make Glass Claymores and Bracers extremely rare, so one of each has been placed in the game. - Enchant capacities, which BTB didn't touch, have been overhauled for consistency and balance. The mod basically includes my Enchant Capacity Rebalance mod. Changes are generally modest, and are within vanilla ranges for the most part. Enchant values for weapons, armor and clothing have been modified. See the documentation for details. - BTB increased the gold values of many unenchanted weapons, but the generic enchanted weapons based on them were largely untouched. Gold values for many generic enchanted weapons have been increased for consistency (so they'll be more valuable than their unenchanted counterparts). - A few changes have been made to the "ignores resist" weapon flag. A few weapons have seen the flag removed, either for consistency or because they really shouldn't have it. (Use the MWSE-lua mod Enchanted Weapon Resistance for additional consistency changes to this flag.) In addition, a number of weapons that wrongly did not have the flag set now do, notably adamantium weapons. - A number of weapons made of silver did not have the "silver weapon" flag set. This flag is responsible for silver weapons doing double damage to werewolves. All such weapons now have the flag set. One weapon that wrongly had the flag set now no longer does. - BTB reduced the amount the Mournhold Museum of Artifacts will pay for artifacts in line with their new values, but missed two of them. This oversight has now been rectified. Also, the bounty received when talking to Torasa Aram about an artifact after having stolen it from the museum is now ten times the (new) base value of the artifact, across the board. - Certain cursed or unique varities of equipment have been made identical to their regular counterparts. Also, two "uncursed" varieties of weapons added by PFP have been incorporated with their stats changed to match the regular versions of those weapons, so PFP users will no longer find the uncursed varieties to have different stats. - A couple items with drain/damage enchantments that made absolutely no sense have been fixed. This includes Slave Bracers and Elvul's Black Blindfold. - BTB placed the weapon Wings of the Bat Queen in the game, but the place where he put it didn't make a lot of sense. It's been moved to a more appropriate location. - BTB removed or nerfed a few Chameleon enchantments, to prevent exploits. One of the Chameleon enchantments he changed to a different effect was the Ring of Surroundings, which caused Larrius Varro's dialogue about it being useful for sneaking around to no longer be accurate. The Ring now has a Chameleon enchantment again, though less powerful than in vanilla (and it reuses an enchantment from another item to prevent them from being stacked). Settings - BTB made a number of edits for the purpose of preventing resting outside in the wilderness. To this end, he edited every exterior cell in the game in which resting was legal to make it illegal. He also edited five rest-related GMSTs to make it basically impossible to rest outside for any length of time even if you found a cell in which it was legal. However, there are now two MWSE mods (Limited Resting, Waiting and Regen, and No Rest Without Beds) that do basically the same thing in a much cleaner way via lua. Therefore, the edits to all exterior cells have been removed from the plugin, along with the references to those five GMSTs. - BTB changed the governing attributes of two skills: acrobatics and hand-to-hand. I didn't care for these changes, plus I use a leveling mod that transforms the leveling system in such a way as to make governing attributes less relevant. These changes have been removed from the plugin. - BTB changed the skill progression rates for alchemy, reducing progress gained by creating potions and increasing progress gained by eating ingredients. This change has been reversed and then some, because I don't think eating a flower should make you better at alchemy. Progress for making potions is now higher than in vanilla, while no progress toward the alchemy skill will be gained by eating ingredients. - A few GMST edits have been added that make it harder to successfully bribe NPCs. In addition, a successful barter will no longer increase the merchant's disposition. - BTB intended to prevent all natural growth of misc skills, but in fact misc skill growth was only substantially slowed. It's actually not possible to stop it entirely with a plugin, due to the way the formula works, but misc skill progression has now been slowed even more, to the point that noticeable growth should no longer occur. - BTB also intended to make self-enchanting (creating new enchanted items yourself rather than paying an enchanter for the service) impossible, but it was only made substantially more difficult - self-enchanting was still possible with high enchant skill. It has now been made well and truly impossible. - BTB tweaked a couple of the GMSTs that determine the attribute multipliers gained on levelup, for a more steady progression from x2 to x5. These multipliers have now been made x3 across the board, as long as you gain at one point in a skill governed by that attribute. This was done to take the tedium and minmaxing out of leveling, without being too overpowered. (Note that if you're using a mod like CCCP that overhauls the leveling system, this change won't matter because those multipliers won't be used.) - BTB added restocking filled soulgems to certain merchants, but he had to use a rather convoluted method to do so. These new filled soulgems and the associated script have been removed. Instead, the relevant merchants now sell restocking Soul Trap scrolls, so those not skilled in Mysticism can fill their own soulgems. (The restocking empty soulgems BTB added to merchants have not been touched.) - Rolled Paper (which with BTBGI has a drastically increased enchant capacity) has been added to various merchants, for use in creating scrolls through enchanting (which is cheaper than regular item enchanting due to a GMST edit and an MCP feature). Diseases / Daedric Drops In addition to the revised BTBGI modules, there have been several other additions to the mod. BTB's modifications related to diseases and daedric drops that he added to his edited version of Morrowind Advanced have been incorporated, with the following changes: - BTB removed "Diseased" and "Blighted" from the names of diseased/blighted creatures. These changes have been reversed, because there's an MWSE mod called No Disease Labels that does the same thing and is more thorough. - Among BTB's modifications to disease dialogues were a few changes that were made on the assumption that the player is using a state-based health mod. Those particular changes have been reversed, so the dialogue will be correct regardless of whether you're using such a mod. - The changes to daedric drops (done so you won't end up being up to your eyeballs in daedric equipment dropped by certain creatures) are now identical to those in There Can Be Only One, for compatibility with that mod. This doesn't make much functional difference, except for the addition of a few creatures that BTB missed. Factions Finally, BTB's faction edits that he included in his modified version of Service Requirements have been incorporated. These include changes to attribute and skill requirements, along with favored attributes/skills. No changes have been made on top of BTB's edits here. Creature Buffs A separate add-on plugin has been included that incorporates Morrowind Advanced's buffs to many vanilla creatures, along with buffs to quite a number of additional creatures in line with MWA's changes. See the documentation for details. "Alternate" Plugins Two changes made in BTBGI were controversial enough that BTB created "alternate" versions of two of his modules omitting those changes. First, BTBGI transformed the Khajiit Eye of Night spell into a permanent ability. Some people didn't like the resulting permanent Night-Eye effect, so BTB made an alternate version of his Character module that omitted that change, leaving Eye of Night a spell as in vanilla. Second, the Settings module slowed down the growth of major, minor and misc skills, with misc skill growth stopped entirely (or at least that was the intent). This change was very controversial, so the alternate version of the Settings module omitted the major/minor/misc skill growth rate changes. Both of these changes are found in this version of BTBGI, but no "alternate" plugins are included. The reason for this is that I want to minimize the number of plugins I have to maintain. However, if you really don't like one or both of these changes and preferred BTB's alternate plugins, it's pretty easy to remove them from the mod yourself with Enchanted Editor or TESAME. If you don't like the Khajiit's permanent Night-Eye, open up the Races and Birthsigns plugin in EE/TESAME and delete the reference to the spell "eye of night". If you don't like BTB's changes to skill growth, then, in the main plugin, delete the references to the GMSTs fMajorSkillBonus, fMinorSkillBonus and fMiscSkillBonus. Extra Stuff The original BTBGI archive also includes a directory of "extra stuff," compatibility versions of various mods such as Better Clothes and CanadianIce Robe Replacer. These compatibility versions are not included here, since they're really not necessary. Just use tes3merge to resolve any conflicts. However, there is one exception: Dark Brotherhood Armor Replacer Expanded. If you want to use that mod, you'll want to also download the original BTBGI archive and use BTB's compatibility version of it, which includes BTB's rebalance of DBARE's new equipment. (I recommend using Dark Brotherhood Armor Replacer instead, which does not include new equipment.) Requirements This mod requires Tribunal and Bloodmoon, and the PFP patch requires Patch for Purists. (The Races and Birthsigns add-on requires only Morrowind.) Nothing else is technically required, but a number of changes made in this mod compared to the original BTBGI (in addition to a number of changes made by BTB in the original) are made assuming the use of certain other mods, especially certain MCP patches. See below for details. The optional "Rational Names Addendum" sub-package requires Rational Names, which itself 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 and Load Order This mod touches many aspects of the game, and so has a relatively high potential for conflicts. Using tes3merge will resolve many conflicts. Specific notes regarding conflicts and load order follow. - The Races and Birthsigns add-on can be loaded either before or after the main plugin. - If you're using the "Creature Buffs" add-on, it must load after the main plugin. - The "BTBGI PFP Patch" plugin must also load after the main plugin. - Mort's rebalance mods (Tribunal Rebalance, Bloodmoon Rebalance, Beware the Sixth House There are a few conflicts with these mods, but the conflicts are relatively minor. Specifically there are conflicts regarding Dark Brotherhood, Goblin and Riekling equipment, and with certain Sixth House creatures. It's best to load Mort's rebalance mods after BTBGI, and to use tes3merge. - Morrowind Anti-Cheese: Use Lucas' edited version instead of the original, and load it right after BTBGI and its patches. - More Deadly Morrowind Denizens: The main plugin has no conflicts with BTBGI, though there are a few conflicts with There Can Be Only One. The creatures addon does have a few minor conflicts with BTBGI. I suggest having both plugins load before BTBGI (and before There Can Be Only One if you're using it), and using tes3merge. - There Can Be Only One: There are a few conflicts with both BTBGI and MDMD. This mod should load before BTBGI but after MDMD. - Expansions Integrated: There's a minor conflict with the Blood Axe enchantment. There are also conflicts with MDMD and There Can Be Only One. Load this before BTBGI, MDMD and TCBOO. There are also a number of patches available for the above mods with BTBGI (and with each other), as part of "Lucas' Misc Mods and Patches." Note that there's also a patch for There Can Be Only One and Expansions Integrated missing from that page; it can be found here. If you're using all of the above mods, with patches, the suggested load order is as follows: Expansions Integrated More Deadly Morrowind Denizens MDMD - Creatures Addon MDMD Expansions Integrated Patch There Can Be Only One TCBOO Expansions Integrated Patch TCBOO MDMD Patch BTB's Game Improvements (Necro Edit) BTBGI PFP Patch BTBGI MDMD Creatures Patch Morrowind Anti-Cheese (Lucas' BTBGI compatible version) Tribunal Rebalance Bloodmoon Rebalance Beware the Sixth House And don't forget to use tes3merge. While tes3merge will solve the vast majority of conflicts, it probably won't handle everything perfectly. Using the relevant patches from Lucas' Misc Mods and Patches should solve many problems. - Tamriel Rebuilt: I don't recommend using BTBGI and TR together, since TR's new content is designed with vanilla game balance in mind (which BTBGI tries to move away from). However, if you do want to use both, there is one potential conflict to be aware of. There's a conflict with TR_Factions, but there's a patch for that in Alvazir's Various Patches. - Rational Names: As of BTBGI version 2.0.3, the mod is fully compatible; just install the included MWSE mod to update Rational Names' base names for BTBGI. Recommendations There are quite a few mods that I highly recommend for use with this version of BTBGI. This section is basically a miniature mod list. I'll start off with a few mods that I very strongly recommend. Changes made by BTB, or by me in this version, basically assume the use of some of these mods, so use them. 1. Morrowind Code Patch (Beta Everybody who plays the vanilla Morrowind engine (i.e. not OpenMW) should be using MCP anyway, but there are a number of patches in MCP that are basically essential with this mod. - Slowfall overhaul: Fixes a bug where 1 point of Slowfall effect would be enough to eliminate all falling damage, plus fixes a couple other problematic aspects of the Slowfall effect. The changes to Slowfall effects in this version of BTBGI assume the use of this feature. Without it, you could make extremely cheap and perfectly effective custom Slowfall spells. - Enchanted item cooldown: Not using this feature is highly unbalanced; without it, you can achieve insane DPS with offensive cast on use enchantments. - Enchanted item rebalance: So you won't have an insane number of charges at high enchant skill. - Item recharging rebalance: Makes recharging items with soulgems a more viable option for all character types. This is especially important since BTBGI stops enchanted items from regaining charge over time, requiring the use of soulgems to recharge them. - Soulgem value rebalance: To avoid ridiculously overvalued soulgems when filled with good souls. - Attribute uncap: This version of BTBGI removes the LUBR script that previously allowed birthsign bonuses to help an attribute exceed the cap of 100. This change is made assuming the use of this feature; without this feature, birthsign attribute bonuses would ultimately be wasted. - Allow scroll enchant price modifier: This feature, in combination with a GMST edit made by this mod, allows scrolls to be enchanted at a much lower cost than regular items (since scrolls can only be used once). Without this patch, a few changes made by BTBGI to encourage creating scrolls would be rendered basically useless. 2. Patch for Purists: As always, PFP is highly recommended. All PFP fixes to relevant objects have been painstakingly incorporated into the mod, except where they're intentionally overridden. A patch plugin for PFP is included with this mod, to address an issue with the way PFP handles the Glass Bracers in Mournhold, Armory, and to pull forward a few additional fixes that required a patch. 3. Fortify MAX: Makes Fortify Magicka and Fortify Fatigue affect the maximum as well as the current stat, and is basically essential with this mod. This version of BTBGI restores Fortify Fatigue potions that BTB removed; without Fortify MAX, these potions could be used for a significant exploit. Fortify MAX also makes a couple constant effect Fortify Magicka enchantments in this mod actually useful. 4. Economy Adjuster Crime - Necro Edit: This one is very highly recommended. The penalties for crime are piddling in vanilla Morrowind. You can murder a shopkeeper, pay the small fine, then take all his stuff to sell to the next shop over. This mod significantly increases the penalties for crime. Crime no longer pays (unless you get away with it, of course). 5. HardTrade: Also highly recommended. Makes merchants iron-fisted traders who are almost impossible to exploit the way you can in vanilla Morrowind, by buying for more than you sell for to clean them out. This mod really reduces your ability to become filthy rich by exploiting the economy. 6. Limited Resting, Waiting and Regen, or No Rest Without Beds: Strongly recommended. Either of these mods will prevent you from resting unless you're using a bed. A bunch of edits in the original BTBGI were removed assuming the use of one of these mods. 7. Enchanted Weapon Resistance: Makes the "ignores resist" flag of enchanted weapons (including ammunition) match their unenchanted counterparts; mostly this removes the flag from a bunch of low-end enchanted weapons (made of materials of lower quality than silver). Many similar edits were removed from the BTBGI plugin assuming the use of this mod. 8. No Disease Labels: Removes terms like "Diseased" or "Blighted" from the names of creatures, so you'll no longer know in advance that a creature is diseased. Similar (though less thorough) changes were removed from BTBGI assuming the use of this mod. ----- Beyond the above, there are quite a few additional mods with game balance or difficulty effects that I recommend using with BTBGI: 9. Morrowind Code Patch again: - Pickpocket overhaul: Balances the pickpocket mechanic to not be incredibly stupid. - Healthy appetite: Makes it so that eating ingredients never fails. A huge realism improvement. This works well with changes made to Alchemy skill progression, where eating ingredients no longer grants any skill gain. Also see Controlled Consumption below, which I very highly recommend if you use this feature. - Two-handed weapon removes shield: So you can't benefit from a shield's enchantment while equipping a two-handed weapon. - Alchemy potion weight rebalance: So you can't easily make 0.1 weight potions. - Enchanting increases item value: This is okay since you have to pay to enchant items with BTBGI anyway. - Arrow enchanting: Otherwise, you wouldn't be able to make use of the tweaks to projectile enchant capacities included in this mod. - Fortify maximum health: Otherwise Fortify Health is completely useless. - Exhaust NPCs with Damage Fatigue: Makes this effect more useful. - Strength-based hand to hand damage: Makes hand-to-hand combat more viable, especially with high strength, which enhances the utility of some races' hand- to-hand skill bonuses. - Spellmaker area effect cost: Makes the magicka cost of adding an area effect to a custom spell depend on the spell magnitude, increasing the cost of large area effects. - Spellmaking matches editor: Fixes a bug that caused custom spells to cost more magicka than they should. - Permanent barter disposition changes: With this version of BTBGI, successful barters will no longer increase merchant disposition, but a failed haggle will still lower it. With this feature, such decreases are permanent. Merchants are hard to please but easy to make angry. - Detect life spell variant: Gives the Detect Animal spell effect the ability to also detect NPCs (without this patch, it can only detect creatures). This makes this effect much more useful. BTBGI renames the Detect Creatures spell "Detect Life" assuming the use of this patch. - Hidden traps: This feature is required by one of my other recommendations, so go ahead and enable this if you plan to use Locks and Traps Detection. (If you don't plan on using that mod for some reason, then I wouldn't recommend this patch.) - Hidden locks: Also required by Locks and Traps Detection (without which I would not recommend this patch). - Skill uncap: This one is a matter of personal preference, but I like it, especially if using CCCP. - Weapon resistance change: A mod I highly recommend, Enchanted Weapon Resistance, requires this feature to work properly. - Level-up skills tooltip: Recommended especially if you use CCCP; it will cause that mod to display more useful information. - Mercantile fix: MCP's description does not fully explain what this feature does. This feature has the effect of making it significantly more difficult to exploit merchants. See the readme of my edited version of Economy Adjuster for more details about this. I highly recommend this feature to help balance the economy (though with HardTrade it doesn't really matter because HardTrade totally overrides merchant prices). - Unarmored fix: Allows the unarmored skill to be effective when you're fully unarmored. This works well with this mod's increase in the effectiveness of the unarmored skill. - Reflected spells fix: This is more of a gameplay change than a bugfix. With this feature enabled, when an absorb spell is reflected, the effect is reversed. In other words, cast Absorb Health on an enemy with reflect and the enemy will absorb health from you instead. Note: Do NOT use the "NPC AI casts zero cost powers" MCP feature with this mod, unless you really enjoy dying. 10. Area Effect Arrows Integrated: Adds the area effect arrows from the official plugin to Vvardenfell, without being confined to a single shop. Included is an integrated version of Area Effect Projectiles, which is BTB's edited version of AEA with various balance improvements. 11. Expansions Integrated: Adds some of the content from Tribunal and Bloodmoon (creatures, equipment) to Vvardenfell. Liches and Durzogs and Bears, oh my! Alternatively, you can use Adamantium Armor Integrated, which adds only adamantium armor to Vvardenfell, without any other expansion content. (However, I do NOT recommend using the official plugin Adamantium Armor, which makes the armor available for purchase. This would not work well with this mod's significant reduction to the value of the armor.) 12. Enhanced Detection Lite: Adds a visual effect on screen when under a Detect Animal/Key/Enchantment effect, instead of just circles on the local map. This makes those effects more useful, not to mention more awesome. This is basically needed if you use Map and Compass, which disables the local map. I actually recommend using the "Less Lite" version, especially if you use Locks and Traps Detection and/or Map and Compass. Note that the Less Lite version requires Magicka Expanded, while the Lite version does not. 13. Let There Be Darkness: A good lighting overhaul not only makes the game look much better generally and makes lighting much more realistic, but it's also essential for making the Night-Eye effect at all useful. With vanilla lighting, there are very few circumstances in which you would need Night-Eye, which would render the Khajiit's constant Night-Eye mostly useless. 14. True Lights and Darkness - Necro Edit: I suggest using this along with LTBD for lighting. I use the MWSE lighting overrides in TLAD Necro Edit, along with the interior daylight. 15. Class-Conscious Character Progression: A leveling mod that radically overhauls the game's leveling system. CCCP also includes a state-based health feature, which makes the endurance attribute much more useful (and Drain Endurance effects more dangerous). If you don't use CCCP, I suggest using another mod that implements a state-based health system, like MWSE State-Based Health. 16. Quest Skill Reward Fix: Highly recommended if you use CCCP, because it allows that mod to detect certain scripted skill increases it wouldn't otherwise. 17. Magicka Based Skill Progression: Makes progression in the magic skills depend on how much magicka is expended. This is a definite improvement, but I recommend lowering the progress per magicka point in the MCM; the default value of 0.2 is too high. I use 0.067 myself, though you can use 0.1 if you find that too slow. 18. Nimble Armor: Unarmored skill now contributes to your evasion rating rather than armor rating (you avoid attacks with it rather than reduce their damage). Not only is this nifty, but it also completely avoids the problem of, to use BTB's phrasing, "funny naked people," where NPCs who should be wearing armor go around naked instead because BTBGI increases the effectiveness of the unarmored skill. With Nimble Armor, NPCs will always wear armor if they have it. 19. The Publicans: Gives you more places where you can rent a bed. This is important if you're using Limited Resting, Waiting and Regen, or No Rest Without Beds (highly recommended). 20. Cinia: Adds the medium armor master trainer to the game. 21. Lua Lockbashing: Gives combat-focused characters an option for opening locked containers. 22. Hold Your Breath: Makes the length of time you can hold your breath underwater vary depending on your endurance. 23. Creeping Blight: Implements the possibility of blight storms outside of Red Mountain before the main quest is complete. Works very well with Blighted Blight. Use the MWSE version. 24. Better Character Classes: Rebalances the default classes, turning them into options that a reasonable person might actually choose rather than always creating a custom class. Note that this can exacerbate the "funny naked people" problem, but if you're using Nimble Armor that's a non-issue. 25. Balanced Passive Races and Birthsigns: This one is a matter of personal preference. It's a modified version of the original BTBGI's Character module, with all once-a-day powers replaced with permanent abilities. If you want to use it, then skip the Races and Birthsigns add-on in the BTBGI archive. 26. Service Requirements Lore: In general, makes merchants in factions refuse to serve you unless you're at least the same rank as them. There are a number of exceptions where it makes sense. I suggest using Lucas' edited version. BTB's edited version of Service Requirements is no longer needed, as BTB's faction edits have been incorporated into this mod. 27. Ownership Overhaul: Makes lots and lots of stuff that should be owned actually owned, so you'll have to actually be sneaky if you want to make off with it. Use the .esm version. 28. Equipment Requirements: I highly recommend using my edited version, which is packaged along with Clothing Requirements (though I don't recommend actually using Clothing Requirements). Weapons and armor now have skill requirements to use. Now you can no longer go out and grab top-tier stuff at the beginning of the game just because you know where it is. 29. Armor Rating: Changes how armor rating is calculated. Armor provides more protection than vanilla at low skill, and less protection than vanilla at high skill. The difference between 5 and 100 armor skill is 2x AR, as opposed to 20x in vanilla. 30. Sneaky Strike: Makes the sneak attack multiplier depend on the type of weapon you're holding, with faster weapons like daggers having higher multipliers. You'll also need to edit the config file, which can be found at MWSE\config\sneakyStrike.json, to change the coefShift setting from 3 to 1.5, in order to ensure a reasonable multiplier range (1.0 for very slow weapons, up to 4.75 for very fast weapons). 31. Locks and Traps Detection: Makes whether or not you can detect a trap (and how much information you can see about a lock) depend on your security skill, among other things. A great improvement over the vanilla mechanic. This makes racial bonuses to security even more useful. 32. Stealth Improved: A great balance tweak to the sneak mechanic. In particular, Chameleon and Invisibility no longer guarantee that you will not be detected. 33. Controlled Consumption (MMC Edit): Use the "Vanilla NPC Style (Necro Edit)" module, which implements a five-second cooldown between drinking potions or eating ingredients. This is a significant balance improvement; you can no longer become stronger than god by chugging 20 Fortify Strength potions at once. It's also pretty much essential with MCP's Healthy Appetite feature, which makes eating ingredients never fail. 34. MAB0's Manipulated: Can be used to make certain manipulative spell effects, most importantly Frenzy Humanoid, a crime. No longer can you use a spell to force a friendly NPC to attack you in front of witnesses with no consequences. This requires MAB0's Foundations. 35. DragonDoor: Hostile NPCs will now follow you through loading doors, and can also summon other NPCs in the same cell for help depending on how the mod is configured (the latter feature might be too intense). 36. Dungeons Rest: Enemies are fully restored if you leave their dungeon and then return. Prevents you from wearing them down a bit at a time and resting in between. 37. Limited Leaping: Allows you to set restrictions on jumping so you can't just bunny-hop indefinitely. I suggest setting the cooldown time to one second (the minimum without disabling the cooldown requirement altogether), and the minimum fatigue requirement equal to the fatigue cost of jumping, which is 20 with BTBGI (possibly as high as 35 with Alvazir's More Meaningful Encumbrance Tweak, for which see below). 38. Blighted Blight: Restores the possibility of catching blight diseases when out in a blight storm. Works very well with Creeping Blight. 39. There Can Be Only One: Daedric equipment is now unique; there is only one of each piece in the entire game. 40. Map and Compass: Disables the world map and local map (and the minimap) and replaces them with a static paper map (and you can choose which one(s) to use). Allows you to get genuinely lost and greatly enhances roleplay and exploration. 41. Map Replacements: A set of alternative maps for Map and Compass that I very much prefer. 42. Morrowind Anti-Cheese: Makes a number of additional game balance changes. Use Lucas' edited version, and make sure it loads right after BTBGI and its patches. 43. Tribunal Rebalance: Rebalances the Tribunal expansion content as though it had been created at the same time as the main Morrowind content. 44. Bloodmoon Rebalance: Does the same for the Bloodmoon content. 45. Beware the Sixth House: Makes Sixth House enemies truly fearsome, worthy of being called endgame bosses. 46. More Deadly Morrowind Denizens: Most enemy NPCs in vanilla Morrowind are easy and boring, with the same old useless spells and the same old ho-hum equipment. Not anymore. 47. Lucas' Misc Mods and Patches: Contains patches for a few of the above mods, in particular MDMD. 48. Lucas' BTBGI Patches: Contains more BTBGI patches, along with Lucas' modified version of BTBGI for those who prefer it. Use the Equipment Patch if you're using any of the affected mods. 49. Alvazir's Various Patches: Contains even more BTBGI patches and various tweaks. In particular the More Meaningful Encumbrance tweak (in the BTBGI patch archive) is worth considering - it provides an incentive to watch what you're carrying and avoid loading up unnecessarily. There are also "No MWSE" plugins for OpenMW users. Contact Feel free to contact me on Moddinghall or the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  5. Version 1.1.3

    7 downloads

    Economy Adjuster Adjustments Summary This archive contains edited versions of the Merchant Skills and Crime modules of HotFusion's Economy Adjuster. These edited versions are based on the "BTB Edit" version by BTB, with additional changes. My version of the Merchant Skills module adds a number of service providers that were missed by HotFusion and BTB, changes the formula that determines the NPCs' new mercantile and speechcraft skills, and makes a few additional tweaks to the scripts. Also included is a version of the plugin that edits the relevant NPCs directly rather than via script. My version of the Crime module increases the bounty for theft, increases the death sentence threshold, and increases the bounty-to-jail-time ratio (decreasing time spent in jail for a given bounty). See below, and especially the included readme, for more detailed explanations. Merchant Skills HotFusion's original Merchant Skills plugin aims to increase the mercantile and speechcraft skills of Morrowind's service providers, in order to balance the game's economy and make it more difficult for the player to exploit merchants. This is done via scripts added in dialogue, to avoid editing the NPCs themselves (for compatibility reasons). There are two scripts, one for trainers and one for non-trainers. BTB's version of the plugin optimizes the method of insertion of the scripts, and adds a few NPCs that were missed by HotFusion. My version of this module basically makes two types of changes from BTB's version: (1) adding service providers that were still missed in BTB's version and fixing those who got the wrong script, and (2) adjusting the scripts themselves to change the formula and make a few other tweaks. NPCs Added or Fixed Regarding the first set of changes, a number of service providers (quite a lot, actually) were either given the wrong script or were erroneously not affected at all. Hopefully all such cases have been fixed now. The spreadsheet service_providers.ods included with this archive lists all service providers in the vanilla game affected by this plugin, separated into two sheets, one for trainers and one for non-trainers. Each sheet has columns for the NPCs' vanilla and new mercantile and speechcraft skills. Regular Script Changes The second change made in my version of the plugin is to adjust the formulas in the scripts themselves, and make a few additional optimizations. To the "regular" script (the one given to non-trainers), the following changes have been made: 1. If statements have been added to ensure that mercantile and speechcraft skills will never be lowered by the script. 2. Another if statement has been added setting a floor of 30 for the new skill values. This minimizes (but does not eliminate) the potential for the player to exploit merchants for unlimited money. (See HotFusion's original readme for a more in-depth discussion on this topic.) 3. The formula that determines the new skill values has been changed. HotFusion's and BTB's versions of the plugin use the formula level * 5. My version changes it to level * 4 + 20. This results in a minimum value of 32 for almost all service providers, while providing (I feel) a smooth difficulty curve as merchants' levels increase. Service providers of level 20 or above will have mercantile and speechcraft skills of 100. Training Script Changes The training script checks to see if the trainer's mercantile and speechcraft skill is already in their top three skills (in other words, if it's a skill that the NPC offers training in). If so, it's left alone, in order to avoid changing the level to which they train the skill. If not, it's raised to a value one lower than the trainer's third-highest skill (any higher and it would change which skills the NPC trains). My changes to the script set a cap of level * 4 + 20 for the adjusted skills. I've also made a couple tweaks to ensure that the script works as intended. Mercantile and speechcraft skills will now be set to either level * 4 + 20, or one lower than the trainer's third-highest skill, whichever is lower, unless it's already in their top three skills, in which case it will be left alone. A check is also performed to ensure that the trainer's skills will never be lowered by the script. Direct Edit Version Also included is a version of the Merchant Skills plugin that edits the relevant NPCs directly, rather than modifying their skills via scripts started by new greetings. This is a less obtrusive way of making these changes, from the player's perspective (no more "..." greetings). However, this version of the plugin is also much less compatible. The regular Merchant Skills plugin should be compatible with just about everything (at worst, some merchant added by a mod might not be affected or might get the wrong script). The "direct" version, on the other hand, will conflict with any mod that touches any of the affected NPCs (including any mod that implements Cinia Urtius). It will also not affect merchants added by mods. If you want to use this version of the plugin, I suggest using an object merger such as tes3merge to resolve conflicts. MCP "Mercantile Fix" Patch One more issue needs to be addressed here: whether or not the "Mercantile Fix" patch in Morrowind Code Patch should be enabled when using the Merchant Skills plugin. After a bit of testing, my conclusion is that yes, it should be enabled. See the included readme for an in-depth discussion. Crime The original version of the Crime module by HotFusion aims to make being caught committing crimes considerably more costly. It does this primarily by increasing the bounties for various crimes. It also sets the threshold for a death sentence (the point at which guards will just attack you instead of trying to arrest you) equal to one gold higher than the bounty for one murder plus one assault, so you have significantly less leeway than in vanilla before you earn a death sentence. The BTB Edit version of the plugin also increases the bounty for trespassing (unlocking owned doors and containers), which was missed in HotFusion's original. However, there are a few issues remaining in BTB's version that I aim to address in my version of the plugin: the bounty for theft, the death sentence threshold, and the number of days spent in jail. Theft Bounty Neither previous version of the plugin increases the bounty for theft. In vanilla, and with HotFusion's and BTB's version of the Crime module, the bounty for stealing an item is equal to the value of the item. My version increases the bounty to ten times the value of the item. This ensures that theft is not financially rewarding if you get caught. The readme contains a summary table of the bounties for various crimes, in vanilla, HotFusion's version, BTB's version, and my version. I recommend BTB's Game Improvements, which among many other game balance changes lowers the value of the super-valuable items. Death Sentence Threshold HotFusion and BTB set the threshold for a death sentence to 54001 gold (which is one gold more than the bounty for one murder plus one assault). I think this would be a bit too harsh even under ideal circumstances, but there's one thing that makes such a (relatively) low death sentence threshold particularly problematic: occasionally you can be charged for more crimes than you actually committed. For example, you can walk up to an NPC and murder them in front of witnesses, and instead of being charged for only one assault and one murder, you're charged for two assaults and two murders, resulting in a bounty of 108000 and an instant death sentence. This only happens occasionally, and I'm not sure what causes this bug or how to fix it, but this clearly won't do. To give the player a bit more leeway, I've changed the threshold for a death sentence from 54001 to 150000. This does not constitute a license to murder on a whim, as you'll still earn a death sentence if you go around killing people indiscriminately, and the high bounty for murder is no longer a laughing matter. Jail Time Ratio In Vanilla Morrowind, the ratio of bounty to days in jail is 100:1. In other words, you must spend one day in jail for every 100 gold of your bounty (with a minimum jail stay of one day). For each day you spend in jail, one of your skills, chosen at random, will be decreased by one (unless the randomly chosen skill is sneak or security, in which case it will be raised by one instead). HotFusion's and BTB's version of the Crime module drastically increase the bounties for crimes, but do not alter the jail time ratio. This means that the time you must spend in jail for crimes if you can't pay your bounty, and the number of skill points lost as a consequence, also increases drastically, to the point of being truly debilitating with high bounties. For one murder and one assault (bounty 54000), you will be required to spend 540 days in jail if you can't pay, which means almost 540 points of total skill loss (minus the random security and sneak gains). Losing over 500 skill points is utterly devastating to your game; you'll see a skill screen full of zeros unless you're already at a very high level. The result of this is that going to jail for murder becomes absolutely unacceptable, and players will simply reload their previous save if they get caught and are unable to pay. My version of the plugin increases the ratio from 100:1 to 1000:1. Jail time is still significantly harsher than vanilla for assault and murder, but it's now no longer so debilitating as to be unacceptable, and so going to jail might be a practical option rather than save scumming. The readme contains a summary table listing the length of jail stay for various crimes, in vanilla, HotFusion's version, BTB's version, and my version. tes3mp Conversion of Merchant Skills Also available is an optional file for tes3mp users, thanks to the work of aziwa. All the new greetings have been removed from the plugin, as the scripts are now triggered by lua code. Also included is a .lua file to be installed on the server side. See the .lua file itself for instructions. Version History Main File Version 1.1.3 - 2021-11-23 - EcoAdj Crime: Raised the bounty thresholds for a number of greetings and other dialogue entries that had been missed in earlier versions. - Removed PFP dependency (all PFP fixes are still incorporated - only the dependency has been removed). Version 1.1.2 - 2021-01-23 - Incorporated Patch for Purists fixes for 120+ Hello voice lines in the Crime plugin. Thanks to Sigourn for these fixes! Version 1.1.1 - 2020-09-27 - Incorporated Patch for Purists fixes for five greetings in the Crime plugin, most importantly the result text of the death warrant greeting. Version 1.1 - 2020-03-22 - Added "direct" version of Merchant Skills plugin that edits relevant NPCs directly rather than changing their skills via scripts. - Fixed minor script error in regular Merchant Skills module. Version 1.0 - 2019-07-24 - Initial release. tes3mp Conversion Version 1.0 - 2020-03-14 - 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.
  6. View File Fortify MAX Fortify MAX Summary Fortify MAX causes the Fortify Magicka and Fortify Fatigue magic effects to affect the maximum as well as the current value of the relevant stat. In other words, this mod does for Fortify Magicka and Fatigue what the "Fortify Maximum Health" feature of Morrowind Code Patch does for Fortify Health. Description Why? In vanilla Morrowind, Fortify Magicka and Fortify Fatigue are broken for more than one reason, the most obvious of which is that they're just plain not very useful for their intended purpose. Fortify Magicka tacks on a certain amount of magicka to your current pool, which can cause your current magicka to exceed your max magicka, but this extra magicka is not added to the maximum. The extra magicka cannot be restored and is one-time use only. When the Fortify Magicka effect expires, you'll lose all that extra magicka, possibly bringing your current magicka total all the way down to 0. The same thing happens with Fortify Fatigue. The effect will give you a one-time use bonus of fatigue that will be gone after a minute of running down the road (or a few weapon swings), and when it expires you'll lose everything you gained, possibly causing you to collapse in exhaustion. Clearly, these effects are of very limited utility in vanilla Morrowind; these effects are far more useful in exploits than for their intended purpose. The most obvious of these exploits is to boost your fatigue ratio. In vanilla, Fortify Fatigue can increase your current fatigue far above the maximum, which will increase your fatigue ratio (current/max fatigue) above 1.0. Fatigue ratio affects a great number of things in Morrowind, among them things like spellcasting success chance, persuasion success chance, and the prices you can get from merchants. This makes Fortify Fatigue much more useful as a bartering or persuasion tool than for its intended use. In addition, other exploits are possible with these effects in vanilla Morrowind. Using a combination of Drain Intelligence and Fortify Magicka, it's possible to end up with an enormous pool of current magicka (thousands or even tens of thousands of points). It's trickier to pull this off with fatigue, since more attributes are used in calculating it, but if done correctly it's broken in the extreme. Clearly something must be done about this. What? The vanilla game has a similar problem with Fortify Health, which Morrowind Code Patch solves by making that effect increase maximum along with current health. This mod does the exact same thing for Fortify Magicka and Fatigue. When you're subject to a Fortify Magicka/Fatigue effect, both the current and max value of the stat will increase by the magnitude of the effect, and both will decrease when the effect wears off. When the game recalculates these stats (for example, when one of the attributes used to calculate them changes), any Fortify Magicka/Fatigue magnitude you're under will be taken into account, and the correct ratio will always be maintained. Note that, even with this mod, Fortify Magicka is still distinct from the Fortify Maximum Magicka effect, which modifies the "magicka multiplier" used along with intelligence to calculate max magicka. This mod affects only the player. It does not affect NPCs or creatures. How? Instead of patching the Morrowind executable like Morrowind Code Patch does, this mod uses MWSE-lua to achieve the same effect. All you need to do is be using an up-to-date MWSE, and install the mod like any other, and you can enjoy actually useful and non-broken Fortify Magicka/Fatigue effects. Configuration Each component of the mod (for magicka and fatigue) can be disabled separately in the Mod Config Menu, so if for some reason you only want the mod's effects for one of these stats, you can do that (you can also disable the mod entirely if you wish). One MCM setting that requires some additional explanation is the "attribute-modifying effect tweaks" setting. For technical reasons, it's necessary to make a couple minor tweaks to how Restore and Damage Attribute effects work, in order for the mod to work as intended. Otherwise, max magicka or fatigue might get reset to vanilla under certain unusual circumstances. The tweaks made are listed below: 1. When an attribute is restored to full, any restore effect for that particular attribute will end early, rather than continue trying to restore the attribute. 2. When an attribute is damaged to 0, any damage effect for that particular attribute will end early, rather than continue trying to damage the attribute. 3. When an attribute is being drained (and only then), it is no longer possible to restore that attribute all the way up to full, only up to 1 less than full. (It will be further restored to full when the drain effect ends). See the comments in the code to learn exactly why these changes are needed. These tweaks are very minor, and shouldn't bother anybody, but, just in case, they can be disabled in the MCM - just keep in mind that if you do so, max magicka and fatigue might get reset to vanilla under certain circumstances when you use these effects while under a Fortify Magicka/Fatigue effect. Known Issues There are a few known issues with this mod, all of them minor and/or very rare. The first three of these issues are related to Fortify Magicka/Fatigue abilities (as opposed to regular spells/enchantments/potions). There are no Fortify Magicka/Fatigue abilities in vanilla Morrowind, but mods can implement them. You will not experience these first three issues if you're not using a mod that adds such abilities. 1. If you're using a mod that adds a Fortify Magicka/Fatigue ability to a race or birthsign, the ability will not be reflected in the "stat review" menu during chargen. It will not be reflected in your stats until after chargen is complete, i.e after you leave Sellus Gravius' office. (Note that without this mod, such abilities don't work at all.) 2. If you're using a mod that adds a Fortify Magicka/Fatigue ability to a race or birthsign, and then subsequently removes/re-adds that ability via script, the magnitude will be applied twice to the max stat. I'm not aware of any mods that do this, but if you're using one, the solution is to fix the other mod so that it doesn't do this anymore. Fortify Magicka/Fatigue abilities should either be added to a race or birthsign, or added/removed via script, but not both. 3. There's a potential problem if both of the following things happen during the exact same frame: (1) A Fortify Magicka/Fatigue ability is added or removed via script (2) An attribute that contributes to that stat changes If this happens, the result depends on the order those things happen in. If (1) happens first, everything is fine. If (2) happens first, the Fortify Magicka/Fatigue magnitude will end up being applied twice to the max stat. This is most likely to happen when the effects are part of the same ability. For example, if a mod adds via script an ability with Fortify Intelligence and Fortify Magicka, in that order, the Fortify Magicka magnitude will be applied twice to max magicka. To avoid this problem, other mods can ensure that, in any script-added abilities that contain both Fortify Magicka/Fatigue and an effect that changes a related attribute, the Fortify Magicka/Fatigue effect comes first. Note that it's possible for this to happen in other circumstances, even when the attribute-changing effect is not part of the same ability. For example, a mod might add a Fortify Fatigue ability via script, and, in the exact same frame in which the ability is added, a Fortify Agility potion you were affected by expires. This kind of thing is very unlikely. 4. There's another potential problem if all three of the following things happen during the exact same frame: (1) The Fortify Magicka/Fatigue magnitude you're affected by changes (2) An attribute that contributes to that stat changes (3) The current value of the relevant stat changes due to some other cause If all of these happen during the same frame, the change to the current stat due to the other cause will be basically reverted. For example, let's say you cast a spell, and, in the exact same frame in which you lose magicka due to the spellcast, your intelligence and Fortify Magicka magnitude both also change. In this case, you'll basically get the spell for free, with no magicka cost. It would require extremely precise timing to intentionally exploit this - fortunately, the loss of magicka from casting a spell and the effects of that spell don't happen on the same frame - and it's very unlikely to happen by chance. Interop Fortify MAX includes an interop file, so MWSE-lua mod authors can detect the presence of this mod and/or trigger this mod's calculations. For example, to detect whether or not the magicka component of this mod is enabled, use something like the following: local fortifyMAX = include("FortifyMAX.interop") if fortifyMAX and fortifyMAX.magicka then -- do stuff end You can check for the fatigue or "attribute-modifying effect tweaks" features being enabled with fortifyMAX.fatigue and fortifyMAX.spellTick, respectively. The interop variables are set on initialized, so don't check for them before then (and if you check on initialized, you might need to assign a negative priority to your initialized event so this mod's interop variables will be set first). It's also possible to instruct Fortify MAX to do its magicka or fatigue calculations. These calculations add any Fortify Magicka/Fatigue magnitude to the max stat, and adjust the current stat as needed to maintain the correct ratio. This mod's calculations are normally done immediately after the game does its own vanilla calculations (usually when one of the relevant attributes changes). If your mod changes the player's max magicka/fatigue under circumstances in which the game would normally not redo the vanilla calculations, you can instruct this mod to do its own calculations with (replace magicka with fatigue as appropriate): fortifyMAX.recalc.magicka = true FortifyMAX will then do its thing, compensating for any Fortify Magicka/Fatigue magnitude the player is under. (Remember that this mod affects only the player.) This mod's loaded and enterFrame events are assigned a priority of -10, to ensure that other mods go first. If your mod changes magicka/fatigue calculations on loaded or enterFrame, don't set an event priority <= -10. See Class-Conscious Character Progression for an example of interop use. 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. In particular, this mod requires a recent MWSE build, as it uses a couple of newly-added MWSE features. The build date must be at least 2021-05-18. Just update to the latest version and you're good to go. Recommendations Morrowind Code Patch is a soft requirement for this mod. Parts of this mod assume that you're using MCP's bugfix patches regarding Fortify/Drain/Restore Attribute. If you're not, the "attribute-modifying effect tweaks" won't work as intended. For consistency (and in general, since Fortify Health sucks much worse without it), I also recommend using MCP's "Fortify Maximum Health" feature. Compatibility As an MWSE-lua mod, Fortify MAX is compatible with most other mods. It is likely to have compatibility issues with any mod that changes how magicka or fatigue is calculated, unless the other mod takes this mod into account (see the interop section). CCCP, as of version 2.0.2, is compatible. If you're using another mod that changes magicka/fatigue calculations and conflicts with this one, you can disable the corresponding component of this mod. Mods that add Fortify Magicka/Fatigue abilities might not play nice with this mod under certain unusual circumstances. See the Known Issues section for details. Version History Version 1.0.3 - 2021-07-14 - Fixed more weirdness when magicka/fatigue would have been exactly 0 if not for a fortify effect, and was then recalculated. Version 1.0.2 - 2021-07-10 - Fixed a bug where weird things could happen if magicka/fatigue was damaged to less than your Fortify Magicka/Fatigue magnitude and was then recalculated. Version 1.0.1 - 2021-07-07 - (Mostly) fixed a bug where Fortify Magicka/Fatigue abilities added via script counted twice towards the max stat (see Known Issues section for caveats). - Fortify Magicka/Fatigue abilities on a race or birthsign will now be effective immediately after chargen is complete, instead of having to save/load or change a related attribute as in 1.0 (in vanilla, such abilities did not work at all). - Made the code that runs while the player is under a Restore Attribute effect more efficient. - Minor coding improvements. Version 1.0 - 2021-05-21 - 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. Submitter Necrolesian Submitted 11/05/2021 Category Miscellaneous  
  7. View File No Taunting No Taunting Description This mod disables the "taunt" option in the persuasion menu, using MWSE-lua. I always thought the ability to force any NPC to attack you, allowing you to slaughter them with impunity even in front of witnesses, was ridiculous. Now there'll be no more of that kind of cheese. Oh, you can still kill friendly NPCs, but if you do it in front of witnesses you'll have to pay the piper. Of course, you could always use Frenzy Humanoid, but MAB0's Manipulated makes that a crime, as it should be. Note that this does not break the Temple quest where you have to taunt Anhaedra, because that's done with a normal dialogue topic, not through the persuasion menu. 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. Version History Version 1.0 - 2020-09-29 - 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. Submitter Necrolesian Submitted 11/05/2021 Category Miscellaneous  
  8. Version 1.0

    27 downloads

    No Taunting Description This mod disables the "taunt" option in the persuasion menu, using MWSE-lua. I always thought the ability to force any NPC to attack you, allowing you to slaughter them with impunity even in front of witnesses, was ridiculous. Now there'll be no more of that kind of cheese. Oh, you can still kill friendly NPCs, but if you do it in front of witnesses you'll have to pay the piper. Of course, you could always use Frenzy Humanoid, but MAB0's Manipulated makes that a crime, as it should be. Note that this does not break the Temple quest where you have to taunt Anhaedra, because that's done with a normal dialogue topic, not through the persuasion menu. 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. Version History Version 1.0 - 2020-09-29 - 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.
  9. View File 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. Submitter Necrolesian Submitted 11/05/2021 Category Items  
  10. Version 1.0

    21 downloads

    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.
  11. View File Class-Conscious Character Progression (CCCP) Class-Conscious Character Progression (CCCP) Summary CCCP is an MWSE leveling mod that implements most features of Galsiah's Character Development, with a few adjustments. GCD is a very well-designed, well-balanced and very complex leveling mod that many, including myself, would consider the best of its kind. Unfortunately it has not aged well. It's clunky and bloated (pretty much necessarily, because it uses mwscript), can be buggy, and is performance-demanding. This mod uses MWSE-lua to implement most of GCD's features in a simpler and more performance-friendly way. Important Notes: In order to experience CCCP as intended, starting a new game is strongly recommended when installing the mod, whether installing for the first time or upgrading from 1.0. See below for a more detailed explanation. Also, using Quest Skill Reward Fix alongside CCCP is recommended. See the Recommendations section for more info. Description CCCP radically transforms Morrowind's leveling/progression system in a number of ways: - Attribute gains are no longer derived from levelups. Instead, skill increases lead to attribute gains directly. - Skill gains now contribute to increases for multiple attributes, to varying degrees depending on the skill. - Your class (i.e. your starting skill levels) now has an influence on your starting attributes. - Your class and race both have an influence on attribute progression; you'll find your strong attributes increase faster than weak attributes. - Luck will now automatically increase depending on the progression of your other attributes. - The levelup screen has been eliminated entirely. Levelups are perfectly seamless, and now depend on attribute increases rather than the other way around. - Your class now has a much greater influence on the development of your character. Different characters, and in particular characters of different classes, will now be much more diverse, with definite strengths and weaknesses. - Your class, current skills and endurance contribute to determining your health, with skills having varying degrees of influence on health. - Maximum magicka is determined not only by your intelligence but also by your skill levels in the magical disciplines (and the extent to which your class focuses on those skills). - Magicka will regenerate over time, with the rate of regeneration determined by your initial and current skills in the magical arts and by your willpower (fatigue also plays a role). - Each skill will start taking longer to increase once it reaches a certain threshold, which varies by skill. All of the above mechanics are highly configurable in the Mod Config Menu. The below sections will describe the progression system in basic terms. Starting Attributes The first thing you'll notice that's different is that, once chargen is complete, your starting attributes (strength, intelligence and so on) are different than what your race alone would give you. Your starting attributes are now a combination of your conventional racial attributes and your "class-based" attributes, values derived from your initial skill choices. Your "racial" attributes are the normal values determined by your race, sex and choice of favored attributes (plus any birthsign bonus). The mod then calculates your class-based attributes, based on your starting skill values and the "skill factors" of those skills (see below). If you have a lot of heavily strength-based skills among your major and minor skills, for example, you'll be stronger because your class-based strength will be high. Your racial attributes and class-based attributes are then combined according to a configurable percentage set in the MCM. By default this setting is 50%, which means your starting attributes will be a simple average of your racial and class-based attributes. If this setting is set to 100%, your starting attributes would be determined entirely by your race (as in vanilla Morrowind). If it's set to 0%, your starting attributes would be determined purely by your class, and your choice of race would have no influence on them. Another configurable setting called "attribute spread" also plays a role in determining your starting attributes. The higher the attribute spread, the more different your starting attributes will be (i.e. the greater the difference between your highest and lowest attribute). This setting also influences the increase rate of attributes (see below). This feature is fully compatible with mods that add or change races or birthsigns. Whatever your racial attributes are, whether they're affected by mods or not, they'll be combined with your class-based attributes as described above. By the way, if you're paying attention you might have realized that the fact that birthsign attribute bonuses are applied to (only) your racial attributes means that the birthsign's influence on your starting attribute(s) will be lower than advertised. This is correct, but it will be balanced by another mechanic: your racial attributes also help determine your rate of attribute progression (see below), which means you'll find the attribute(s) boosted by the birthsign increase faster over time, and have greater potential than they otherwise would. Skill Factors Each of Morrowind's 27 skills has 7 skill factors, one for each of the main attributes (i.e. not including luck). These skill factors influence a number of things, including your starting attributes and the rate of attribute progression (in conjunction with your initial skill values). The skill factors are also directly responsible for determining how much progress is made toward increases in each attribute on skillup. For example, the default acrobatics factors are: STR 10, INT 0, WIL 0, AGI 6, SPD 5, END 4, PER 1. This means that each time your acrobatics increases, the variable the mod uses to record progress toward a strength increase will receive a base increase of 10 (modified by other factors). Progress toward increases in four other attributes will receive smaller boosts, while no progress at all will be made toward intelligence or willpower. So if you increase a lot of primarily strength-based skills like acrobatics and axe, you'll find your strength increasing faster than your other attributes, all other things being equal. If you focus mainly on magic skills, your intelligence and willpower will be the attributes to benefit most. All 189 of these skill factors are configurable in the MCM. The defaults are sensible, but you can tweak them to your liking. (Be aware that radical changes, especially significant changes to the total factors for each skill or each attribute, can have undesired effects, so tread carefully unless you know what you're doing.) Skill Increase Factors Each skill also has an "increase factor" that determines the relative degree of influence that skill has on attributes as a whole, compared to other skills. These increase factors are determined by the skill's initial value compared to the average of your starting skills. This means that skills that start out higher will cause the attributes they influence to increase faster, on the whole, than skills that start out lower. Your attributes will rise faster from working on your major/minor skills than they will when training misc skills that started at 5. These increase factors are influenced by a configurable setting in the MCM called the "initial skill offset." The higher the offset, the less difference there will be between the skills' increase factors. The lower the offset, the greater this difference between skills' influence on attributes will be. Attribute Increase Rates In addition to skills influencing attributes at different rates, each attribute (again, not including luck, which is handled differently) in CCCP will increase at a different rate depending on a number of factors. Your racial attributes play a role in determining attribute increase rates. The higher your race's attribute is (including favored attributes and birthsign bonuses) compared to the average, the easier it will be to increase. Your initial skills and the skill factors also contribute to a significant extent, so if your major/minor skill lists are heavy with skills that influence endurance, your endurance will increase faster than your other attributes. Fighters can use their magic skills and increase their intelligence and willpower, and magic-focused characters can eventually become pretty strong, but it takes a lot more work. Your mage is clearly much better off focusing on their magic skills. Several configurable settings influence attribute increase rates. First is the setting "attribute increase rate," which is just a universal multiplier applied to all increases. The higher this setting, the more total attribute gains you'll receive. Attribute spread also contributes. The higher it is, the more your attributes will tend to spread out over time, with your strong attributes increasing faster than your weaker attributes. There's also a setting called "influence of race on attribute gains." Your race and class both influence how quickly your attributes increase. The higher this setting is, the greater influence your race will have on growth rates as opposed to your class. (This is not a true percentage, as your class will always have some influence.) Luck Luck is a special attribute in vanilla Morrowind, and so it is in CCCP. No skills have a direct influence on luck. Rather, your luck increases along with your other attributes, according to a configurable setting, "luck increase rate." By default the luck increase rate is 70%, which means that luck will increase 70% as fast as your other attributes do on average. This means luck will end up a bit lower than most other attributes. This setting also can have an effect on starting luck, but only if your racial luck is different than 40 (which usually means you've selected luck as a favored attribute). In this case, the difference from 40 is affected by the luck increase rate. So if you select luck as a favored attribute, making your racial luck 50, your starting luck will actually be 47 (with default settings). This eliminates what would otherwise be an incentive to always pick luck at the beginning, because either way it will only have a percentage of the increase of other attributes. Level Rather than receiving multipliers for attribute gains on levelup, as in vanilla Morrowind, in CCCP you make progress toward a levelup with each attribute gain (other than luck). After a configurable number of gains in your main attributes (6 by default), you'll gain a level. There's no levelup screen; the process is completely seamless. By the way, if you're using the "level-up skills tooltip" feature of Morrowind Code Patch, you'll notice some different numbers in the levelup progress tooltip. Normally this MCP-added tooltip displays the number of skill increases for each attribute since your last level. This information would not be useful with CCCP. Instead, this tooltip now displays the progress that each attribute has earned toward an increase, and the increase threshold for that attribute. It will be something like "Strength: 80/125". (Remember, the increase threshold is not the number of skillups needed, as you'll generally gain several points of progress toward multiple attributes on each skill increase. CCCP also includes "levelup messages" displayed when you gain a level. These messages are very slightly tweaked versions of those from the mod Inspirational Messages Expanded (which includes modified versions of the vanilla levelup messages, plus 49 entirely new ones). Unique messages up through level 69 are included, plus a new message for levels 70+. The levelup messages are optional; they can be disabled in the MCM. Health Health in CCCP is determined by your skills (both their current and starting values), your current endurance, and a number of configurable settings, including two health factors for each skill. A typical character's starting health will be roughly similar to vanilla, though over time there will be a significant divergence between character classes. Mages, for example, will end up with much lower health than they would have in vanilla, with default settings. Each skill has a "background factor" and an "in use factor" that contribute to the health calculations. A skill's background factor represents how useful that skill is in avoiding damage for all characters, even when they're not actively using the skill. For example, acrobatics has a high background factor because anyone would be better at avoiding damage at all times if they're skilled at acrobatics. When a skill increases, that skill's background factor will contribute to your health gain. A skill's in use factor represents how much that skill would help a character avoid damage when the skill is actively being used. For example, magic skills have a background factor of 0 because they wouldn't be helpful to all characters in avoiding damage, but they have higher in use factors because more skilled magicians can more easily avoid taking damage while using magic. Armor skills have high background and in use factors, while mercantile and speechcraft have background and in use factors of 0. In use factors also contribute to health increases when you raise your skills, but the degree to which they contribute is modified by the "in use proportion" for that skill. The in use proportion represents (an estimate of) how often that skill will be in use compared to other skills, and is determined by each skill's initial value compared to the average. This means that the in use factors of skills that start out high will have a greater benefit to health when those skills increase than an equal in use factor of a skill that started out at 5. Health is state-based in CCCP; any change to your current endurance (including any fortification or drain/damage of the attribute) will have an immediate impact on your health. However, with default settings, your endurance being drained to 0 will not be instantly lethal. Any Fortify Health magnitude is taken into account; the calculations will always result in the correct max and current health for the circumstances. In addition to the health factors, there are a number of additional configurable settings which influence health. "Health base" represents the approximate starting health of an average character, while "health bonus" is a pool of health added after the mod's other health calculations are complete (health bonus is what your health will be if your endurance is drained to 0). There are also percentage multipliers applied to the health factors when they influence health gains on skill increase, one for background factors and one for in use factors. In addition, there's a setting called "health in use offset," which contributes to the way skills' in use factors influence health on skill increase. The influence of a skill's in use factor depends on how high that skill started compared to the average, and this ratio is modified by the offset. A higher offset will mean that skills' initial values will have less influence on health gains, while a lower offset means that your starting skill values are more important in determining health increases. Finally, the MCM includes an option to disable CCCP's health management entirely. As the in-game description for this setting says, do not do this unless you're using another mod like MWSE State-Based Health that manages health without relying on the vanilla levelup mechanic. (CCCP bypasses the mechanic that's responsible for vanilla health gains, so if you were to disable CCCP's health management without using another mod that handles it, max health would never increase at all.) Max Magicka Your class and skills also influence your maximum magicka. Specifically, your current and initial skills in the magical disciplines (the six schools of magicka, plus alchemy and enchant) play a very significant role in max magicka calculations. Each time you gain a point in any of the eight magical skills, your max magicka will increase (though you might not see a difference since the increase can be less than 1), and the higher your magic skills started, the greater your potential max magicka at high levels. With default settings, an average character will generally start with roughly similar max magicka to vanilla, with non-magically inclined characters having less and mages having more. However, for magic-focused characters, max magicka will increase faster (potentially much faster) than in vanilla, based on magic skills in addition to intelligence; heavily magic-focused characters can have very high max magicka. Like in the vanilla game, max magicka in CCCP is state-based, and will be immediately adjusted whenever your current intelligence changes (including any fortify or drain/damage effects). The ratio of your current to initial intelligence is a straight multiplier to max magicka, so if your intelligence is drained to 0, your max magicka will also be 0, as in the vanilla game. Any Fortify Magicka effect is taken into account in the calculations; the correct ratio between current and max magicka will be maintained when your max magicka is recalculated. (The mod is also compatible with Fortify MAX, which causes Fortify Magicka to increase max as well as current magicka.) Fortify Maximum Magicka also works basically the same way it does in the vanilla game. It acts as a multiplier for max magicka, though it applies to the full magicka calculations, not just intelligence as in the vanilla game, so the amount of magicka multiplied can potentially be much higher for heavily magic-focused characters. There are a few settings in the MCM that influence max magicka calculations. First is the "max magicka multiplier," which is a simple percentage multiplier to max magicka. The "initial magic skill offset for max magicka" functions similarly to the other "offset" settings in CCCP. The higher the offset, the less difference there will be between high and low starting magic skills in terms of max magicka, while the lower the offset, the more influence your class (the initial values of your magic skills) has on max magicka. "Max magicka progression" determines how quickly your max magicka increases as you raise your magic skills. "Unaffected magicka" is the portion of your starting magicka pool that is not affected by most of the mod's max magicka calculations. This setting serves as a minimum max magicka value (under normal circumstances) for even the least magically-inclined characters. The lower it is, the more significantly max magicka in CCCP will diverge from vanilla. Finally, CCCP's max magicka handling can be disabled in the MCM if you prefer to have vanilla max magicka based solely on intelligence. Magicka Regen Perhaps even more significantly, magicka regenerates over time with CCCP. The rate of magicka regen depends on several factors: your class (specifically, your starting magic skills compared to the average), your current magic skills, your current willpower (including any fortify or drain/damage effects), and your fatigue ratio. Your current magicka will increase very slightly several times per second when regenerating. In addition, when a significant amount of game time passes (e.g. from waiting, resting, fast travel or training), your magicka will regenerate depending on how much time has passed, so you don't have to just stand around forever while your magicka slowly regenerates. Magicka regenerates relatively slowly in general, though the regen rate can vary significantly for different characters. Highly advanced, heavily magic-focused characters can potentially regenerate several points per second with default settings, though typical characters will regenerate magicka much more slowly (and non-magically inclined characters very slowly). CCCP's magicka regen respects the Stunted Magicka effect (e.g. from The Atronach birthsign in vanilla). A character affected by Stunted Magicka will not regenerate magicka; to make up for this, such characters (at least those affected at the beginning of the game due to their birthsign choice) will receive a bonus to their max magicka. Several MCM settings affect magicka regen. The "base magicka regen rate" is a straight percentage multiplier to regen rate. The "initial magic skill offset for magicka regen" works just like the other offset settings, while "magicka regen progression" works like the similar max magicka setting - it determines how quickly your regen rate increases as you raise your magic skills. The "neutral willpower value" and "neutral fatigue ratio" are values for willpower and fatigue, respectively, that will result in a "normal" regen rate; when your willpower/fatigue are above these values, magicka will regen faster, and the opposite is true when willpower/fatigue are lower than these values. "Willpower influence on regen rate" and "fatigue influence on regen rate" determine the extent to which willpower and fatigue, respectively, influence magicka regen rate. Finally, like max magicka handling, CCCP's magicka regen can be disabled in the MCM, if you prefer to use a different mod for that or just don't like magicka regen. However, mages tend to be more squishy and less effective in physical combat with CCCP than they are in vanilla, and magicka regen along with higher max magicka can help compensate for that. Skill Slowdown Once your skills reach a certain threshold, they will begin taking longer to increase. This threshold, the "slowdown point," varies by skill, and is determined by two MCM settings. The "slowdown start point" is the base skill level for the slowdown system. Skill progression will never slow down before this point. For each skill, a certain percentage (the "slowdown spread") of the initial value for that skill is added to the start point to determine the slowdown point for that skill. By default, the slowdown start point is 60 and the slowdown spread is 80%, which means the slowdown point for each skill will be 60 plus 80% of the skill's initial value. A skill that started at 5 will have a slowdown point of 64, while a skill that started at 45 will have a slowdown point of 96. When a skill reaches its slowdown point, progression in that skill will be slowed to 1/2 its normal rate. After a number of additional increases, progression will slow again to 1/3 the normal rate, then 1/4, then 1/5, and so on. Skill progression gets slower at an exponential rate the higher the skill is increased, at a rate determined by the "slowdown rate" setting. If you don't like the skill slowdown system, it can be disabled by setting the slowdown rate to 0. Skill slowdown also applies to paid training, by multiplying training price by the same multiplier applied to normal skill progression (when a skill progresses at 1/3 the normal rate, training that skill will cost three times the normal amount). Unlike GCD, CCCP's skill slowdown system does not apply to skill books. (It also does not apply to the few scripted skill increases you can receive through dialogue as quest rewards.) In theory, skills can be increased indefinitely, but beyond a certain point, significant additional increases will be prohibitively time-consuming. (Note that in order for skills to progress beyond 100, regardless of this mod's slowdown settings, you need to enable the "skill uncap" feature of Morrowind Code Patch.) ----- It is *strongly* recommended that you start a new game with CCCP, rather than installing the mod with a character in progress. Many of the mod's calculations are derived from your initial skills and attributes. These values can only be determined and the calculations performed at the beginning of the game, immediately after chargen (MWSE has no way of determining the initial value of a skill or attribute after the fact). If you start using this mod mid-game, the calculations will assume that you started with all skills and attributes at average values. This means there will be little or no overall difference in attribute increase rates or in the overall influence different skills have on attributes (though the skill factors mean individual skills will still influence certain attributes more than others). It will also significantly skew calculations related to health, magicka and skill slowdown. This also applies to upgrading from 1.0. CCCP has changed so much from 1.0 that it can no longer make use of 1.0's saved data, so the same problems will apply. For the mod to work as intended, start a new game so the proper values can be saved. If you want to know more details about how the mod works, the code is pretty extensively (and in some places voluminously) commented. You should be able to look through main.lua and figure out what it's doing. The archive includes modified versions of GCD's calculator spreadsheets, adjusted to use CCCP's config values. A few errors in the spreadsheets have also been corrected. They should be very close to being correct. The archive also contains all the original documentation from GCD. 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. Recommendations As always, Morrowind Code Patch is highly recommended. To experience the mod as intended, I recommend using the "skill uncap" feature, which will allow your skills to be increased beyond 100. It doesn't matter whether you use the "attribute uncap" feature or not; your attributes will be able to go over 100 regardless because attribute increases are handled by MWSE. MCP also has a feature called "level-up skills tooltip." This feature is not needed, but if you're using it, the added tooltip will now display the progress that each attribute has earned toward an increase, and the increase threshold for that attribute. I also strongly recommend using Quest Skill Reward Fix alongside this mod. Quest Skill Reward Fix enables CCCP to detect scripted skill increases gained through dialogue (as quest rewards) and apply progress toward attribute increases appropriately. Otherwise (without using Quest Skill Reward Fix), such scripted skill increases will not be detected and will earn you no progress toward attribute gains. Magicka Based Skill Progression is another recommended mod. MBSP makes magic skill progress when casting a spell depend on the spell's magicka cost, so you can't just repeatedly cast cheap 1-magicka spells and get full experience (and this is even more important with CCCP's magicka regen). This is perfectly compatible with CCCP's skill slowdown system. I do recommend lowering MBSP's XP-per-magicka value from the default of 0.2 (vanilla skill experience per 5 magicka expended). I think something like 0.0667 or 0.1 (vanilla skill experience per 15 or 10 magicka expended, respectively) is more reasonable. Fortify MAX works well with CCCP; it causes Fortify Magicka (and Fortify Fatigue) to increase the maximum as well as the current stat. Finally, if you want to be *really* class-conscious, you can also use the mod Class Conscious, which eliminates the ability to generate a custom class. Compatibility CCCP is generally highly compatible, being an MWSE-lua mod. It obviously should not be used alongside GCD, MULE, MADD Leveler or any other leveling mod. It will also generally conflict with mods that manage health. However, if you prefer the way another mod handles health calculations, you can disable CCCP's health management in the MCM and use the other mod instead, as long as the other mod does not rely on the vanilla levelup mechanic which CCCP bypasses (MWSE State-Based Health is one such mod.) If you don't like CCCP's max magicka system or magicka regen, you can disable either or both of these features in the MCM and use the magicka mod of your choice. CCCP should be compatible with Proportional Progression, since both mods have a multiplicative effect on skill progression rates. You should be able to set skill-based multipliers in PP, for example, and both mods' multipliers should apply. CCCP is compatible with mods that change races and birthsigns. Your "racial attributes" for the purposes of the mod's calculations are just whatever attributes you have at the end of chargen (granted by race, favored attributes and any birthsign bonus), and CCCP will work with mod-affected attributes just as well. As of version 2.0.1, the mod is now compatible with Nimble Armor. And, as of version 2.0.2, it is compatible with Fortify MAX. There was previously a conflict with a beta version of Ashfall, but with the current Ashfall version there appears to no longer be a serious conflict, or at least I haven't noticed any in my playtesting so far. The mods should work well together, but if you notice any conflicts when playing with both, please let me know. This should go without saying, but this mod is not compatible with OpenMW. Version History Version 2.0.5 - 2021-07-14 - Fixed more weirdness when health/magicka would have been exactly 0 if not for Fortify Health/Magicka, and was then recalculated. - Added option to disable health management. (Do not do this unless you're using another mod to manage health.) - More minor coding improvements. Version 2.0.4 - 2021-07-08 - Fixed a bug where weird things could happen if health/magicka was damaged to less than your Fortify Health/Magicka magnitude and was then recalculated. - Fixed a bug where Fortify Health/Magicka abilities (which should always affect max health/magicka) were not properly taken into account. - Fixed a bug where magicka ratio could get out of whack if intelligence and Fortify Magicka magnitude both changed, in that order, during the same frame. - Minor coding improvements. Version 2.0.3 - 2021-05-26 - The optional "levelup messages" are now from Inspirational Messages Expanded, with very minor tweaks. Version 2.0.2 - 2021-05-21 - Added compatibility with Fortify MAX. - Fixed a number of bugs where magicka could be reset to vanilla under certain circumstances. - A messagebox will now warn you if you install CCCP mid-playthrough. - Various coding improvements. - Safe to update from 2.0 or 2.0.1 mid-playthrough. - Requires an up-to-date MWSE build. Be sure to update MWSE! Version 2.0.1 - 2021-01-20 - Max magicka handling and magicka regen can now be disabled separately. - Fixed a conflict with Nimble Armor where unarmored skill could stop progressing entirely once it reached the slowdown point. - Minor coding improvements. - Safe to update from 2.0 mid-playthrough. Version 2.0 - 2020-07-26 - Major update. The mod is now very close to a full MWSE-lua implementation of GCD, with a few adjustments. - Implemented GCD's health system. - Implemented GCD's magicka system (for both max magicka and magicka regen). - Implemented GCD's skill slowdown system. - Modified MCP's "level-up skills tooltip" to display the progress and increase threshold for each attribute. - Added optional "levelup messages" from the vanilla game and from the mod Level Up Messages. - Fixed an issue where the first luck increase required one more non-luck attribute increase than intended. - Disabled skill gain during chargen, to avoid skewing the mod's initial calculations. - Added an optional "debug mode" with extensive logging. - The MCM is vastly improved, with detailed descriptions for each setting (and there are now many more settings). - The archive now contains modified versions of GCD's calculator spreadsheets, adjusted to use CCCP's config values. - Many coding improvements, large and small. Version 1.0 - 2020-05-22 - 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. Submitter Necrolesian Submitted 11/05/2021 Category Overhauls & Expansions  
  12. View File Ownership Overhaul This mod assigns ownership to the many, many items and containers in Morrowind that rightly should be owned but weren't, and otherwise cleans up and adjusts item ownership. Ownership in vanilla Morrowind is, in many cases, a mess. Lots and lots of stuff in people's houses or otherwise civilized areas, that certainly should be owned, is in fact unowned and therefore free for the taking, right from under the nose of the rightful owner. Masses of crates, barrels and other containers are sitting around in cities just waiting to be looted for free. Many guildhalls and other faction locations can be practically cleaned out by any newbie who signs up. Farmers will just stand there while you harvest all their crops right in front of them and then pretend like nothing happened. Nobody objects when you grab up all the lanterns and torches in town. This mod aims to clean up this mess. The objective is to make owned everything that rightly should be owned, and unowned everything that shouldn't be. Details I can't break down the changes made by this mod cell by cell (the plugin edits references in more than 600 cells), but the following describes this mod's changes in general terms: - Containers in towns: Lots of unowned containers (crates and so on) were sitting around in cities free for the looting. This mod makes them all owned. In this respect it does basically the same thing as Container Ownership (or the other Container Ownership), except that this mod makes owned outright many containers that Container Ownership makes faction owned. - Light sources: Like containers, many light sources like lanterns and torches in cities and towns were unowned. Not anymore. No more free light sources for you. This works best with a good lighting overhaul, such as Let There Be Darkness, True Lights and Darkness or Di.still.ed Lights, that makes light sources actually useful. - Guildhalls / faction owned stuff: Much faction owned stuff is now owned outright, while some has a higher rank requirement. Previously, much (if not most) of the content of many guildhalls was free for the taking if you're a member of the faction. Now for the most part only beds, supply chests, and a few other empty chests are faction owned at the lowest rank; a few other containers are faction owned with higher rank requirements, as is some clutter in common areas, while the other stuff in the guildhall is owned. This also applies to Ashlander camps, where previously lots of stuff outside was either faction owned or not owned at all. - Farmers' fields: The crops in farmers' fields are now almost all owned. No longer can you clean out a farmer's entire crop right in front of him. The exception is for ingredients that the Imperial Cult specifically sends you to collect in their ingredient fetching quests (e.g. marshmerrow at Balur Salvu's farm). These plants are now faction owned by the Imperial Cult to ensure a cult member on the quests can harvest them. - Doors: Lots of locked doors to/in people's houses or otherwise in civilized areas were unowned, meaning the rightful owner would stand there and watch you pick the lock without complaint. Now all these locked doors are owned. Previously owned but unlocked doors are now unowned, because there's no point in them being owned. - Mines: Most stuff in mines that are actively being worked (i.e. those with friendly NPCs in them) is now owned. This was mainly an issue with eggmines, where all those kwama eggs were free for the taking. Ore rocks in actively worked mines were already owned, but those that were faction owned have been made owned outright, and other stuff in the mines (except wild plants) is also now owned. Mines without friendly NPCs have not been changed (everything is unowned). - Keys: In many cases people's keys were sitting around in their houses and other areas unowned and free for the taking. There'll be no more of that kind of shenanigans. - Gold: Most of the loose gold in civilized areas was unowned. Now you'll have to be sneaky about filling your pockets with it. - House strongholds (e.g. Indarys Manor): Previously just about everything in the house strongholds was faction owned. Now all the stuff in people's houses (not the main buildings) is owned outright. In the main buildings, the stuff in the leader's/your room is faction owned, but stuff in other areas is owned outright. You might be in charge of the stronghold, but that doesn't mean you can just waltz in and swipe your subordinates' personal stuff. - Vampire headquarters (e.g. Galom Daeus): These aren't regular dungeons, and while you might be here on (relatively) friendly terms, that doesn't mean you should be able to grab everything in sight with no consequence. Just about everything in these locations that wasn't already owned is now owned by the clan's leader. Given the contempt the leaders have for you, I don't think they'd appreciate you partially cleaning out their headquarters. - Tel Fyr: The good stuff in Tel Fyr and the Corprusarium is now owned. Divayth Fyr practically dares you to try to rip him off, but that doesn't mean he won't react negatively if he catches you at it. (The two newly owned containers in Fyr's office are vulnerable to telekinesis from the hall outside, but the key on his table is more of a challenge.) - Dungeons: Dungeons are almost entirely untouched; in almost all cases nothing is owned. A couple very rare exceptions have been made for stuff rightly belonging to friendly NPCs in otherwise unfriendly locations (e.g. some of the stuff in Ald Daedroth Antechamber). - Outcast Ashlander yurts: Most of the stuff in outcast Ashlander yurts with hostile NPCs was owned. Now this stuff is unowned. The same is true of the Velothi tower Shara, a dungeon with only hostiles. - Stuff that really needs to be unowned: There are some items that, for various reasons, need to remain unowned. This is mostly stuff that a quest (for an honorable faction or otherwise not a stealy kind of quest) requires or invites you to take. Examples include Gambolpuddy in Ald Daedroth, Drinar Varyon's Dwemer tube, and the stuff in Ahnassi's house, among others. - Owned activators: In some cases activators other than beds were uselessly owned. For example, just about every furn_de_bar object in the game was owned. The waterfalls in Vivec's canalworks areas and the chimes in Ashlander wise women's yurts are other examples. This stuff is no longer owned. Requirements This mod requires both Tribunal and Bloodmoon. Compatibility This plugin edits only cell references, so any mod that doesn't touch cell references will be fully compatible. There might be compatibility issues with mods that change cell references (e.g. moving stuff around, or removing references and replacing them with new ones). I recommend putting this mod early in your load order. If you're using any .esm mods that touch the affected objects (in particular some of RandomPal's town overhauls), you'll want to use the .esm version of this mod. Load it after Patch for Purists but before your other .esms. If you use Morrowind Anti-Cheese, I recommend using the OO-compatible version available here instead. Alternatively, if you're also using BTB's Game Improvements, use the BTBGI-compatible version of Anti-Cheese here. There should be no conflict with Patch for Purists. This mod was created with PFP loaded, then the dependency on PFP was removed afterward, so any PFP fixes to the affected objects (e.g. adjusting position) are incorporated. There is a very minor conflict with any version of Diverse Ore Veins / CorrectUV Ore Replacer, including the version of that plugin packaged along with Graphic Herbalism. That mod deletes the cell references to ore rocks and replaces them with new references to new containers, and the new references are not modified by my mod. This means that if you're using that mod, you won't see my mod's changes to ore rock ownership (regardless of load order). This isn't actually that big a deal. Ore rocks in mines with friendly NPCs are already owned in vanilla Morrowind; my mod only makes some of them owned outright rather than faction owned. In fact, this affects only one cell: Sudanit Mine. And it can only be taken advantage of by the Archmaster of House Redoran. So I definitely still recommend using both mods together. 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. Submitter Necrolesian Submitted 11/05/2021 Category Overhauls & Expansions  
  13. Version 1.1.2

    28 downloads

    Expansions Integrated Summary This mod integrates (much of) the content of the Tribunal and Bloodmoon expansions within the rest of the game world. Many items and creatures from the expansions, which could previously be found only in Mournhold or Solstheim, can now be found throughout Vvardenfell. Dragon32's Expansion Integration does something very similar, and partly inspired this mod. This mod makes a number of different decisions than Dragon32's mod does in terms of which items/creatures to integrate and how to do so. Use whichever one you like best (though obviously not both). Much of the item placement in this mod (and all of the creature placement) is done via leveled lists, though a number of items are handplaced. This mod incorporates Adamantium Armor Integrated, which handplaces one instance of each Adamantium armor piece in Vvardenfell, so there's no need to use that mod along with this one. The following items and creatures are integrated in one way or another by this mod: - Tribunal armor: Adamantium, Dark Brotherhood - Tribunal weapons: Adamantium (including Adamantium Jinkblade of Wounds), Ebony Scimitar (unenchanted) - Tribunal clothing: Common Pants, Shirt and Shoes - Tribunal ingredients: All except Adamantium Ore - Tribunal creatures: Durzog (four types), Centurion Archer (two types), Advanced Steam Centurion, Greater Ancestor Ghost, Lich - Bloodmoon armor: Wolf, Bear, Nordic Mail - Bloodmoon weapons: Huntsman, Nordic Silver, Berserker (enchanted), Blood Axe, Winterwound Dagger - Bloodmoon clothing: Common Pants, Robe, Shirt and Shoes - Bloodmoon ingredients: All except Raw Stalhrim, Snow Bear and Snow Wolf Pelt, and Wolfsbane Petals - Bloodmoon drink: Nord Mead - Bloodmoon creatures: Grizzly Bear, Plague Bear, Tusked Bristleback, Wolf (two types), Plague Wolf, Dire Frost Atronach, Bonewolf, Skeleton Berserker (two types), Greater Skeleton Champion A couple of the expansions' creatures have been added at levels lower than when they can be found in the expansion. For example, War Durzogs can be encountered at level 20 in Vvardenfell. Users of Tribunal Rebalance and Bloodmoon Rebalance will have an easier time of this. Included is an optional Tribunal-only version, for those who don't like the addition of the Bloodmoon items/creatures. Note that the Tribunal-only version also omits the fix to the Greater Skeleton Champion and the change to the Blood Axe enchantment described below. Also included is a "Fewer BM Creatures" version, which is basically the full version of the mod with the following creatures omitted: Grizzly Bear, Plague Bear, Tusked Bristleback, Wolf (both types), Plague Wolf. The Details section below lists most of the specific changes made by this mod. See also the "spoilers" document in the archive for a list of locations of certain items (Adamantium armor and weapons) that have been placed by hand. Details This section will detail the changes made by this mod - exactly which items and creatures are placed and how. This section contains some spoilers, though the exact locations of Adamantium armor and weapon pieces are omitted (see the spoilers document for those). Tribunal Armor - Adamantium Armor: Each piece is handplaced in exactly one spot on Vvardenfell. See the spoilers document in the archive if you want to know exactly where. (The locations are the same as in Adamantium Armor Integrated, so there's no need to use that mod with this one.) - Dark Brotherhood Armor: Has been given to a number of Dark Brotherhood members (or likely members) on Vvardenfell, specifically: Severa Magia and Nidara Herandus in Ald Sotha, and Durus Marius and Sovisa Adas in Assernerairan. Herandus and Adas have all pieces, while Magia and Marius lack the helm. Tribunal Weapons - Adamantium Weapons: Each weapon has been handplaced in exactly one spot on Vvardenfell. This includes the Axe, Claymore, Mace, Shortsword, Spear, and the Adamantium Jinkblade of Wounds. The spoilers document in the archive lists their locations. - Ebony Scimitar: The unenchanted version has been added to the following leveled lists: random ebony weapon random excellent melee weapon (15) random_golden_saint_weapon (The number in parentheses is the level the item has been added at. Here and elsewhere in this document, where a level is not specified, the item has been added at level 1.) It's also been handplaced in one location on Vvardenfell: Ghostgate: Tower of Dusk Lower Level. The enchanted version (Ebony Scimitar_her) has not been added anywhere. Tribunal Clothing Tribunal adds two new each of Common Pants, Common Shirt and Common Shoes (the IDs for each end in 06 and 07). These items have been added to the leveled lists random_de_pants, random_de_shirt and random_de_shoes_common respectively. Tribunal's Common Skirts are not added, nor are the expensive clothing items (due to a lack of appropriate leveled lists to add them to). Tribunal Ingredients All new ingredients except Adamantium Ore (including Durzog Meat, Golden Sedge Flowers, Horn Lily Bulb, Lloramor Spines, Meadow Rye, Nirthfly Stalks, Noble Sedge Flowers, Scrib Cabbage, Sweetpulp and Timsa-Come-By Flowers) have been added to the leveled lists random_ingredient and random_ingredient_diff. Scrib Cabbage has also been added to random_de_cheapfood_01_nc, random_de_cheapfood_01_ne and random_food. Adamantium Ore has not been added anywhere; it's still exclusive to Mournhold. Tribunal Creatures - Durzog: Four types of Durzogs are placed by this mod: durzog_wild_weaker, durzog_wild, durzog_diseased and durzog_war. They've been added to the following leveled lists, at levels 5, 10, 12 and 20 respectively: ex_azurascoast_lev+0 ex_azurascoast_lev+2 ex_azurascoast_lev-1 ex_azurascoast_sleep ex_bittercoast_lev+0 ex_bittercoast_lev+2 ex_bittercoast_lev-1 ex_bittercoast_sleep ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_molagmar_lev+0 ex_molagmar_lev+2 ex_molagmar_lev-1 ex_molagmar_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep in_cave_all_lev+0 in_cave_all_lev+2 in_cave_all_lev-1 (Note that, here and elsewhere, levels have been adjusted as appropriate for the lev+x and lev-x lists.) The special type durzog_war_trained is not included. - Centurion Archer, Advanced Steam Centurion: There are two types of Centurion Archer that have been integrated: centurion_projectile and centurion_projectile_C (the latter is more dangerous because of its enchanted shock bolts). Only the "regular" type of Advanced Steam Centurion is included. They've been added to the following leveled lists, at levels 10, 12 and 20 respectively: in_dwe_all_lev+0 in_dwe_all_lev+2 in_dwe_all_lev-2 in_dwe_cent_lev+0 in_dwe_cent_lev+2 in_dwe_cent_lev-2 - Greater Ancestor Ghost: Has been added to the following leveled lists, at level 15: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 - Lich: Has been added to the following lists, at level 20: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 in_tomb_skele_lev+0 in_tomb_skele_lev+2 in_tomb_skele_lev-2 In addition, the "Calculate from all levels <= PC's level" flag has been set for the above leveled lists, and for the three in_tomb_bone lists. They were (almost) the only leveled creature lists in the vanilla game without that flag set. Now there will be much more diversity in tomb undead, rather than always seeing the same creature all the time. Bloodmoon Armor - Wolf Armor: Each piece has been added to the appropriate l_n_armor lists (for boots, cuirass, gauntlets, greaves, helmet, pauldrons and shields) at level 3. In addition, a new leveled list has been created (necro_random_armor_wolf) with all pieces, and this new list has been added to random_smuggler_1-5 and random_bandit_1-5. The enchanted Snow Wolf Armor is not added anywhere. - Bear Armor: Like with Wolf Armor, each piece has been added to the appropriate l_n_armor list at level 3. A new list (necro_random_armor_bear) has been created with all pieces and added to random_smuggler_6-10 and random_bandit_11+. The enchanted Snow Bear Armor is not included. - Nordic Mail Armor: Each piece has been added to the appropriate l_n_armor list at level 20. Bloodmoon Weapons - Huntsman Axe: Has been added to l_n_wpn_melee_axe (6) and random_weapon_melee_basic. - Huntsman War Axe: Added to l_n_wpn_melee_axe (17). - Huntsman Longsword: Added to l_n_wpn_melee_long blade (5) and random_weapon_melee_basic. - Huntsman Spear: Added to l_n_wpn_melee_spear (5) and random_weapon_melee_basic. - Huntsman Crossbow: Added to l_n_wpn_missile_xbow (10) and random_weapon_melee_basic. (It's not a melee weapon, but the Steel Crossbow is already on the latter list in vanilla.) - Huntsman Bolt: Added to l_n_wpn_missile_bolt (7). - Nordic Silver Axe, Battleaxe: Added to the following leveled lists: l_n_wpn_melee_axe (18, 20) random excellent melee weapon (14, 15) random_nordic_weapons (13, 15) - Nordic Silver Mace: Added to l_n_wpn_melee_blunt (15) and random excellent melee weapon (10). - Nordic Silver Longsword: Added to l_n_wpn_melee_long blade (12) and random excellent melee weapon (12). - Nordic Silver Claymore: Added to the following lists: l_n_wpn_melee_long blade (17) random excellent melee weapon (15) random_nordic_weapons (14) - Nordic Silver Dagger, Shortsword: Added to l_n_wpn_melee_short blade (12, 13) and random excellent melee weapon (7, 8). - Berserker Silver Axe, Battleaxe: These enchanted weapons have been added to l_m_wpn_melee_axe (15, 18). - Berserker Silver Longsword, Claymore: Added to l_m_wpn_melee_long blade (9, 20). - Blood Axe: This one is unique in that the weapon's enchantment has also been edited. In vanilla, this weapon's enchantment includes Damage Strength 4 points for 30 seconds, for 120 points total Damage Strength. This is insane. The enchantment "bm bloodaxe" has been changed from Damage Strength to Absorb Strength instead. The weapon (with new, less insane enchantment) has been added to the leveled list l_m_wpn_melee_axe (14). - Winterwound Dagger: Added to l_m_wpn_melee_short blade (20). Bloodmoon Clothing Bloodmoon adds four each of Common Pants, Common Shirts and Common Shoes, and two Common Robes. These items have been added to the lists random_de_pants, random_de_shirt, random_de_shoes_common and random_de_robe respectively. Bloodmoon's Common Gloves are not added anywhere. Bloodmoon Ingredients The ingredients Bear Pelt, Bristleback Leather, Holly Berries, Ripened and Unripened Belladonna Berries and Wolf Pelt have been added to the leveled lists random_ingredient and random_ingredient_diff. Grahl Eyeball, Gravetar, Heartwood and Horker Tusk have been handled a bit differently. All are from creatures that have not been placed in Vvardenfell, and so should be rarer. They've been added to random_ingredient_diff, but not to random_ingredient directly. Instead, a new list has been created (necro_random_ingred_bm_rare, chance none 50) with all four ingredients, and this new list has been added to random_ingredient. This way, there's only one chance each calculation for one of the rare ingredients, and even if the rare list is selected, there's still a 50% chance of nothing. Raw Stalhrim, Snow Bear and Snow Wolf pelts, and Wolfsbane Petals are not added anywhere; they're still exclusive to Solstheim. Bloodmoon Drink - Nord Mead: This one is handled somewhat similarly to the rare Bloodmoon ingredients. It's not added to leveled lists directly. Instead, the vanilla leveled list random_drinks_nord (which contains four other beverages in addition to mead) is itself added to random_drinks_01 and random_alchemy_diff. This way, Nord Mead will be substantially rarer than other beverages on Vvardenfell, but you'll still come across it once in a while. In addition, mugs have been handplaced in two locations in Dagon Fel: End of the World Renter Rooms and Andre Maul's Tower. Bloodmoon Creatures - Grizzly Bear: Has been added to the following leveled lists, at level 7: ex_ascadianisles_lev+0 ex_ascadianisles_lev+2 ex_ascadianisles_lev-1 ex_ascadianisles_sleep ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep in_cave_all_lev+0 in_cave_all_lev+2 in_cave_all_lev-1 - Plague Bear: Added to the following lists, at level 10: ex_sheogorad_lev+0 ex_sheogorad_lev+2 ex_sheogorad_lev-1 ex_sheogorad_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep - Tusked Bristleback: Added to the following lists, at level 12: ex_ascadianisles_lev+0 ex_ascadianisles_lev+2 ex_ascadianisles_lev-1 ex_ascadianisles_sleep ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_sheogorad_lev+0 ex_sheogorad_lev+2 ex_sheogorad_lev-1 ex_sheogorad_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep in_cave_all_lev+0 in_cave_all_lev+2 in_cave_all_lev-1 - Wolf: Two types of wolves are added by this mod: bm_wolf_grey_lvl_1 and bm_wolf_grey. They've been added to the following leveled lists, at levels 3 and 7 respectively: ex_ascadianisles_lev+0 ex_ascadianisles_lev+2 ex_ascadianisles_lev-1 ex_ascadianisles_sleep ex_azurascoast_lev+0 ex_azurascoast_lev+2 ex_azurascoast_lev-1 ex_azurascoast_sleep ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_molagmar_lev+0 ex_molagmar_lev+2 ex_molagmar_lev-1 ex_molagmar_sleep ex_sheogorad_lev+0 ex_sheogorad_lev+2 ex_sheogorad_lev-1 ex_sheogorad_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep in_cave_all_lev+0 in_cave_all_lev+2 in_cave_all_lev-1 - Plague Wolf: Added to the following lists, at level 8: ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_sheogorad_lev+0 ex_sheogorad_lev+2 ex_sheogorad_lev-1 ex_sheogorad_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep - Dire Frost Atronach: This one required special handling. This creature (atronach_frost_bm) is placed in vanilla only in Aesliip's Lair, with a script attached associated with the related quest. The script can't be removed without breaking (one path of) that quest, and it would cause problems if attached to creatures anywhere else. So, a copy of this creature has been created (necro_atronach_frost_bm). The script has been removed from the new creature, and it's been added to the following lists at level 15: in_dae_all_lev+0 in_dae_all_lev+2 in_dae_all_lev-2 in_dae_atronach_lev+0 in_dae_atronach_lev+2 in_dae_atronach_lev-2 and the following lists at level 18: ex_molagmar_lev+0 ex_molagmar_lev+2 ex_molagmar_lev-1 ex_molagmar_sleep The original creature remains unmodified and exclusive to Aesliip's Lair. - Bonewolf: Added to the following lists, at level 5: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 in_tomb_all_lev_trib in_tomb_bone_lev+0 in_tomb_bone_lev+2 in_tomb_bone_lev-2 It was added to the in_tomb_bone lists and not the in_tomb_skele lists because otherwise the in_tomb_bone lists would have remained unchanged, and the Bonewolf is the most appropriate creature to add to them. Also, the addition to in_tomb_all_lev_trib will diversify the undead in Mournhold. (Skeleton Berserkers and Greater Skeleton Champions below are also added to this list.) - Skeleton Berserker: There are two creatures added here, skeleton nord and skeleton nord_2, which are very similar except the _2 variant has more health. They've been added to the following leveled lists, at levels 9 and 10 respectively: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 in_tomb_all_lev_trib in_tomb_skele_lev+0 in_tomb_skele_lev+2 in_tomb_skele_lev-2 - Greater Skeleton Champion: This one also required some special handling. There are actually three different types of this creature. The creatures bm_sk_champ_bloodskal01 and 02 are placed only in Bloodskal Barrow, and have a script attached to them which disables them until you pick up the sword in that barrow. The third type, bm skeleton champion gr, is not in Bloodskal Barrow, but instead just on a few generic Bloodmoon leveled creature lists. However, it also has the bloodskal script attached to it, which causes all instances of this creature to not appear until the sword in Bloodskal Barrow has been picked up. Since this is clearly a mistake, the script has been removed from bm skeleton champion gr. This creature, now that it will actually show up as intended, has been added to the following lists at level 15: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 in_tomb_all_lev_trib in_tomb_skele_lev+0 in_tomb_skele_lev+2 in_tomb_skele_lev-2 Version History Version 1.1.2 - 2021-01-19 - Added "Fewer BM Creatures" version omitting the more conventional Bloodmoon creatures such as bears and wolves. Version 1.1.1 - 2020-10-27 - Incorporated Patch for Purists fixes for Hrordis, Durus Marius and Severa Magia (now in Dark Brotherhood faction). Version 1.1 - 2020-04-23 - Added optional Tribunal-only version. - Removed Greater Ancestor Ghost from in_tomb_skele lists. Version 1.0 - 2020-04-21 - 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.
  14. View File Expansions Integrated Expansions Integrated Summary This mod integrates (much of) the content of the Tribunal and Bloodmoon expansions within the rest of the game world. Many items and creatures from the expansions, which could previously be found only in Mournhold or Solstheim, can now be found throughout Vvardenfell. Dragon32's Expansion Integration does something very similar, and partly inspired this mod. This mod makes a number of different decisions than Dragon32's mod does in terms of which items/creatures to integrate and how to do so. Use whichever one you like best (though obviously not both). Much of the item placement in this mod (and all of the creature placement) is done via leveled lists, though a number of items are handplaced. This mod incorporates Adamantium Armor Integrated, which handplaces one instance of each Adamantium armor piece in Vvardenfell, so there's no need to use that mod along with this one. The following items and creatures are integrated in one way or another by this mod: - Tribunal armor: Adamantium, Dark Brotherhood - Tribunal weapons: Adamantium (including Adamantium Jinkblade of Wounds), Ebony Scimitar (unenchanted) - Tribunal clothing: Common Pants, Shirt and Shoes - Tribunal ingredients: All except Adamantium Ore - Tribunal creatures: Durzog (four types), Centurion Archer (two types), Advanced Steam Centurion, Greater Ancestor Ghost, Lich - Bloodmoon armor: Wolf, Bear, Nordic Mail - Bloodmoon weapons: Huntsman, Nordic Silver, Berserker (enchanted), Blood Axe, Winterwound Dagger - Bloodmoon clothing: Common Pants, Robe, Shirt and Shoes - Bloodmoon ingredients: All except Raw Stalhrim, Snow Bear and Snow Wolf Pelt, and Wolfsbane Petals - Bloodmoon drink: Nord Mead - Bloodmoon creatures: Grizzly Bear, Plague Bear, Tusked Bristleback, Wolf (two types), Plague Wolf, Dire Frost Atronach, Bonewolf, Skeleton Berserker (two types), Greater Skeleton Champion A couple of the expansions' creatures have been added at levels lower than when they can be found in the expansion. For example, War Durzogs can be encountered at level 20 in Vvardenfell. Users of Tribunal Rebalance and Bloodmoon Rebalance will have an easier time of this. Included is an optional Tribunal-only version, for those who don't like the addition of the Bloodmoon items/creatures. Note that the Tribunal-only version also omits the fix to the Greater Skeleton Champion and the change to the Blood Axe enchantment described below. Also included is a "Fewer BM Creatures" version, which is basically the full version of the mod with the following creatures omitted: Grizzly Bear, Plague Bear, Tusked Bristleback, Wolf (both types), Plague Wolf. The Details section below lists most of the specific changes made by this mod. See also the "spoilers" document in the archive for a list of locations of certain items (Adamantium armor and weapons) that have been placed by hand. Details This section will detail the changes made by this mod - exactly which items and creatures are placed and how. This section contains some spoilers, though the exact locations of Adamantium armor and weapon pieces are omitted (see the spoilers document for those). Tribunal Armor - Adamantium Armor: Each piece is handplaced in exactly one spot on Vvardenfell. See the spoilers document in the archive if you want to know exactly where. (The locations are the same as in Adamantium Armor Integrated, so there's no need to use that mod with this one.) - Dark Brotherhood Armor: Has been given to a number of Dark Brotherhood members (or likely members) on Vvardenfell, specifically: Severa Magia and Nidara Herandus in Ald Sotha, and Durus Marius and Sovisa Adas in Assernerairan. Herandus and Adas have all pieces, while Magia and Marius lack the helm. Tribunal Weapons - Adamantium Weapons: Each weapon has been handplaced in exactly one spot on Vvardenfell. This includes the Axe, Claymore, Mace, Shortsword, Spear, and the Adamantium Jinkblade of Wounds. The spoilers document in the archive lists their locations. - Ebony Scimitar: The unenchanted version has been added to the following leveled lists: random ebony weapon random excellent melee weapon (15) random_golden_saint_weapon (The number in parentheses is the level the item has been added at. Here and elsewhere in this document, where a level is not specified, the item has been added at level 1.) It's also been handplaced in one location on Vvardenfell: Ghostgate: Tower of Dusk Lower Level. The enchanted version (Ebony Scimitar_her) has not been added anywhere. Tribunal Clothing Tribunal adds two new each of Common Pants, Common Shirt and Common Shoes (the IDs for each end in 06 and 07). These items have been added to the leveled lists random_de_pants, random_de_shirt and random_de_shoes_common respectively. Tribunal's Common Skirts are not added, nor are the expensive clothing items (due to a lack of appropriate leveled lists to add them to). Tribunal Ingredients All new ingredients except Adamantium Ore (including Durzog Meat, Golden Sedge Flowers, Horn Lily Bulb, Lloramor Spines, Meadow Rye, Nirthfly Stalks, Noble Sedge Flowers, Scrib Cabbage, Sweetpulp and Timsa-Come-By Flowers) have been added to the leveled lists random_ingredient and random_ingredient_diff. Scrib Cabbage has also been added to random_de_cheapfood_01_nc, random_de_cheapfood_01_ne and random_food. Adamantium Ore has not been added anywhere; it's still exclusive to Mournhold. Tribunal Creatures - Durzog: Four types of Durzogs are placed by this mod: durzog_wild_weaker, durzog_wild, durzog_diseased and durzog_war. They've been added to the following leveled lists, at levels 5, 10, 12 and 20 respectively: ex_azurascoast_lev+0 ex_azurascoast_lev+2 ex_azurascoast_lev-1 ex_azurascoast_sleep ex_bittercoast_lev+0 ex_bittercoast_lev+2 ex_bittercoast_lev-1 ex_bittercoast_sleep ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_molagmar_lev+0 ex_molagmar_lev+2 ex_molagmar_lev-1 ex_molagmar_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep in_cave_all_lev+0 in_cave_all_lev+2 in_cave_all_lev-1 (Note that, here and elsewhere, levels have been adjusted as appropriate for the lev+x and lev-x lists.) The special type durzog_war_trained is not included. - Centurion Archer, Advanced Steam Centurion: There are two types of Centurion Archer that have been integrated: centurion_projectile and centurion_projectile_C (the latter is more dangerous because of its enchanted shock bolts). Only the "regular" type of Advanced Steam Centurion is included. They've been added to the following leveled lists, at levels 10, 12 and 20 respectively: in_dwe_all_lev+0 in_dwe_all_lev+2 in_dwe_all_lev-2 in_dwe_cent_lev+0 in_dwe_cent_lev+2 in_dwe_cent_lev-2 - Greater Ancestor Ghost: Has been added to the following leveled lists, at level 15: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 - Lich: Has been added to the following lists, at level 20: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 in_tomb_skele_lev+0 in_tomb_skele_lev+2 in_tomb_skele_lev-2 In addition, the "Calculate from all levels <= PC's level" flag has been set for the above leveled lists, and for the three in_tomb_bone lists. They were (almost) the only leveled creature lists in the vanilla game without that flag set. Now there will be much more diversity in tomb undead, rather than always seeing the same creature all the time. Bloodmoon Armor - Wolf Armor: Each piece has been added to the appropriate l_n_armor lists (for boots, cuirass, gauntlets, greaves, helmet, pauldrons and shields) at level 3. In addition, a new leveled list has been created (necro_random_armor_wolf) with all pieces, and this new list has been added to random_smuggler_1-5 and random_bandit_1-5. The enchanted Snow Wolf Armor is not added anywhere. - Bear Armor: Like with Wolf Armor, each piece has been added to the appropriate l_n_armor list at level 3. A new list (necro_random_armor_bear) has been created with all pieces and added to random_smuggler_6-10 and random_bandit_11+. The enchanted Snow Bear Armor is not included. - Nordic Mail Armor: Each piece has been added to the appropriate l_n_armor list at level 20. Bloodmoon Weapons - Huntsman Axe: Has been added to l_n_wpn_melee_axe (6) and random_weapon_melee_basic. - Huntsman War Axe: Added to l_n_wpn_melee_axe (17). - Huntsman Longsword: Added to l_n_wpn_melee_long blade (5) and random_weapon_melee_basic. - Huntsman Spear: Added to l_n_wpn_melee_spear (5) and random_weapon_melee_basic. - Huntsman Crossbow: Added to l_n_wpn_missile_xbow (10) and random_weapon_melee_basic. (It's not a melee weapon, but the Steel Crossbow is already on the latter list in vanilla.) - Huntsman Bolt: Added to l_n_wpn_missile_bolt (7). - Nordic Silver Axe, Battleaxe: Added to the following leveled lists: l_n_wpn_melee_axe (18, 20) random excellent melee weapon (14, 15) random_nordic_weapons (13, 15) - Nordic Silver Mace: Added to l_n_wpn_melee_blunt (15) and random excellent melee weapon (10). - Nordic Silver Longsword: Added to l_n_wpn_melee_long blade (12) and random excellent melee weapon (12). - Nordic Silver Claymore: Added to the following lists: l_n_wpn_melee_long blade (17) random excellent melee weapon (15) random_nordic_weapons (14) - Nordic Silver Dagger, Shortsword: Added to l_n_wpn_melee_short blade (12, 13) and random excellent melee weapon (7, 8). - Berserker Silver Axe, Battleaxe: These enchanted weapons have been added to l_m_wpn_melee_axe (15, 18). - Berserker Silver Longsword, Claymore: Added to l_m_wpn_melee_long blade (9, 20). - Blood Axe: This one is unique in that the weapon's enchantment has also been edited. In vanilla, this weapon's enchantment includes Damage Strength 4 points for 30 seconds, for 120 points total Damage Strength. This is insane. The enchantment "bm bloodaxe" has been changed from Damage Strength to Absorb Strength instead. The weapon (with new, less insane enchantment) has been added to the leveled list l_m_wpn_melee_axe (14). - Winterwound Dagger: Added to l_m_wpn_melee_short blade (20). Bloodmoon Clothing Bloodmoon adds four each of Common Pants, Common Shirts and Common Shoes, and two Common Robes. These items have been added to the lists random_de_pants, random_de_shirt, random_de_shoes_common and random_de_robe respectively. Bloodmoon's Common Gloves are not added anywhere. Bloodmoon Ingredients The ingredients Bear Pelt, Bristleback Leather, Holly Berries, Ripened and Unripened Belladonna Berries and Wolf Pelt have been added to the leveled lists random_ingredient and random_ingredient_diff. Grahl Eyeball, Gravetar, Heartwood and Horker Tusk have been handled a bit differently. All are from creatures that have not been placed in Vvardenfell, and so should be rarer. They've been added to random_ingredient_diff, but not to random_ingredient directly. Instead, a new list has been created (necro_random_ingred_bm_rare, chance none 50) with all four ingredients, and this new list has been added to random_ingredient. This way, there's only one chance each calculation for one of the rare ingredients, and even if the rare list is selected, there's still a 50% chance of nothing. Raw Stalhrim, Snow Bear and Snow Wolf pelts, and Wolfsbane Petals are not added anywhere; they're still exclusive to Solstheim. Bloodmoon Drink - Nord Mead: This one is handled somewhat similarly to the rare Bloodmoon ingredients. It's not added to leveled lists directly. Instead, the vanilla leveled list random_drinks_nord (which contains four other beverages in addition to mead) is itself added to random_drinks_01 and random_alchemy_diff. This way, Nord Mead will be substantially rarer than other beverages on Vvardenfell, but you'll still come across it once in a while. In addition, mugs have been handplaced in two locations in Dagon Fel: End of the World Renter Rooms and Andre Maul's Tower. Bloodmoon Creatures - Grizzly Bear: Has been added to the following leveled lists, at level 7: ex_ascadianisles_lev+0 ex_ascadianisles_lev+2 ex_ascadianisles_lev-1 ex_ascadianisles_sleep ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep in_cave_all_lev+0 in_cave_all_lev+2 in_cave_all_lev-1 - Plague Bear: Added to the following lists, at level 10: ex_sheogorad_lev+0 ex_sheogorad_lev+2 ex_sheogorad_lev-1 ex_sheogorad_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep - Tusked Bristleback: Added to the following lists, at level 12: ex_ascadianisles_lev+0 ex_ascadianisles_lev+2 ex_ascadianisles_lev-1 ex_ascadianisles_sleep ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_sheogorad_lev+0 ex_sheogorad_lev+2 ex_sheogorad_lev-1 ex_sheogorad_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep in_cave_all_lev+0 in_cave_all_lev+2 in_cave_all_lev-1 - Wolf: Two types of wolves are added by this mod: bm_wolf_grey_lvl_1 and bm_wolf_grey. They've been added to the following leveled lists, at levels 3 and 7 respectively: ex_ascadianisles_lev+0 ex_ascadianisles_lev+2 ex_ascadianisles_lev-1 ex_ascadianisles_sleep ex_azurascoast_lev+0 ex_azurascoast_lev+2 ex_azurascoast_lev-1 ex_azurascoast_sleep ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_molagmar_lev+0 ex_molagmar_lev+2 ex_molagmar_lev-1 ex_molagmar_sleep ex_sheogorad_lev+0 ex_sheogorad_lev+2 ex_sheogorad_lev-1 ex_sheogorad_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep in_cave_all_lev+0 in_cave_all_lev+2 in_cave_all_lev-1 - Plague Wolf: Added to the following lists, at level 8: ex_grazelands_lev+0 ex_grazelands_lev+2 ex_grazelands_lev-1 ex_grazelands_sleep ex_sheogorad_lev+0 ex_sheogorad_lev+2 ex_sheogorad_lev-1 ex_sheogorad_sleep ex_westgash_lev+0 ex_westgash_lev+2 ex_westgash_lev-1 ex_westgash_sleep ex_wild_all_lev+0 ex_wild_all_lev+2 ex_wild_all_lev-1 ex_wild_all_sleep - Dire Frost Atronach: This one required special handling. This creature (atronach_frost_bm) is placed in vanilla only in Aesliip's Lair, with a script attached associated with the related quest. The script can't be removed without breaking (one path of) that quest, and it would cause problems if attached to creatures anywhere else. So, a copy of this creature has been created (necro_atronach_frost_bm). The script has been removed from the new creature, and it's been added to the following lists at level 15: in_dae_all_lev+0 in_dae_all_lev+2 in_dae_all_lev-2 in_dae_atronach_lev+0 in_dae_atronach_lev+2 in_dae_atronach_lev-2 and the following lists at level 18: ex_molagmar_lev+0 ex_molagmar_lev+2 ex_molagmar_lev-1 ex_molagmar_sleep The original creature remains unmodified and exclusive to Aesliip's Lair. - Bonewolf: Added to the following lists, at level 5: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 in_tomb_all_lev_trib in_tomb_bone_lev+0 in_tomb_bone_lev+2 in_tomb_bone_lev-2 It was added to the in_tomb_bone lists and not the in_tomb_skele lists because otherwise the in_tomb_bone lists would have remained unchanged, and the Bonewolf is the most appropriate creature to add to them. Also, the addition to in_tomb_all_lev_trib will diversify the undead in Mournhold. (Skeleton Berserkers and Greater Skeleton Champions below are also added to this list.) - Skeleton Berserker: There are two creatures added here, skeleton nord and skeleton nord_2, which are very similar except the _2 variant has more health. They've been added to the following leveled lists, at levels 9 and 10 respectively: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 in_tomb_all_lev_trib in_tomb_skele_lev+0 in_tomb_skele_lev+2 in_tomb_skele_lev-2 - Greater Skeleton Champion: This one also required some special handling. There are actually three different types of this creature. The creatures bm_sk_champ_bloodskal01 and 02 are placed only in Bloodskal Barrow, and have a script attached to them which disables them until you pick up the sword in that barrow. The third type, bm skeleton champion gr, is not in Bloodskal Barrow, but instead just on a few generic Bloodmoon leveled creature lists. However, it also has the bloodskal script attached to it, which causes all instances of this creature to not appear until the sword in Bloodskal Barrow has been picked up. Since this is clearly a mistake, the script has been removed from bm skeleton champion gr. This creature, now that it will actually show up as intended, has been added to the following lists at level 15: in_tomb_all_lev+0 in_tomb_all_lev+2 in_tomb_all_lev-2 in_tomb_all_lev_trib in_tomb_skele_lev+0 in_tomb_skele_lev+2 in_tomb_skele_lev-2 Version History Version 1.1.2 - 2021-01-19 - Added "Fewer BM Creatures" version omitting the more conventional Bloodmoon creatures such as bears and wolves. Version 1.1.1 - 2020-10-27 - Incorporated Patch for Purists fixes for Hrordis, Durus Marius and Severa Magia (now in Dark Brotherhood faction). Version 1.1 - 2020-04-23 - Added optional Tribunal-only version. - Removed Greater Ancestor Ghost from in_tomb_skele lists. Version 1.0 - 2020-04-21 - 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. Submitter Necrolesian Submitted 11/04/2021 Category Overhauls & Expansions  
  15. View File Balanced Passive Races and Birthsigns Balanced Passive Races and Birthsigns Summary This mod is a rebalance of the game's races and birthsigns, based on the related portion of BTB's Game Improvements, with each race and birthsign having only permanent abilities rather than powers or spells. Description In creating BTBGI, BTB strove to make each race and each birthsign unique, interesting and useful, as opposed to many being generic, mostly indistinguishable clones and some being worse than useless. See BTB's original documentation, included in the archive, where he goes into great detail about his changes and the reasoning behind them. However, I had two general complaints that this mod seeks to address. These complaints are not specific to BTB's changes - the same issues exist in the vanilla game. First, a few races have multiple weapon skills and/or multiple armor skills among their skill bonuses. This might make sense in the abstract, especially for a warlike, martial race like the Nords. But in practice, you're likely to only be using one primary weapon type and one primary armor type, which means that, in any given playthrough, the additional weapon and armor skill boosts are wasted. This mod adjusts the skill boosts as needed to ensure that no race has bonuses to more than one weapon skill (not including Marksman and Hand-to-Hand) or more than one armor skill (not including Unarmored). Racial skill bonuses are not modified from BTB's version except as needed to ensure this, so by and large they're the same as in BTBGI. I endeavored to make the distribution of weapon and armor skill bonuses balanced, and to choose replacement skill boosts that make sense for the race in question and that are balanced with respect to other races. The archive includes a spreadsheet detailing the skill bonuses for each race in vanilla, BTBGI and this mod, and the skill distribution in each. My second complaint was that all races (in BTBGI) and many birthsigns have once-a-day powers that are only useful when actively used by the player. Some players, including myself, forget that they have these once-a-day powers, and so the powers end up going unused, and therefore useless. This mod removes all racial and birthsign powers. (BTBGI had already removed all spells from the races and birthsigns, converting them to either powers or abilities.) Instead new permanent abilities are added, or new effects added to existing abilities, on top of the changes made by BTB. In selecting the new abilities, my objective was to make each roughly equally useful. In many cases these new abilities will have a significant impact on gameplay, but not so powerful that they break the game. I endeavored to make races and birthsigns even more unique than in BTBGI. Like in BTBGI, none of the races or birthsigns have negative effects (except The Atronach's Stunted Magicka). In addition, the race descriptions for a few races (Argonian, Bosmer, Dunmer, Imperial, Nord and Redguard) have been updated to adjust or remove text that was no longer accurate given the changes made by this mod. Note that this mod does not (further) change racial base attributes relative to BTBGI. BTB's base attributes are *very* well balanced, and I saw no need to muck around with them. The archive includes a spreadsheet detailing the base attributes in vanilla and in BTBGI (and my mod). Races This section will present a list of racial base attributes, skill bonuses and abilities in this mod. Due to limitations of the text editor, comparison tables are not included here. See the readme in the archive for side-by-side comparisons of abilities between vanilla, BTBGI and this mod, and see the included spreadsheets for comparisons of base attributes and skill bonuses. For Fortify Maximum Magicka, the boost to the magicka multiplier is 1/10 the magnitude. For example, a magnitude of 20 means that max magicka is increased by 2.0 times intelligence. Powers in vanilla and BTBGI are not listed here, but are listed in the readme, for the purpose of comparison. Just remember that all racial and birthsign powers have been removed in this mod. Also keep in mind that base attributes have not been changed from BTBGI (and there are no sex differences), and that, like in BTBGI, all skill bonuses are +10. Changes/additions from BTBGI are in a different color. Altmer Attributes: STR 20, INT 50, WIL 50, AGI 20, SPD 30, END 20, PER 50, LUK 40 Skills: Alchemy, Alteration, Conjuration, Destruction, Enchant, Mercantile, Speechcraft Abilities: Fortify Maximum Magicka 20, Resist Common Disease 75, Reflect 25 The new Reflect effect is powerful, but not game-breaking. Note that The Ritual birthsign now also has Reflect 25; if combined, they would give Reflect 50, which is just as powerful as The Atronach's Spell Absorption 50. This change will also make you think twice about using offensive magic against Altmer NPCs. Argonian Attributes: STR 30, INT 30, WIL 30, AGI 40, SPD 40, END 40, PER 30, LUK 40 Skills: Alchemy, Athletics, Illusion, Medium Armor, Mysticism, Spear, Unarmored Abilities: Resist Common Disease 75, Resist Poison 100, Water Breathing, Swift Swim 25, Chameleon 10 The Chameleon effect is a pretty major change, making Argonians even more unique, and providing another incentive to play as one. Argonians lack any stealth-related skill boosts, but 10 points of Chameleon helps make up for that, making a sneaky Argonian character more attractive. It also makes sense, as some reptiles have the ability to blend in to their environment. In-game, this ability is called Argonian Camouflage. Note that The Shadow birthsign now also has Chameleon 10; if combined, they will give Chameleon 20, which is quite powerful for a stealth-oriented character. Bosmer Attributes: STR 20, INT 30, WIL 30, AGI 50, SPD 40, END 30, PER 40, LUK 40 Skills: Acrobatics, Alchemy, Enchant, Light Armor, Marksman, Sneak, Speechcraft Abilities: Resist Common Disease 75, Resist Paralysis 100, Sanctuary 20 The new Sanctuary ability gives Bosmer more staying power against non-mages. It also makes Bosmer NPCs harder for *you* to hit. You don't want to be swinging away at them with a weapon skill of 15, and if you have magical alternatives, Bosmer are good enemies to use them on. Breton Attributes: STR 30, INT 50, WIL 40, AGI 30, SPD 30, END 20, PER 40, LUK 40 Skills: Alchemy, Alteration, Enchant, Illusion, Mysticism, Restoration, Unarmored Abilities: Fortify Maximum Magicka 10, Resist Magicka 50, Resist Paralysis 75 Resist Magicka does not protect against paralysis, so this change makes Bretons even more defensive. If paralysis is your go-to effect for disabling hostiles, you might want to switch tactics against Bretons. Dunmer Attributes: STR 30, INT 40, WIL 30, AGI 40, SPD 40, END 30, PER 30, LUK 40 Skills: Athletics, Conjuration, Destruction, Light Armor, Marksman, Mysticism, Short Blade Abilities: Resist Fire 75, Resist Blight Disease 75 Having lived in the shadow of Red Mountain for so long, the Dunmer have developed a resistance (but not immunity) to the blight. This makes them unique among the races, and gives them a distinct advantage against blighted creatures. Imperial Attributes: STR 40, INT 30, WIL 30, AGI 30, SPD 30, END 30, PER 50, LUK 40 Skills: Block, Hand-to-Hand, Heavy Armor, Long Blade, Mercantile, Restoration, Speechcraft Abilities: Resist Shock 75, Restore Fatigue 1 Thanks to high-quality conditioning, Imperials are better able to withstand extended physical exertion than the other races. They can run, swim, jump and fight for longer without getting winded. With BTBGI, the extra 1 point per second of fatigue regeneration will very likely be enough to be able to run indefinitely without getting tired. Without BTBGI, long-distance running will still wear you out unless you have rather high endurance, but you'll be able to go quite a bit longer. Khajiit Attributes: STR 30, INT 40, WIL 20, AGI 50, SPD 50, END 30, PER 20, LUK 40 Skills: Acrobatics, Athletics, Hand-to-Hand, Light Armor, Security, Short Blade, Sneak Abilities: Resist Frost 50, Night Eye 25, Jump 8, SlowFall 10 This is a big change for Khajiit players, providing a significant increase in mobility (and decreasing the need for a Levitate spell). Khajiit are cats, after all, who can jump significant heights and always land on their feet. The magnitude of a Jump effect is the number by which your normal jump height is *multiplied*, so this change means you jump 8 times higher than normal. It also means this has an increasing effect as your Acrobatics skill increases. So if you're wondering about the unusual magnitude (not a multiple of 5), this is why. Magnitude 10 is too much, and I thought 5 wasn't enough. The Slowfall effect exists to ensure that you don't take falling damage by just jumping vertically and landing at the same height you jumped from. This change will allow you to bypass the end of the chargen process, by jumping over the wall outside the Census and Excise office. This is bad because you won't be able to save your game until you go talk to Sellus Gravius like you're supposed to. So just proceed through chargen like normal. Nord Attributes: STR 50, INT 30, WIL 40, AGI 30, SPD 20, END 40, PER 30, LUK 40 Skills: Armorer, Axe, Block, Heavy Armor, Marksman, Mercantile, Unarmored Abilities: Resist Frost 100, Resist Shock 50, Fortify Attack 20 The Fortify Attack ability fits pretty well with a martial race like the Nords. It can also serve as a substitute for all those weapon skill bonuses that Nords used to have, allowing more effective use of weapons you're not skilled in. It also perfectly balances out Bosmer's Sanctuary 20. Nord players have an advantage against Bosmer NPCs compared to other player races, and Nord NPCs will present a unique threat to Bosmer players by cancelling out their Sanctuary advantage. Orc Attributes: STR 50, INT 20, WIL 50, AGI 20, SPD 20, END 50, PER 30, LUK 40 Skills: Armorer, Athletics, Block, Blunt Weapon, Hand-to-Hand, Heavy Armor, Unarmored Abilities: Resist Magicka 25, Resist Fire 50, Resist Normal Weapons 25, Resist Shock 25 The increase in Resist Fire magnitude and the addition of Resist Shock make Orcs even more of a defensive race, contrasted with Nords who are more offensive with their Fortify Attack. It also balances out the elemental resistances among the races, in my opinion. Redguard Attributes: STR 40, INT 20, WIL 20, AGI 40, SPD 50, END 50, PER 20, LUK 40 Skills: Acrobatics, Armorer, Athletics, Block, Hand-to-Hand, Long Blade, Medium Armor Abilities: Resist Poison 75, Resist Fire 25, Spell Absorption 15 The Resist Fire can be explained by the Redguards' long occupancy of the scorching deserts of Hammerfell, and I think it further balances out elemental resistances (Resist Fire 75 for Dunmer, 50 for Orcs, 25 for Redguards). The Spell Absorption effect makes Redguards more unique and gives them an advantage other races don't have. It's mainly a defensive trait, making this martial race of warriors particularly suited to go up against wizards. The magnitude is high enough to be noticeable, without being so high as to be unbalanced. It would also be quite useful to a Redguard magic user, if you can overcome the Redguards' lack of magicka bonus and low intelligence. A magicka-boosting birthsign would be ideal in this case, especially The Mage which also boosts intelligence. If it's a favored attribute, you can start with an intelligence of 50 and magicka of 100. Speaking of birthsigns, though, this trait would obviously combine to great effect with The Atronach and its Spell Absorption 50. This wouldn't quite result in Spell Absorption 65, because Spell Absorption isn't additive; it would result in two separate chances to absorb, one at 15% and the other at 50%. But a Redguard Atronach would still be uniquely protected against magic. Birthsign Abilities This section will list all birthsign abilities in this mod. For a side-by-side comparison with vanilla and BTBGI, see the readme (due to limitations in the text editor). Like with races, any powers in vanilla or BTBGI will not be listed here, though they are listed in the full readme for the purpose of comparison. Remember that all powers have been removed from this mod. Birthsigns that don't have powers in BTBGI have not been changed in this mod compared to BTBGI, though are still listed here. Again, changes/additions from BTBGI are in a different color. The Apprentice Fortify Maximum Magicka 10, Resist Magicka 15 Going further than BTB did, this birthsign now provides the opposite effect of vanilla's Weakness to Magicka, though with a more modest magnitude. It now provides a straightforward boon to mages of all races. An obvious synergy is with Bretons' Resist Magicka 50 (and to a lesser extent with Orcs' Resist Magicka 25). A Breton Apprentice will have Resist Magicka 65, which is very good protection against non-elemental magic. In otherwise vanilla Morrowind (i.e. without BTBGI), the Cuirass of the Savior's Hide will bring a Breton up to Resist Magicka 100 constant effect, with or without this birthsign. BTBGI gimps the Cuirass down to Resist Magicka 25, so a Breton with the Cuirass is down to 75 magnitude. This birthsign boosts that to 90. It's possible to acquire Resist Magicka 100 constant effect in regular BTBGI (without this mod), but this mod makes it somewhat easier for a Breton Apprentice, who will need fewer items to pull it off. The Atronach Fortify Maximum Magicka 10, Spell Absorption 50, Stunted Magicka This birthsign has not been changed from BTBGI, but giving it to a Redguard (who now has Spell Absorption 15) has interesting potential. It doesn't quite result in Spell Absorption 65 - rather, it results in two separate chances to absorb, 15% and 50% - but it does provide a Redguard unique protection against magic. The Lady Fortify Personality 20, Fortify Willpower 20, Fortify Acrobatics 10, Fortify Unarmored 10 A few birthsigns now feature skill boosts, and this is one of them. I thought the two affected skills were appropriate for an ability named "Lady's Grace," and the unarmored boost in particular is enhanced by BTBGI, which increases the effectiveness of the unarmored skill. The Lord Fortify Endurance 20, Resist Normal Weapons 15 Synergizes well with the Orcs' abilities. An Orc Lord will have Resist Normal Weapons 40, which is pretty formidable, especially combined with an Orc's magic resistance. Not to mention an endurance of 70, which will result in higher health. The Lover Fortify Agility 20, Resist Paralysis 75 I think the Resist Paralysis effect combines well with Fortify Agility to create a character with unimpeded movement (helpful in a lover). Will combine with a Breton's Resist Paralysis 75 to result in immunity. The Mage Fortify Maximum Magicka 10, Fortify Intelligence 20 Unchanged from BTBGI. Provides a straightforward and more useful boost to a natural mage class, and can also be used to good effect to make a decent magic user of a traditionally non-magic-oriented race, especially Redguards with their Spell Absorption 15. The Ritual Reflect 25 This is the first of three birthsigns that had no permanent abilities at all in either vanilla or BTBGI. When combined with the Altmer's Reflect 25 it provides Reflect 50, which is quite powerful both defensively and offensively against magic users. The Serpent Night Eye 15, Swift Swim 25 This birthsign provides another option for constant Night Eye without having to play as a Khajiit. If you're using a good lighting overhaul, this is a great utility birthsign, freeing you from having to carry around light sources and allowing you to save your magical resources for other spells. This probably isn't the best birthsign for a Khajiit, as Night Eye 40 is not much more useful than Night Eye 25. Swift Swim 25 is also a benefit to any player. An Argonian Serpent would be particularly at home in the water: a very speedy swimmer with Swift Swim 50, who can breathe water and see better underwater to boot. The Shadow Chameleon 10 The Shadow is an obvious choice for a stealth-focused character, whether a sneak thief or a backstabber. Chameleon 10 is enough to provide a noticeable benefit when sneaking around, without being game-breaking. Any race will benefit from this birthsign, but Argonians stand out due to their inherent Chameleon 10. An Argonian with The Shadow will have Chameleon 20, which will greatly enhance their ability to go unseen. The Steed Fortify Speed 20, Feather 100, Fortify Athletics 20 This is perhaps the least creative of the changes from BTBGI in this mod. It just makes The Steed more of what it already was: a speed boost. The Thief Sanctuary 10, Fortify Luck 20 A Bosmer Thief would have Sanctuary 30, and their boosted luck would make their own strikes more likely to connect (among many other benefits). This would make an interesting warrior or archer build, though the luck boost is universally useful. The Tower Detect Animal 200, Detect Enchantment 200, Detect Key 200, Fortify Security 20 This is the ultimate situational awareness birthsign, which is definitely enhanced by Morrowind Code Patch, which allows the Detect Animal effect to also detect NPCs. Now you'll know that there's an NPC behind that door who has enchanted stuff, and those hidden keys in ancestral tombs won't be able to hide from you. The boost to security is also very useful, especially to a thief character (or to any character who wants to be able to get at locked up stuff without using Alteration magic). The Warrior Fortify Attack 10, Fortify Strength 20 The archetypal fighter's birthsign. Makes you a big brute with a big stick who hits like a ton of bricks and can carry lots of loot. That said, the strength boost is universally useful, and would be very convenient for one of the weaker races (Altmer and Bosmer have a strength of 20 now!) to compensate for their weakness. And if you're playing a Bosmer marksman specialist, keep in mind that the damage from marksman weapons, just like other weapons, is modified by strength. Nords under the sign of The Warrior, benefiting from Fortify Attack 30, will rarely miss with their weapons, and will do more damage with each swing. Recommendations This mod requires only Morrowind; it doesn't even require Tribunal or Bloodmoon. However, there are a number of other mods that work very well with this one and that I strongly recommend. 1. Morrowind Code Patch (beta Everybody who plays the vanilla Morrowind engine (i.e. not OpenMW) should be using MCP anyway, but there are a number of patches in MCP that are highly recommended with this mod. - Attribute uncap: Allows base attributes to be increased beyond 100. Otherwise, attribute boosts from birthsigns would ultimately be wasted. - Skill uncap: Allows skills to be raised beyond 100. Some birthsigns now include Fortify Skill effects. Without MCP's skill uncapper, those skill boosts would ultimately be wasted once you get to 100 skill, and would reduce your maximum level if the affected skill is a major or minor skill. - Slowfall overhaul: Fixes a bug where 1 point of Slowfall effect would be enough to eliminate all falling damage, plus fixes a couple other problematic aspects of the Slowfall effect. Without this patch, the Khajiit's inherent Slowfall would eliminate falling damage from any height. - Detect life spell variant: Gives the Detect Animal spell effect the ability to also detect NPCs (without this patch, it can only detect creatures). This makes the ability from The Tower birthsign much more useful. 2. BTB's Game Improvements - Necro Edit: This mod is based on BTBGI's race and birthsign edits, and using the rest of BTBGI is strongly recommended in order to balance many other aspects of the game. Some changes made by BTBGI fit very well with this mod; for example, it increases the effectiveness of the unarmored skill, making The Lady's unarmored boost more useful. I recommend the Necro Edit version of BTBGI; be sure to use the "No RAB" BTBGI plugin with this mod. 3. Stealth Improved: Among other things, Stealth Improved reduces the effectiveness of Chameleon in avoiding detection, which works well with this mod's Chameleon abilities for Argonians and those with The Shadow birthsign. 4. Blighted Blight and Creeping Blight: Blighted Blight restores the possibility of catching blight diseases when out in a blight storm, while Creeping Blight implements the possibility of blight storms outside of Red Mountain before the Main Quest is complete. Together, these mods make the Dunmer's inherent blight resistance more useful by making the blight more threatening. 5. Let There Be Darkness and True Lights and Darkness: A good lighting overhaul not only makes the game look much better generally and makes lighting much more realistic, but it's also essential for making the Night Eye effect at all useful. With vanilla lighting, there are very few circumstances in which you would need Night Eye, which would render the Khajiit's (and The Serpent's) constant Night Eye mostly useless. I use LTBD to lower ambient lighting with TLAD settings, and the "TLAD Lights" MWSE mod to improve light sources. Compatibility This mod will conflict with other race and birthsign mods. It's compatible with BTBGI Necro Edit, though you should use the "No RAB" BTBGI plugin, which omits BTBGI's race- and birthsign-related edits. Known Issues There are no known issues with this mod, as such; I'm not aware of anything not working correctly. However, there are a few effects that this mod can grant as constant abilities that some people find annoying or undesirable to have as a constant effect, and this is a good place to discuss them. 1. Night Eye: Khajiit have Night Eye 25, and those who choose The Serpent birthsign have Night Eye 15 (those who choose both will have Night Eye 40). With respect to Khajiit, the magnitude has been lowered from BTBGI (which gave them 50 points Night Eye) so well-lit areas shouldn't look too bright. But some people don't like any permanent Night Eye, and if you're one of them, it's pretty easy to change. Just open the plugin with Enchanted Editor or TESAME, and delete the reference to the spell "eye of night." This will revert the Khajiit special to a spell as in vanilla. For The Serpent, you'll need to edit the "Star-Cursed" birthsign and remove the "necro_serpent_night_eye" special. 2. Chameleon: Argonians and those who choose The Shadow birthsign have Chameleon 10 (those who choose both will have Chameleon 20). The Chameleon effect will result in characters being very slightly translucent. This is most noticeable with Argonian NPCs, though it can also be seen on an affected player character in third person. I'm not bothered by this, but some find this slight translucency to be visually distracting. If you really don't like it, there are a couple ways to address it. The first way is to use the mod Chameleon, which will eliminate the visual effect (and will also cause certain NPCs and creatures who are supposed to be translucent to be fully visible instead). The second way is to remove it from the mod. For Argonians, edit their race record and remove the special "necro_arg_chameleon". For The Shadow, Chameleon is the only effect for that birthsign, so you'll need to edit the mod in the CS and assign it a different special. 3. Detect Animal/Enchantment/Key: Those who choose The Tower birthsign will have permanent Detect Animal, Detect Enchantment and Detect Key, 200 feet. Normally this just displays little red, blue and yellow circles on the local map and minimap, but users of Enhanced Detection (or the Lite/Less Lite version) will continuously see ED's new VFX for creatures (and NPCs with the related MCP patch), enchantments and keys. (Actually, the original ED will change the Beggar's Nose spell, overriding this mod and reverting it back to a spell. The Lite version doesn't do this, and the Less Lite version has a "BTBGI Mode" setting which will protect the ability from being changed, along with making a few other changes for consistency with BTBGI. So this issue only actually applies if you're using ED Lite, or Less Lite with BTBGI Mode enabled.) These effects don't bother me, but if you don't like having them on all the time, and you don't want to stop using Enhanced Detection Lite/Less Lite, you can easily change this part of the mod. In Enchanted Editor or TESAME, just delete the reference to the spell "beggar's nose spell". This will revert it to a spell as in vanilla. 4. Water Breathing: Argonians have constant Water Breathing. Contrary to a common perception, this does not break the Temple quest that sends you to the Puzzle Canal - it's still possible to complete - but it does require you to complete it in a manner other than what was intended. (Hint: What matters is your current health.) However, if you really don't want constant water breathing, you can delete the reference to the spell "argonian breathing", which will revert it to a spell (and remove Swift Swim), as in vanilla. Or, to keep Swift Swim, you can edit the spell in the CS and change its type from an ability to a spell, or just add a new Swift Swim ability. Version History Version 1.0.1 - 2021-06-04 - Bosmer: Detect Animal 200 feet changed to Sanctuary 20 points, due to a Morrowind bug that happens when a race has a Detect Animal ability. - Imperial: Sanctuary 20 points changed to Restore Fatigue 1 point. - Orc: The special "Resist Normal Weapons" renamed to "Resist Weapons" (the effect itself is unchanged). - Khajiit: Night Eye magnitude lowered from 50 to 25, so well-lit areas won't look too bright. - The Serpent: Night Eye magnitude lowered from 25 to 15. Version 1.0 - 2020-04-05 - 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. Submitter Necrolesian Submitted 11/04/2021 Category Races & Birthsigns  
  16. Version 1.0.1

    24 downloads

    Balanced Passive Races and Birthsigns Summary This mod is a rebalance of the game's races and birthsigns, based on the related portion of BTB's Game Improvements, with each race and birthsign having only permanent abilities rather than powers or spells. Description In creating BTBGI, BTB strove to make each race and each birthsign unique, interesting and useful, as opposed to many being generic, mostly indistinguishable clones and some being worse than useless. See BTB's original documentation, included in the archive, where he goes into great detail about his changes and the reasoning behind them. However, I had two general complaints that this mod seeks to address. These complaints are not specific to BTB's changes - the same issues exist in the vanilla game. First, a few races have multiple weapon skills and/or multiple armor skills among their skill bonuses. This might make sense in the abstract, especially for a warlike, martial race like the Nords. But in practice, you're likely to only be using one primary weapon type and one primary armor type, which means that, in any given playthrough, the additional weapon and armor skill boosts are wasted. This mod adjusts the skill boosts as needed to ensure that no race has bonuses to more than one weapon skill (not including Marksman and Hand-to-Hand) or more than one armor skill (not including Unarmored). Racial skill bonuses are not modified from BTB's version except as needed to ensure this, so by and large they're the same as in BTBGI. I endeavored to make the distribution of weapon and armor skill bonuses balanced, and to choose replacement skill boosts that make sense for the race in question and that are balanced with respect to other races. The archive includes a spreadsheet detailing the skill bonuses for each race in vanilla, BTBGI and this mod, and the skill distribution in each. My second complaint was that all races (in BTBGI) and many birthsigns have once-a-day powers that are only useful when actively used by the player. Some players, including myself, forget that they have these once-a-day powers, and so the powers end up going unused, and therefore useless. This mod removes all racial and birthsign powers. (BTBGI had already removed all spells from the races and birthsigns, converting them to either powers or abilities.) Instead new permanent abilities are added, or new effects added to existing abilities, on top of the changes made by BTB. In selecting the new abilities, my objective was to make each roughly equally useful. In many cases these new abilities will have a significant impact on gameplay, but not so powerful that they break the game. I endeavored to make races and birthsigns even more unique than in BTBGI. Like in BTBGI, none of the races or birthsigns have negative effects (except The Atronach's Stunted Magicka). In addition, the race descriptions for a few races (Argonian, Bosmer, Dunmer, Imperial, Nord and Redguard) have been updated to adjust or remove text that was no longer accurate given the changes made by this mod. Note that this mod does not (further) change racial base attributes relative to BTBGI. BTB's base attributes are *very* well balanced, and I saw no need to muck around with them. The archive includes a spreadsheet detailing the base attributes in vanilla and in BTBGI (and my mod). Races This section will present a list of racial base attributes, skill bonuses and abilities in this mod. Due to limitations of the text editor, comparison tables are not included here. See the readme in the archive for side-by-side comparisons of abilities between vanilla, BTBGI and this mod, and see the included spreadsheets for comparisons of base attributes and skill bonuses. For Fortify Maximum Magicka, the boost to the magicka multiplier is 1/10 the magnitude. For example, a magnitude of 20 means that max magicka is increased by 2.0 times intelligence. Powers in vanilla and BTBGI are not listed here, but are listed in the readme, for the purpose of comparison. Just remember that all racial and birthsign powers have been removed in this mod. Also keep in mind that base attributes have not been changed from BTBGI (and there are no sex differences), and that, like in BTBGI, all skill bonuses are +10. Changes/additions from BTBGI are in a different color. Altmer Attributes: STR 20, INT 50, WIL 50, AGI 20, SPD 30, END 20, PER 50, LUK 40 Skills: Alchemy, Alteration, Conjuration, Destruction, Enchant, Mercantile, Speechcraft Abilities: Fortify Maximum Magicka 20, Resist Common Disease 75, Reflect 25 The new Reflect effect is powerful, but not game-breaking. Note that The Ritual birthsign now also has Reflect 25; if combined, they would give Reflect 50, which is just as powerful as The Atronach's Spell Absorption 50. This change will also make you think twice about using offensive magic against Altmer NPCs. Argonian Attributes: STR 30, INT 30, WIL 30, AGI 40, SPD 40, END 40, PER 30, LUK 40 Skills: Alchemy, Athletics, Illusion, Medium Armor, Mysticism, Spear, Unarmored Abilities: Resist Common Disease 75, Resist Poison 100, Water Breathing, Swift Swim 25, Chameleon 10 The Chameleon effect is a pretty major change, making Argonians even more unique, and providing another incentive to play as one. Argonians lack any stealth-related skill boosts, but 10 points of Chameleon helps make up for that, making a sneaky Argonian character more attractive. It also makes sense, as some reptiles have the ability to blend in to their environment. In-game, this ability is called Argonian Camouflage. Note that The Shadow birthsign now also has Chameleon 10; if combined, they will give Chameleon 20, which is quite powerful for a stealth-oriented character. Bosmer Attributes: STR 20, INT 30, WIL 30, AGI 50, SPD 40, END 30, PER 40, LUK 40 Skills: Acrobatics, Alchemy, Enchant, Light Armor, Marksman, Sneak, Speechcraft Abilities: Resist Common Disease 75, Resist Paralysis 100, Sanctuary 20 The new Sanctuary ability gives Bosmer more staying power against non-mages. It also makes Bosmer NPCs harder for *you* to hit. You don't want to be swinging away at them with a weapon skill of 15, and if you have magical alternatives, Bosmer are good enemies to use them on. Breton Attributes: STR 30, INT 50, WIL 40, AGI 30, SPD 30, END 20, PER 40, LUK 40 Skills: Alchemy, Alteration, Enchant, Illusion, Mysticism, Restoration, Unarmored Abilities: Fortify Maximum Magicka 10, Resist Magicka 50, Resist Paralysis 75 Resist Magicka does not protect against paralysis, so this change makes Bretons even more defensive. If paralysis is your go-to effect for disabling hostiles, you might want to switch tactics against Bretons. Dunmer Attributes: STR 30, INT 40, WIL 30, AGI 40, SPD 40, END 30, PER 30, LUK 40 Skills: Athletics, Conjuration, Destruction, Light Armor, Marksman, Mysticism, Short Blade Abilities: Resist Fire 75, Resist Blight Disease 75 Having lived in the shadow of Red Mountain for so long, the Dunmer have developed a resistance (but not immunity) to the blight. This makes them unique among the races, and gives them a distinct advantage against blighted creatures. Imperial Attributes: STR 40, INT 30, WIL 30, AGI 30, SPD 30, END 30, PER 50, LUK 40 Skills: Block, Hand-to-Hand, Heavy Armor, Long Blade, Mercantile, Restoration, Speechcraft Abilities: Resist Shock 75, Restore Fatigue 1 Thanks to high-quality conditioning, Imperials are better able to withstand extended physical exertion than the other races. They can run, swim, jump and fight for longer without getting winded. With BTBGI, the extra 1 point per second of fatigue regeneration will very likely be enough to be able to run indefinitely without getting tired. Without BTBGI, long-distance running will still wear you out unless you have rather high endurance, but you'll be able to go quite a bit longer. Khajiit Attributes: STR 30, INT 40, WIL 20, AGI 50, SPD 50, END 30, PER 20, LUK 40 Skills: Acrobatics, Athletics, Hand-to-Hand, Light Armor, Security, Short Blade, Sneak Abilities: Resist Frost 50, Night Eye 25, Jump 8, SlowFall 10 This is a big change for Khajiit players, providing a significant increase in mobility (and decreasing the need for a Levitate spell). Khajiit are cats, after all, who can jump significant heights and always land on their feet. The magnitude of a Jump effect is the number by which your normal jump height is *multiplied*, so this change means you jump 8 times higher than normal. It also means this has an increasing effect as your Acrobatics skill increases. So if you're wondering about the unusual magnitude (not a multiple of 5), this is why. Magnitude 10 is too much, and I thought 5 wasn't enough. The Slowfall effect exists to ensure that you don't take falling damage by just jumping vertically and landing at the same height you jumped from. This change will allow you to bypass the end of the chargen process, by jumping over the wall outside the Census and Excise office. This is bad because you won't be able to save your game until you go talk to Sellus Gravius like you're supposed to. So just proceed through chargen like normal. Nord Attributes: STR 50, INT 30, WIL 40, AGI 30, SPD 20, END 40, PER 30, LUK 40 Skills: Armorer, Axe, Block, Heavy Armor, Marksman, Mercantile, Unarmored Abilities: Resist Frost 100, Resist Shock 50, Fortify Attack 20 The Fortify Attack ability fits pretty well with a martial race like the Nords. It can also serve as a substitute for all those weapon skill bonuses that Nords used to have, allowing more effective use of weapons you're not skilled in. It also perfectly balances out Bosmer's Sanctuary 20. Nord players have an advantage against Bosmer NPCs compared to other player races, and Nord NPCs will present a unique threat to Bosmer players by cancelling out their Sanctuary advantage. Orc Attributes: STR 50, INT 20, WIL 50, AGI 20, SPD 20, END 50, PER 30, LUK 40 Skills: Armorer, Athletics, Block, Blunt Weapon, Hand-to-Hand, Heavy Armor, Unarmored Abilities: Resist Magicka 25, Resist Fire 50, Resist Normal Weapons 25, Resist Shock 25 The increase in Resist Fire magnitude and the addition of Resist Shock make Orcs even more of a defensive race, contrasted with Nords who are more offensive with their Fortify Attack. It also balances out the elemental resistances among the races, in my opinion. Redguard Attributes: STR 40, INT 20, WIL 20, AGI 40, SPD 50, END 50, PER 20, LUK 40 Skills: Acrobatics, Armorer, Athletics, Block, Hand-to-Hand, Long Blade, Medium Armor Abilities: Resist Poison 75, Resist Fire 25, Spell Absorption 15 The Resist Fire can be explained by the Redguards' long occupancy of the scorching deserts of Hammerfell, and I think it further balances out elemental resistances (Resist Fire 75 for Dunmer, 50 for Orcs, 25 for Redguards). The Spell Absorption effect makes Redguards more unique and gives them an advantage other races don't have. It's mainly a defensive trait, making this martial race of warriors particularly suited to go up against wizards. The magnitude is high enough to be noticeable, without being so high as to be unbalanced. It would also be quite useful to a Redguard magic user, if you can overcome the Redguards' lack of magicka bonus and low intelligence. A magicka-boosting birthsign would be ideal in this case, especially The Mage which also boosts intelligence. If it's a favored attribute, you can start with an intelligence of 50 and magicka of 100. Speaking of birthsigns, though, this trait would obviously combine to great effect with The Atronach and its Spell Absorption 50. This wouldn't quite result in Spell Absorption 65, because Spell Absorption isn't additive; it would result in two separate chances to absorb, one at 15% and the other at 50%. But a Redguard Atronach would still be uniquely protected against magic. Birthsign Abilities This section will list all birthsign abilities in this mod. For a side-by-side comparison with vanilla and BTBGI, see the readme (due to limitations in the text editor). Like with races, any powers in vanilla or BTBGI will not be listed here, though they are listed in the full readme for the purpose of comparison. Remember that all powers have been removed from this mod. Birthsigns that don't have powers in BTBGI have not been changed in this mod compared to BTBGI, though are still listed here. Again, changes/additions from BTBGI are in a different color. The Apprentice Fortify Maximum Magicka 10, Resist Magicka 15 Going further than BTB did, this birthsign now provides the opposite effect of vanilla's Weakness to Magicka, though with a more modest magnitude. It now provides a straightforward boon to mages of all races. An obvious synergy is with Bretons' Resist Magicka 50 (and to a lesser extent with Orcs' Resist Magicka 25). A Breton Apprentice will have Resist Magicka 65, which is very good protection against non-elemental magic. In otherwise vanilla Morrowind (i.e. without BTBGI), the Cuirass of the Savior's Hide will bring a Breton up to Resist Magicka 100 constant effect, with or without this birthsign. BTBGI gimps the Cuirass down to Resist Magicka 25, so a Breton with the Cuirass is down to 75 magnitude. This birthsign boosts that to 90. It's possible to acquire Resist Magicka 100 constant effect in regular BTBGI (without this mod), but this mod makes it somewhat easier for a Breton Apprentice, who will need fewer items to pull it off. The Atronach Fortify Maximum Magicka 10, Spell Absorption 50, Stunted Magicka This birthsign has not been changed from BTBGI, but giving it to a Redguard (who now has Spell Absorption 15) has interesting potential. It doesn't quite result in Spell Absorption 65 - rather, it results in two separate chances to absorb, 15% and 50% - but it does provide a Redguard unique protection against magic. The Lady Fortify Personality 20, Fortify Willpower 20, Fortify Acrobatics 10, Fortify Unarmored 10 A few birthsigns now feature skill boosts, and this is one of them. I thought the two affected skills were appropriate for an ability named "Lady's Grace," and the unarmored boost in particular is enhanced by BTBGI, which increases the effectiveness of the unarmored skill. The Lord Fortify Endurance 20, Resist Normal Weapons 15 Synergizes well with the Orcs' abilities. An Orc Lord will have Resist Normal Weapons 40, which is pretty formidable, especially combined with an Orc's magic resistance. Not to mention an endurance of 70, which will result in higher health. The Lover Fortify Agility 20, Resist Paralysis 75 I think the Resist Paralysis effect combines well with Fortify Agility to create a character with unimpeded movement (helpful in a lover). Will combine with a Breton's Resist Paralysis 75 to result in immunity. The Mage Fortify Maximum Magicka 10, Fortify Intelligence 20 Unchanged from BTBGI. Provides a straightforward and more useful boost to a natural mage class, and can also be used to good effect to make a decent magic user of a traditionally non-magic-oriented race, especially Redguards with their Spell Absorption 15. The Ritual Reflect 25 This is the first of three birthsigns that had no permanent abilities at all in either vanilla or BTBGI. When combined with the Altmer's Reflect 25 it provides Reflect 50, which is quite powerful both defensively and offensively against magic users. The Serpent Night Eye 15, Swift Swim 25 This birthsign provides another option for constant Night Eye without having to play as a Khajiit. If you're using a good lighting overhaul, this is a great utility birthsign, freeing you from having to carry around light sources and allowing you to save your magical resources for other spells. This probably isn't the best birthsign for a Khajiit, as Night Eye 40 is not much more useful than Night Eye 25. Swift Swim 25 is also a benefit to any player. An Argonian Serpent would be particularly at home in the water: a very speedy swimmer with Swift Swim 50, who can breathe water and see better underwater to boot. The Shadow Chameleon 10 The Shadow is an obvious choice for a stealth-focused character, whether a sneak thief or a backstabber. Chameleon 10 is enough to provide a noticeable benefit when sneaking around, without being game-breaking. Any race will benefit from this birthsign, but Argonians stand out due to their inherent Chameleon 10. An Argonian with The Shadow will have Chameleon 20, which will greatly enhance their ability to go unseen. The Steed Fortify Speed 20, Feather 100, Fortify Athletics 20 This is perhaps the least creative of the changes from BTBGI in this mod. It just makes The Steed more of what it already was: a speed boost. The Thief Sanctuary 10, Fortify Luck 20 A Bosmer Thief would have Sanctuary 30, and their boosted luck would make their own strikes more likely to connect (among many other benefits). This would make an interesting warrior or archer build, though the luck boost is universally useful. The Tower Detect Animal 200, Detect Enchantment 200, Detect Key 200, Fortify Security 20 This is the ultimate situational awareness birthsign, which is definitely enhanced by Morrowind Code Patch, which allows the Detect Animal effect to also detect NPCs. Now you'll know that there's an NPC behind that door who has enchanted stuff, and those hidden keys in ancestral tombs won't be able to hide from you. The boost to security is also very useful, especially to a thief character (or to any character who wants to be able to get at locked up stuff without using Alteration magic). The Warrior Fortify Attack 10, Fortify Strength 20 The archetypal fighter's birthsign. Makes you a big brute with a big stick who hits like a ton of bricks and can carry lots of loot. That said, the strength boost is universally useful, and would be very convenient for one of the weaker races (Altmer and Bosmer have a strength of 20 now!) to compensate for their weakness. And if you're playing a Bosmer marksman specialist, keep in mind that the damage from marksman weapons, just like other weapons, is modified by strength. Nords under the sign of The Warrior, benefiting from Fortify Attack 30, will rarely miss with their weapons, and will do more damage with each swing. Recommendations This mod requires only Morrowind; it doesn't even require Tribunal or Bloodmoon. However, there are a number of other mods that work very well with this one and that I strongly recommend. 1. Morrowind Code Patch (beta Everybody who plays the vanilla Morrowind engine (i.e. not OpenMW) should be using MCP anyway, but there are a number of patches in MCP that are highly recommended with this mod. - Attribute uncap: Allows base attributes to be increased beyond 100. Otherwise, attribute boosts from birthsigns would ultimately be wasted. - Skill uncap: Allows skills to be raised beyond 100. Some birthsigns now include Fortify Skill effects. Without MCP's skill uncapper, those skill boosts would ultimately be wasted once you get to 100 skill, and would reduce your maximum level if the affected skill is a major or minor skill. - Slowfall overhaul: Fixes a bug where 1 point of Slowfall effect would be enough to eliminate all falling damage, plus fixes a couple other problematic aspects of the Slowfall effect. Without this patch, the Khajiit's inherent Slowfall would eliminate falling damage from any height. - Detect life spell variant: Gives the Detect Animal spell effect the ability to also detect NPCs (without this patch, it can only detect creatures). This makes the ability from The Tower birthsign much more useful. 2. BTB's Game Improvements - Necro Edit: This mod is based on BTBGI's race and birthsign edits, and using the rest of BTBGI is strongly recommended in order to balance many other aspects of the game. Some changes made by BTBGI fit very well with this mod; for example, it increases the effectiveness of the unarmored skill, making The Lady's unarmored boost more useful. I recommend the Necro Edit version of BTBGI; be sure to use the "No RAB" BTBGI plugin with this mod. 3. Stealth Improved: Among other things, Stealth Improved reduces the effectiveness of Chameleon in avoiding detection, which works well with this mod's Chameleon abilities for Argonians and those with The Shadow birthsign. 4. Blighted Blight and Creeping Blight: Blighted Blight restores the possibility of catching blight diseases when out in a blight storm, while Creeping Blight implements the possibility of blight storms outside of Red Mountain before the Main Quest is complete. Together, these mods make the Dunmer's inherent blight resistance more useful by making the blight more threatening. 5. Let There Be Darkness and True Lights and Darkness: A good lighting overhaul not only makes the game look much better generally and makes lighting much more realistic, but it's also essential for making the Night Eye effect at all useful. With vanilla lighting, there are very few circumstances in which you would need Night Eye, which would render the Khajiit's (and The Serpent's) constant Night Eye mostly useless. I use LTBD to lower ambient lighting with TLAD settings, and the "TLAD Lights" MWSE mod to improve light sources. Compatibility This mod will conflict with other race and birthsign mods. It's compatible with BTBGI Necro Edit, though you should use the "No RAB" BTBGI plugin, which omits BTBGI's race- and birthsign-related edits. Known Issues There are no known issues with this mod, as such; I'm not aware of anything not working correctly. However, there are a few effects that this mod can grant as constant abilities that some people find annoying or undesirable to have as a constant effect, and this is a good place to discuss them. 1. Night Eye: Khajiit have Night Eye 25, and those who choose The Serpent birthsign have Night Eye 15 (those who choose both will have Night Eye 40). With respect to Khajiit, the magnitude has been lowered from BTBGI (which gave them 50 points Night Eye) so well-lit areas shouldn't look too bright. But some people don't like any permanent Night Eye, and if you're one of them, it's pretty easy to change. Just open the plugin with Enchanted Editor or TESAME, and delete the reference to the spell "eye of night." This will revert the Khajiit special to a spell as in vanilla. For The Serpent, you'll need to edit the "Star-Cursed" birthsign and remove the "necro_serpent_night_eye" special. 2. Chameleon: Argonians and those who choose The Shadow birthsign have Chameleon 10 (those who choose both will have Chameleon 20). The Chameleon effect will result in characters being very slightly translucent. This is most noticeable with Argonian NPCs, though it can also be seen on an affected player character in third person. I'm not bothered by this, but some find this slight translucency to be visually distracting. If you really don't like it, there are a couple ways to address it. The first way is to use the mod Chameleon, which will eliminate the visual effect (and will also cause certain NPCs and creatures who are supposed to be translucent to be fully visible instead). The second way is to remove it from the mod. For Argonians, edit their race record and remove the special "necro_arg_chameleon". For The Shadow, Chameleon is the only effect for that birthsign, so you'll need to edit the mod in the CS and assign it a different special. 3. Detect Animal/Enchantment/Key: Those who choose The Tower birthsign will have permanent Detect Animal, Detect Enchantment and Detect Key, 200 feet. Normally this just displays little red, blue and yellow circles on the local map and minimap, but users of Enhanced Detection (or the Lite/Less Lite version) will continuously see ED's new VFX for creatures (and NPCs with the related MCP patch), enchantments and keys. (Actually, the original ED will change the Beggar's Nose spell, overriding this mod and reverting it back to a spell. The Lite version doesn't do this, and the Less Lite version has a "BTBGI Mode" setting which will protect the ability from being changed, along with making a few other changes for consistency with BTBGI. So this issue only actually applies if you're using ED Lite, or Less Lite with BTBGI Mode enabled.) These effects don't bother me, but if you don't like having them on all the time, and you don't want to stop using Enhanced Detection Lite/Less Lite, you can easily change this part of the mod. In Enchanted Editor or TESAME, just delete the reference to the spell "beggar's nose spell". This will revert it to a spell as in vanilla. 4. Water Breathing: Argonians have constant Water Breathing. Contrary to a common perception, this does not break the Temple quest that sends you to the Puzzle Canal - it's still possible to complete - but it does require you to complete it in a manner other than what was intended. (Hint: What matters is your current health.) However, if you really don't want constant water breathing, you can delete the reference to the spell "argonian breathing", which will revert it to a spell (and remove Swift Swim), as in vanilla. Or, to keep Swift Swim, you can edit the spell in the CS and change its type from an ability to a spell, or just add a new Swift Swim ability. Version History Version 1.0.1 - 2021-06-04 - Bosmer: Detect Animal 200 feet changed to Sanctuary 20 points, due to a Morrowind bug that happens when a race has a Detect Animal ability. - Imperial: Sanctuary 20 points changed to Restore Fatigue 1 point. - Orc: The special "Resist Normal Weapons" renamed to "Resist Weapons" (the effect itself is unchanged). - Khajiit: Night Eye magnitude lowered from 50 to 25, so well-lit areas won't look too bright. - The Serpent: Night Eye magnitude lowered from 25 to 15. Version 1.0 - 2020-04-05 - 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.
  17. Version 1.3.1

    25 downloads

    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.
  18. View File 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. Submitter Necrolesian Submitted 11/04/2021 Category Items  
  19. Version 1.0.1

    19 downloads

    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.
  20. View File 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. Submitter Necrolesian Submitted 11/04/2021 Category Items  
  21. View File 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. Submitter Necrolesian Submitted 11/04/2021 Category Items  
  22. Version 1.1.1

    20 downloads

    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.
  23. View File Economy Adjuster Adjustments Economy Adjuster Adjustments Summary This archive contains edited versions of the Merchant Skills and Crime modules of HotFusion's Economy Adjuster. These edited versions are based on the "BTB Edit" version by BTB, with additional changes. My version of the Merchant Skills module adds a number of service providers that were missed by HotFusion and BTB, changes the formula that determines the NPCs' new mercantile and speechcraft skills, and makes a few additional tweaks to the scripts. Also included is a version of the plugin that edits the relevant NPCs directly rather than via script. My version of the Crime module increases the bounty for theft, increases the death sentence threshold, and increases the bounty-to-jail-time ratio (decreasing time spent in jail for a given bounty). See below, and especially the included readme, for more detailed explanations. Merchant Skills HotFusion's original Merchant Skills plugin aims to increase the mercantile and speechcraft skills of Morrowind's service providers, in order to balance the game's economy and make it more difficult for the player to exploit merchants. This is done via scripts added in dialogue, to avoid editing the NPCs themselves (for compatibility reasons). There are two scripts, one for trainers and one for non-trainers. BTB's version of the plugin optimizes the method of insertion of the scripts, and adds a few NPCs that were missed by HotFusion. My version of this module basically makes two types of changes from BTB's version: (1) adding service providers that were still missed in BTB's version and fixing those who got the wrong script, and (2) adjusting the scripts themselves to change the formula and make a few other tweaks. NPCs Added or Fixed Regarding the first set of changes, a number of service providers (quite a lot, actually) were either given the wrong script or were erroneously not affected at all. Hopefully all such cases have been fixed now. The spreadsheet service_providers.ods included with this archive lists all service providers in the vanilla game affected by this plugin, separated into two sheets, one for trainers and one for non-trainers. Each sheet has columns for the NPCs' vanilla and new mercantile and speechcraft skills. Regular Script Changes The second change made in my version of the plugin is to adjust the formulas in the scripts themselves, and make a few additional optimizations. To the "regular" script (the one given to non-trainers), the following changes have been made: 1. If statements have been added to ensure that mercantile and speechcraft skills will never be lowered by the script. 2. Another if statement has been added setting a floor of 30 for the new skill values. This minimizes (but does not eliminate) the potential for the player to exploit merchants for unlimited money. (See HotFusion's original readme for a more in-depth discussion on this topic.) 3. The formula that determines the new skill values has been changed. HotFusion's and BTB's versions of the plugin use the formula level * 5. My version changes it to level * 4 + 20. This results in a minimum value of 32 for almost all service providers, while providing (I feel) a smooth difficulty curve as merchants' levels increase. Service providers of level 20 or above will have mercantile and speechcraft skills of 100. Training Script Changes The training script checks to see if the trainer's mercantile and speechcraft skill is already in their top three skills (in other words, if it's a skill that the NPC offers training in). If so, it's left alone, in order to avoid changing the level to which they train the skill. If not, it's raised to a value one lower than the trainer's third-highest skill (any higher and it would change which skills the NPC trains). My changes to the script set a cap of level * 4 + 20 for the adjusted skills. I've also made a couple tweaks to ensure that the script works as intended. Mercantile and speechcraft skills will now be set to either level * 4 + 20, or one lower than the trainer's third-highest skill, whichever is lower, unless it's already in their top three skills, in which case it will be left alone. A check is also performed to ensure that the trainer's skills will never be lowered by the script. Direct Edit Version Also included is a version of the Merchant Skills plugin that edits the relevant NPCs directly, rather than modifying their skills via scripts started by new greetings. This is a less obtrusive way of making these changes, from the player's perspective (no more "..." greetings). However, this version of the plugin is also much less compatible. The regular Merchant Skills plugin should be compatible with just about everything (at worst, some merchant added by a mod might not be affected or might get the wrong script). The "direct" version, on the other hand, will conflict with any mod that touches any of the affected NPCs (including any mod that implements Cinia Urtius). It will also not affect merchants added by mods. If you want to use this version of the plugin, I suggest using an object merger such as tes3merge to resolve conflicts. MCP "Mercantile Fix" Patch One more issue needs to be addressed here: whether or not the "Mercantile Fix" patch in Morrowind Code Patch should be enabled when using the Merchant Skills plugin. After a bit of testing, my conclusion is that yes, it should be enabled. See the included readme for an in-depth discussion. Crime The original version of the Crime module by HotFusion aims to make being caught committing crimes considerably more costly. It does this primarily by increasing the bounties for various crimes. It also sets the threshold for a death sentence (the point at which guards will just attack you instead of trying to arrest you) equal to one gold higher than the bounty for one murder plus one assault, so you have significantly less leeway than in vanilla before you earn a death sentence. The BTB Edit version of the plugin also increases the bounty for trespassing (unlocking owned doors and containers), which was missed in HotFusion's original. However, there are a few issues remaining in BTB's version that I aim to address in my version of the plugin: the bounty for theft, the death sentence threshold, and the number of days spent in jail. Theft Bounty Neither previous version of the plugin increases the bounty for theft. In vanilla, and with HotFusion's and BTB's version of the Crime module, the bounty for stealing an item is equal to the value of the item. My version increases the bounty to ten times the value of the item. This ensures that theft is not financially rewarding if you get caught. The readme contains a summary table of the bounties for various crimes, in vanilla, HotFusion's version, BTB's version, and my version. I recommend BTB's Game Improvements, which among many other game balance changes lowers the value of the super-valuable items. Death Sentence Threshold HotFusion and BTB set the threshold for a death sentence to 54001 gold (which is one gold more than the bounty for one murder plus one assault). I think this would be a bit too harsh even under ideal circumstances, but there's one thing that makes such a (relatively) low death sentence threshold particularly problematic: occasionally you can be charged for more crimes than you actually committed. For example, you can walk up to an NPC and murder them in front of witnesses, and instead of being charged for only one assault and one murder, you're charged for two assaults and two murders, resulting in a bounty of 108000 and an instant death sentence. This only happens occasionally, and I'm not sure what causes this bug or how to fix it, but this clearly won't do. To give the player a bit more leeway, I've changed the threshold for a death sentence from 54001 to 150000. This does not constitute a license to murder on a whim, as you'll still earn a death sentence if you go around killing people indiscriminately, and the high bounty for murder is no longer a laughing matter. Jail Time Ratio In Vanilla Morrowind, the ratio of bounty to days in jail is 100:1. In other words, you must spend one day in jail for every 100 gold of your bounty (with a minimum jail stay of one day). For each day you spend in jail, one of your skills, chosen at random, will be decreased by one (unless the randomly chosen skill is sneak or security, in which case it will be raised by one instead). HotFusion's and BTB's version of the Crime module drastically increase the bounties for crimes, but do not alter the jail time ratio. This means that the time you must spend in jail for crimes if you can't pay your bounty, and the number of skill points lost as a consequence, also increases drastically, to the point of being truly debilitating with high bounties. For one murder and one assault (bounty 54000), you will be required to spend 540 days in jail if you can't pay, which means almost 540 points of total skill loss (minus the random security and sneak gains). Losing over 500 skill points is utterly devastating to your game; you'll see a skill screen full of zeros unless you're already at a very high level. The result of this is that going to jail for murder becomes absolutely unacceptable, and players will simply reload their previous save if they get caught and are unable to pay. My version of the plugin increases the ratio from 100:1 to 1000:1. Jail time is still significantly harsher than vanilla for assault and murder, but it's now no longer so debilitating as to be unacceptable, and so going to jail might be a practical option rather than save scumming. The readme contains a summary table listing the length of jail stay for various crimes, in vanilla, HotFusion's version, BTB's version, and my version. tes3mp Conversion of Merchant Skills Also available is an optional file for tes3mp users, thanks to the work of aziwa. All the new greetings have been removed from the plugin, as the scripts are now triggered by lua code. Also included is a .lua file to be installed on the server side. See the .lua file itself for instructions. Version History Main File Version 1.1.3 - 2021-11-23 - Raised the bounty thresholds for a number of greetings and other dialogue entries that had been missed in earlier versions. - Removed PFP dependency (all PFP fixes are still incorporated - only the dependency has been removed). Version 1.1.2 - 2021-01-23 - Incorporated Patch for Purists fixes for 120+ Hello voice lines in the Crime plugin. Thanks to Sigourn for these fixes! Version 1.1.1 - 2020-09-27 - Incorporated Patch for Purists fixes for five greetings in the Crime plugin, most importantly the result text of the death warrant greeting. Version 1.1 - 2020-03-22 - Added "direct" version of Merchant Skills plugin that edits relevant NPCs directly rather than changing their skills via scripts. - Fixed minor script error in regular Merchant Skills module. Version 1.0 - 2019-07-24 - Initial release. tes3mp Conversion Version 1.0 - 2020-03-14 - 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. Submitter Necrolesian Submitted 11/04/2021 Category Overhauls & Expansions  
  24. View File BTB's Game Improvements - Necro Edit BTB's Game Improvements - Necro Edit Summary This is a modified version of BTB's Game Improvements. All modules except for the character module have been combined into a single plugin (BTB's race- and birthsign-related edits in the character module are in a separate plugin). BTB's edits that he included in his modified versions of Morrowind Advanced and Service Requirements have been incorporated. In addition, quite a number of changes have been made from the original BTBGI, and a number of new things have been added. Introduction to BTBGI BTB's Game Improvements is a massive game balance overhaul that touches on just about every aspect of Morrowind. Among its many changes are: - Races and birthsigns are rebalanced so that each of them are uniquely useful, rather than some being ridiculously overpowered while others are worse than useless. - Magic effects and spells are modified to provide a wider range of genuinely useful options while eliminating many exploits. Your starting spells are also generally more useful. - Magic effect costs have been tweaked to balance their usefulness, both as spells and as potions. - A number of effects have been disabled for spellmaking and enchanting, to prevent exploits. - NPCs have quite a few new powerful spells to use against you. - Ingredient values have been modified to reflect their rarity or difficulty in acquiring them. - Ingredient effects have been rebalanced to make potion creation both more useful and more hazardous (due to negative effects being more common in created potions). - The game's stock potions have been overhauled to make them all useful without being too overpowered, and to prevent certain exploits. - Values of overpriced equipment have been drastically lowered. - Equipment stats and especially enchantments have been painstakingly overhauled. No more is the game's equipment divided into a mountain of useless junk on the one hand and a few overpowered gems on the other hand. - Many game settings have been modified to improve game balance or increase difficulty. - Enchanted items will no longer regain charge over time, requiring the use of soulgems to recharge them. - It's no longer possible to self-enchant items, or to make custom constant effect enchantments. - Skill progression rates have been overhauled in many cases. This is an extremely brief summary of BTBGI, and there are many more changes not mentioned here. I recommend checking out BTB's original documentation, included in the archive, and especially his excellent readme, for a lot more information about BTBGI, along with BTB's reasoning for many of his changes. Changes from BTBGI This section summarizes the more important changes compared to the original BTBGI. See changelog.txt in the archive for a detailed list of all changes from the original. Also see changes.txt for a full list of changes the mod makes to vanilla Morrowind. First, four of the five modules of BTBGI - Spells, Alchemy, Equipment and Settings - have been combined into a single plugin, with a number of changes made to each, while the Character module is still a separate plugin (BTBGI Races and Birthsigns). Some of the important modifications to each module are listed below. (It's convenient to list changes by module even though the modules are mostly no longer separate.) Character - The Level Up Birthsign Remover script was removed. This script removed the attribute-boosting birthsigns on sleeping and re-added them after, so that their bonuses to attributes would not count toward the attribute cap of 100. With the "attribute uncap" feature of Morrowind Code Patch, this is no longer necessary. - The changes from the character module (race- and birthsign-related edits) are not in the main plugin, but in the BTBGI Races and Birthsigns plugin. This is so those using an alternate race and birthsign mod (like Balanced Passive Races and Birthsigns) can skip BTBGI's race and birthsign edits. Spells - BTB changed the magnitude of all Slowfall effects to 1, due to a bug in vanilla Morrowind that eliminated all falling damage even with only 1 magnitude. An MCP feature has since fixed this bug, which means a Slowfall magnitude of 1 is no longer useful. All magnitudes of premade Slowfall spells have been increased to 20, which is enough to ensure no falling damage with the MCP feature applied. This also applies to potions and enchantments. In addition, spellmaking and enchanting have been reenabled for the Slowfall effect. BTB disabled them to prevent you from creating super-cheap custom spells at magnitude 1, but that consideration no longer applies. - Most Light effects were on target instead of on self, which is of very limited usefulness. Now most Light effects are on self. This also applies to a few enchantments. Alchemy - BTB drastically increased the weight of alchemy apparatus, with higher quality apparatus being heavier. I thought this discouraged the use of alchemy, so I partly reversed these changes. The weight of apprentice apparatus has been left as BTB set it (rather heavy), with weight now decreasing rather than increasing with higher quality. - The apparatus rebalance has been extended to Secret Master's apparatus, in case you're using a mod that places them in the game. - In vanilla, some ingredients have a harmful first effect. BTB made it so that all ingredients have a positive first effect. I thought this didn't make sense (and some ingredients, like Bungler's Bane, are supposed to be harmful if eaten raw), so I partly reverted this change. Now, some ingredients have negative first effects again, as in vanilla. The list of effects has not been changed for any ingredient, only their order in some cases. - BTB didn't touch the cursed varieties of ingredients, which made it easy to tell when an ingredient is cursed. Now cursed ingredients are identical to their regular counterparts. Certain unique ingredients have also been adjusted in line with changes made to the normal ingredients they're based on. - BTB changed the Fortify Fatigue potions to Resist Normal Weapons, to prevent an exploit involving using Fortify Fatigue to boost your fatigue ratio above 1.0. There's now an MWSE mod, Fortify MAX, which causes Fortify Fatigue to affect max as well as current fatigue, rendering this exploit no longer possible. Therefore, these potions have been changed back to Fortify Fatigue, with magnitudes and durations the same as the Fortify Health potions. Equipment - A lot of high-end equipment is insanely overpriced in vanilla. BTB drastically reduced the values of a lot of this stuff, but some items were still worth too much. This is particularly notable with glass equipment, which is the highest quality stuff available for purchase. BTB couldn't reduce glass equipment values too much because then it would be too cheap to buy. The result is that glass armor was a lot more expensive than daedric with BTBGI. My solution is to make unenchanted glass equipment no longer available for purchase, then tank the values. The values of base (unenchanted) glass equipment have been significantly lowered. Some other equipment (like adamantium, dreugh, and some of the Bloodmoon stuff) has also seen value reductions. - To go along with the above change, glass equipment is no longer available for purchase. Glass stuff for sale has been replaced with lower-quality equipment. This mainly affects a shop at Ghostgate, but also affects a Mournhold shop, plus three shops throughout Vvardenfell that sold Glass Daggers. This applies only to unenchanted equipment; enchanted glass stuff for sale has not been touched. Note that there is a conflict with Patch for Purists here. PFP deletes a pair of Glass Bracers from Mournhold, Armory and replaces them with a new pair, and I can't touch PFP's new bracers without requiring PFP. Therefore, a patch plugin is included in the archive that deletes PFP's new bracers from that cell so they won't overlap with their replacements made by the main plugin. Also, these changes make Glass Claymores and Bracers extremely rare, so one of each has been placed in the game. - Enchant capacities, which BTB didn't touch, have been overhauled for consistency and balance. The mod basically includes my Enchant Capacity Rebalance mod. Changes are generally modest, and are within vanilla ranges for the most part. Enchant values for weapons, armor and clothing have been modified. See the documentation for details. - BTB increased the gold values of many unenchanted weapons, but the generic enchanted weapons based on them were largely untouched. Gold values for many generic enchanted weapons have been increased for consistency (so they'll be more valuable than their unenchanted counterparts). - A few changes have been made to the "ignores resist" weapon flag. A few weapons have seen the flag removed, either for consistency or because they really shouldn't have it. (Use the MWSE-lua mod Enchanted Weapon Resistance for additional consistency changes to this flag.) In addition, a number of weapons that wrongly did not have the flag set now do, notably adamantium weapons. - A number of weapons made of silver did not have the "silver weapon" flag set. This flag is responsible for silver weapons doing double damage to werewolves. All such weapons now have the flag set. One weapon that wrongly had the flag set now no longer does. - BTB reduced the amount the Mournhold Museum of Artifacts will pay for artifacts in line with their new values, but missed two of them. This oversight has now been rectified. Also, the bounty received when talking to Torasa Aram about an artifact after having stolen it from the museum is now ten times the (new) base value of the artifact, across the board. - Certain cursed or unique varities of equipment have been made identical to their regular counterparts. Also, two "uncursed" varieties of weapons added by PFP have been incorporated with their stats changed to match the regular versions of those weapons, so PFP users will no longer find the uncursed varieties to have different stats. - A couple items with drain/damage enchantments that made absolutely no sense have been fixed. This includes Slave Bracers and Elvul's Black Blindfold. - BTB placed the weapon Wings of the Bat Queen in the game, but the place where he put it didn't make a lot of sense. It's been moved to a more appropriate location. - BTB removed or nerfed a few Chameleon enchantments, to prevent exploits. One of the Chameleon enchantments he changed to a different effect was the Ring of Surroundings, which caused Larrius Varro's dialogue about it being useful for sneaking around to no longer be accurate. The Ring now has a Chameleon enchantment again, though less powerful than in vanilla (and it reuses an enchantment from another item to prevent them from being stacked). Settings - BTB made a number of edits for the purpose of preventing resting outside in the wilderness. To this end, he edited every exterior cell in the game in which resting was legal to make it illegal. He also edited five rest-related GMSTs to make it basically impossible to rest outside for any length of time even if you found a cell in which it was legal. However, there are now two MWSE mods (Limited Resting, Waiting and Regen, and No Rest Without Beds) that do basically the same thing in a much cleaner way via lua. Therefore, the edits to all exterior cells have been removed from the plugin, along with the references to those five GMSTs. - BTB changed the governing attributes of two skills: acrobatics and hand-to-hand. I didn't care for these changes, plus I use a leveling mod that transforms the leveling system in such a way as to make governing attributes less relevant. These changes have been removed from the plugin. - BTB changed the skill progression rates for alchemy, reducing progress gained by creating potions and increasing progress gained by eating ingredients. This change has been reversed and then some, because I don't think eating a flower should make you better at alchemy. Progress for making potions is now higher than in vanilla, while no progress toward the alchemy skill will be gained by eating ingredients. - A few GMST edits have been added that make it harder to successfully bribe NPCs. In addition, a successful barter will no longer increase the merchant's disposition. - BTB intended to prevent all natural growth of misc skills, but in fact misc skill growth was only substantially slowed. It's actually not possible to stop it entirely with a plugin, due to the way the formula works, but misc skill progression has now been slowed even more, to the point that noticeable growth should no longer occur. - BTB also intended to make self-enchanting (creating new enchanted items yourself rather than paying an enchanter for the service) impossible, but it was only made substantially more difficult - self-enchanting was still possible with high enchant skill. It has now been made well and truly impossible. - BTB tweaked a couple of the GMSTs that determine the attribute multipliers gained on levelup, for a more steady progression from x2 to x5. These multipliers have now been made x3 across the board, as long as you gain at one point in a skill governed by that attribute. This was done to take the tedium and minmaxing out of leveling, without being too overpowered. (Note that if you're using a mod like CCCP that overhauls the leveling system, this change won't matter because those multipliers won't be used.) - BTB added restocking filled soulgems to certain merchants, but he had to use a rather convoluted method to do so. These new filled soulgems and the associated script have been removed. Instead, the relevant merchants now sell restocking Soul Trap scrolls, so those not skilled in Mysticism can fill their own soulgems. (The restocking empty soulgems BTB added to merchants have not been touched.) - Rolled Paper (which with BTBGI has a drastically increased enchant capacity) has been added to various merchants, for use in creating scrolls through enchanting (which is cheaper than regular item enchanting due to a GMST edit and an MCP feature). Diseases / Daedric Drops In addition to the revised BTBGI modules, there have been several other additions to the mod. BTB's modifications related to diseases and daedric drops that he added to his edited version of Morrowind Advanced have been incorporated, with the following changes: - BTB removed "Diseased" and "Blighted" from the names of diseased/blighted creatures. These changes have been reversed, because there's an MWSE mod called No Disease Labels that does the same thing and is more thorough. - Among BTB's modifications to disease dialogues were a few changes that were made on the assumption that the player is using a state-based health mod. Those particular changes have been reversed, so the dialogue will be correct regardless of whether you're using such a mod. - The changes to daedric drops (done so you won't end up being up to your eyeballs in daedric equipment dropped by certain creatures) are now identical to those in There Can Be Only One, for compatibility with that mod. This doesn't make much functional difference, except for the addition of a few creatures that BTB missed. Factions Finally, BTB's faction edits that he included in his modified version of Service Requirements have been incorporated. These include changes to attribute and skill requirements, along with favored attributes/skills. No changes have been made on top of BTB's edits here. Creature Buffs A separate add-on plugin has been included that incorporates Morrowind Advanced's buffs to many vanilla creatures, along with buffs to quite a number of additional creatures in line with MWA's changes. See the documentation for details. "Alternate" Plugins Two changes made in BTBGI were controversial enough that BTB created "alternate" versions of two of his modules omitting those changes. First, BTBGI transformed the Khajiit Eye of Night spell into a permanent ability. Some people didn't like the resulting permanent Night-Eye effect, so BTB made an alternate version of his Character module that omitted that change, leaving Eye of Night a spell as in vanilla. Second, the Settings module slowed down the growth of major, minor and misc skills, with misc skill growth stopped entirely (or at least that was the intent). This change was very controversial, so the alternate version of the Settings module omitted the major/minor/misc skill growth rate changes. Both of these changes are found in this version of BTBGI, but no "alternate" plugins are included. The reason for this is that I want to minimize the number of plugins I have to maintain. However, if you really don't like one or both of these changes and preferred BTB's alternate plugins, it's pretty easy to remove them from the mod yourself with Enchanted Editor or TESAME. If you don't like the Khajiit's permanent Night-Eye, open up the Races and Birthsigns plugin in EE/TESAME and delete the reference to the spell "eye of night". If you don't like BTB's changes to skill growth, then, in the main plugin, delete the references to the GMSTs fMajorSkillBonus, fMinorSkillBonus and fMiscSkillBonus. Extra Stuff The original BTBGI archive also includes a directory of "extra stuff," compatibility versions of various mods such as Better Clothes and CanadianIce Robe Replacer. These compatibility versions are not included here, since they're really not necessary. Just use tes3merge to resolve any conflicts. However, there is one exception: Dark Brotherhood Armor Replacer Expanded. If you want to use that mod, you'll want to also download the original BTBGI archive and use BTB's compatibility version of it, which includes BTB's rebalance of DBARE's new equipment. (I recommend using Dark Brotherhood Armor Replacer instead, which does not include new equipment.) Requirements This mod requires Tribunal and Bloodmoon, and the PFP patch requires Patch for Purists. (The Races and Birthsigns add-on requires only Morrowind.) Nothing else is technically required, but a number of changes made in this mod compared to the original BTBGI (in addition to a number of changes made by BTB in the original) are made assuming the use of certain other mods, especially certain MCP patches. See below for details. The optional "Rational Names Addendum" sub-package requires Rational Names, which itself 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 and Load Order This mod touches many aspects of the game, and so has a relatively high potential for conflicts. Using tes3merge will resolve many conflicts. Specific notes regarding conflicts and load order follow. - The Races and Birthsigns add-on can be loaded either before or after the main plugin. - If you're using the "Creature Buffs" add-on, it must load after the main plugin. - The "BTBGI PFP Patch" plugin must also load after the main plugin. - Mort's rebalance mods (Tribunal Rebalance, Bloodmoon Rebalance, Beware the Sixth House There are a few conflicts with these mods, but the conflicts are relatively minor. Specifically there are conflicts regarding Dark Brotherhood, Goblin and Riekling equipment, and with certain Sixth House creatures. It's best to load Mort's rebalance mods after BTBGI, and to use tes3merge. - Morrowind Anti-Cheese: Use Lucas' edited version instead of the original, and load it right after BTBGI and its patches. - More Deadly Morrowind Denizens: The main plugin has no conflicts with BTBGI, though there are a few conflicts with There Can Be Only One. The creatures addon does have a few minor conflicts with BTBGI. I suggest having both plugins load before BTBGI (and before There Can Be Only One if you're using it), and using tes3merge. - There Can Be Only One: There are a few conflicts with both BTBGI and MDMD. This mod should load before BTBGI but after MDMD. - Expansions Integrated: There's a minor conflict with the Blood Axe enchantment. There are also conflicts with MDMD and There Can Be Only One. Load this before BTBGI, MDMD and TCBOO. There are also a number of patches available for the above mods with BTBGI (and with each other), as part of "Lucas' Misc Mods and Patches." Note that there's also a patch for There Can Be Only One and Expansions Integrated missing from that page; it can be found here. If you're using all of the above mods, with patches, the suggested load order is as follows: Expansions Integrated More Deadly Morrowind Denizens MDMD - Creatures Addon MDMD Expansions Integrated Patch There Can Be Only One TCBOO Expansions Integrated Patch TCBOO MDMD Patch BTB's Game Improvements (Necro Edit) BTBGI PFP Patch BTBGI MDMD Creatures Patch Morrowind Anti-Cheese (Lucas' BTBGI compatible version) Tribunal Rebalance Bloodmoon Rebalance Beware the Sixth House And don't forget to use tes3merge. While tes3merge will solve the vast majority of conflicts, it probably won't handle everything perfectly. Using the relevant patches from Lucas' Misc Mods and Patches should solve many problems. - Tamriel Rebuilt: I don't recommend using BTBGI and TR together, since TR's new content is designed with vanilla game balance in mind (which BTBGI tries to move away from). However, if you do want to use both, there is one potential conflict to be aware of. There's a conflict with TR_Factions, but there's a patch for that in Alvazir's Various Patches. - Rational Names: As of BTBGI version 2.0.3, the mod is fully compatible; just install the included MWSE mod to update Rational Names' base names for BTBGI. Recommendations There are quite a few mods that I highly recommend for use with this version of BTBGI. This section is basically a miniature mod list. I'll start off with a few mods that I very strongly recommend. Changes made by BTB, or by me in this version, basically assume the use of some of these mods, so use them. 1. Morrowind Code Patch (Beta Everybody who plays the vanilla Morrowind engine (i.e. not OpenMW) should be using MCP anyway, but there are a number of patches in MCP that are basically essential with this mod. - Slowfall overhaul: Fixes a bug where 1 point of Slowfall effect would be enough to eliminate all falling damage, plus fixes a couple other problematic aspects of the Slowfall effect. The changes to Slowfall effects in this version of BTBGI assume the use of this feature. Without it, you could make extremely cheap and perfectly effective custom Slowfall spells. - Enchanted item cooldown: Not using this feature is highly unbalanced; without it, you can achieve insane DPS with offensive cast on use enchantments. - Enchanted item rebalance: So you won't have an insane number of charges at high enchant skill. - Item recharging rebalance: Makes recharging items with soulgems a more viable option for all character types. This is especially important since BTBGI stops enchanted items from regaining charge over time, requiring the use of soulgems to recharge them. - Soulgem value rebalance: To avoid ridiculously overvalued soulgems when filled with good souls. - Attribute uncap: This version of BTBGI removes the LUBR script that previously allowed birthsign bonuses to help an attribute exceed the cap of 100. This change is made assuming the use of this feature; without this feature, birthsign attribute bonuses would ultimately be wasted. - Allow scroll enchant price modifier: This feature, in combination with a GMST edit made by this mod, allows scrolls to be enchanted at a much lower cost than regular items (since scrolls can only be used once). Without this patch, a few changes made by BTBGI to encourage creating scrolls would be rendered basically useless. 2. Patch for Purists: As always, PFP is highly recommended. All PFP fixes to relevant objects have been painstakingly incorporated into the mod, except where they're intentionally overridden. A patch plugin for PFP is included with this mod, to address an issue with the way PFP handles the Glass Bracers in Mournhold, Armory, and to pull forward a few additional fixes that required a patch. 3. Fortify MAX: Makes Fortify Magicka and Fortify Fatigue affect the maximum as well as the current stat, and is basically essential with this mod. This version of BTBGI restores Fortify Fatigue potions that BTB removed; without Fortify MAX, these potions could be used for a significant exploit. Fortify MAX also makes a couple constant effect Fortify Magicka enchantments in this mod actually useful. 4. Economy Adjuster Crime - Necro Edit: This one is very highly recommended. The penalties for crime are piddling in vanilla Morrowind. You can murder a shopkeeper, pay the small fine, then take all his stuff to sell to the next shop over. This mod significantly increases the penalties for crime. Crime no longer pays (unless you get away with it, of course). 5. HardTrade: Also highly recommended. Makes merchants iron-fisted traders who are almost impossible to exploit the way you can in vanilla Morrowind, by buying for more than you sell for to clean them out. This mod really reduces your ability to become filthy rich by exploiting the economy. 6. Limited Resting, Waiting and Regen, or No Rest Without Beds: Strongly recommended. Either of these mods will prevent you from resting unless you're using a bed. A bunch of edits in the original BTBGI were removed assuming the use of one of these mods. 7. Enchanted Weapon Resistance: Makes the "ignores resist" flag of enchanted weapons (including ammunition) match their unenchanted counterparts; mostly this removes the flag from a bunch of low-end enchanted weapons (made of materials of lower quality than silver). Many similar edits were removed from the BTBGI plugin assuming the use of this mod. 8. No Disease Labels: Removes terms like "Diseased" or "Blighted" from the names of creatures, so you'll no longer know in advance that a creature is diseased. Similar (though less thorough) changes were removed from BTBGI assuming the use of this mod. ----- Beyond the above, there are quite a few additional mods with game balance or difficulty effects that I recommend using with BTBGI: 9. Morrowind Code Patch again: - Pickpocket overhaul: Balances the pickpocket mechanic to not be incredibly stupid. - Healthy appetite: Makes it so that eating ingredients never fails. A huge realism improvement. This works well with changes made to Alchemy skill progression, where eating ingredients no longer grants any skill gain. Also see Controlled Consumption below, which I very highly recommend if you use this feature. - Two-handed weapon removes shield: So you can't benefit from a shield's enchantment while equipping a two-handed weapon. - Alchemy potion weight rebalance: So you can't easily make 0.1 weight potions. - Enchanting increases item value: This is okay since you have to pay to enchant items with BTBGI anyway. - Arrow enchanting: Otherwise, you wouldn't be able to make use of the tweaks to projectile enchant capacities included in this mod. - Fortify maximum health: Otherwise Fortify Health is completely useless. - Exhaust NPCs with Damage Fatigue: Makes this effect more useful. - Strength-based hand to hand damage: Makes hand-to-hand combat more viable, especially with high strength, which enhances the utility of some races' hand- to-hand skill bonuses. - Spellmaker area effect cost: Makes the magicka cost of adding an area effect to a custom spell depend on the spell magnitude, increasing the cost of large area effects. - Spellmaking matches editor: Fixes a bug that caused custom spells to cost more magicka than they should. - Permanent barter disposition changes: With this version of BTBGI, successful barters will no longer increase merchant disposition, but a failed haggle will still lower it. With this feature, such decreases are permanent. Merchants are hard to please but easy to make angry. - Detect life spell variant: Gives the Detect Animal spell effect the ability to also detect NPCs (without this patch, it can only detect creatures). This makes this effect much more useful. BTBGI renames the Detect Creatures spell "Detect Life" assuming the use of this patch. - Hidden traps: This feature is required by one of my other recommendations, so go ahead and enable this if you plan to use Locks and Traps Detection. (If you don't plan on using that mod for some reason, then I wouldn't recommend this patch.) - Hidden locks: Also required by Locks and Traps Detection (without which I would not recommend this patch). - Skill uncap: This one is a matter of personal preference, but I like it, especially if using CCCP. - Weapon resistance change: A mod I highly recommend, Enchanted Weapon Resistance, requires this feature to work properly. - Level-up skills tooltip: Recommended especially if you use CCCP; it will cause that mod to display more useful information. - Mercantile fix: MCP's description does not fully explain what this feature does. This feature has the effect of making it significantly more difficult to exploit merchants. See the readme of my edited version of Economy Adjuster for more details about this. I highly recommend this feature to help balance the economy (though with HardTrade it doesn't really matter because HardTrade totally overrides merchant prices). - Unarmored fix: Allows the unarmored skill to be effective when you're fully unarmored. This works well with this mod's increase in the effectiveness of the unarmored skill. - Reflected spells fix: This is more of a gameplay change than a bugfix. With this feature enabled, when an absorb spell is reflected, the effect is reversed. In other words, cast Absorb Health on an enemy with reflect and the enemy will absorb health from you instead. Note: Do NOT use the "NPC AI casts zero cost powers" MCP feature with this mod, unless you really enjoy dying. 10. Area Effect Arrows Integrated: Adds the area effect arrows from the official plugin to Vvardenfell, without being confined to a single shop. Included is an integrated version of Area Effect Projectiles, which is BTB's edited version of AEA with various balance improvements. 11. Expansions Integrated: Adds some of the content from Tribunal and Bloodmoon (creatures, equipment) to Vvardenfell. Liches and Durzogs and Bears, oh my! Alternatively, you can use Adamantium Armor Integrated, which adds only adamantium armor to Vvardenfell, without any other expansion content. (However, I do NOT recommend using the official plugin Adamantium Armor, which makes the armor available for purchase. This would not work well with this mod's significant reduction to the value of the armor.) 12. Enhanced Detection Lite: Adds a visual effect on screen when under a Detect Animal/Key/Enchantment effect, instead of just circles on the local map. This makes those effects more useful, not to mention more awesome. This is basically needed if you use Map and Compass, which disables the local map. I actually recommend using the "Less Lite" version, especially if you use Locks and Traps Detection and/or Map and Compass. Note that the Less Lite version requires Magicka Expanded, while the Lite version does not. 13. Let There Be Darkness: A good lighting overhaul not only makes the game look much better generally and makes lighting much more realistic, but it's also essential for making the Night-Eye effect at all useful. With vanilla lighting, there are very few circumstances in which you would need Night-Eye, which would render the Khajiit's constant Night-Eye mostly useless. 14. True Lights and Darkness - Necro Edit: I suggest using this along with LTBD for lighting. I use the MWSE lighting overrides in TLAD Necro Edit, along with the interior daylight. 15. Class-Conscious Character Progression: A leveling mod that radically overhauls the game's leveling system. CCCP also includes a state-based health feature, which makes the endurance attribute much more useful (and Drain Endurance effects more dangerous). If you don't use CCCP, I suggest using another mod that implements a state-based health system, like MWSE State-Based Health. 16. Quest Skill Reward Fix: Highly recommended if you use CCCP, because it allows that mod to detect certain scripted skill increases it wouldn't otherwise. 17. Magicka Based Skill Progression: Makes progression in the magic skills depend on how much magicka is expended. This is a definite improvement, but I recommend lowering the progress per magicka point in the MCM; the default value of 0.2 is too high. I use 0.067 myself, though you can use 0.1 if you find that too slow. 18. Nimble Armor: Unarmored skill now contributes to your evasion rating rather than armor rating (you avoid attacks with it rather than reduce their damage). Not only is this nifty, but it also completely avoids the problem of, to use BTB's phrasing, "funny naked people," where NPCs who should be wearing armor go around naked instead because BTBGI increases the effectiveness of the unarmored skill. With Nimble Armor, NPCs will always wear armor if they have it. 19. The Publicans: Gives you more places where you can rent a bed. This is important if you're using Limited Resting, Waiting and Regen, or No Rest Without Beds (highly recommended). 20. Cinia: Adds the medium armor master trainer to the game. 21. Lua Lockbashing: Gives combat-focused characters an option for opening locked containers. 22. Hold Your Breath: Makes the length of time you can hold your breath underwater vary depending on your endurance. 23. Creeping Blight: Implements the possibility of blight storms outside of Red Mountain before the main quest is complete. Works very well with Blighted Blight. Use the MWSE version. 24. Better Character Classes: Rebalances the default classes, turning them into options that a reasonable person might actually choose rather than always creating a custom class. Note that this can exacerbate the "funny naked people" problem, but if you're using Nimble Armor that's a non-issue. 25. Balanced Passive Races and Birthsigns: This one is a matter of personal preference. It's a modified version of the original BTBGI's Character module, with all once-a-day powers replaced with permanent abilities. If you want to use it, then skip the Races and Birthsigns add-on in the BTBGI archive. 26. Service Requirements Lore: In general, makes merchants in factions refuse to serve you unless you're at least the same rank as them. There are a number of exceptions where it makes sense. I suggest using Lucas' edited version. BTB's edited version of Service Requirements is no longer needed, as BTB's faction edits have been incorporated into this mod. 27. Ownership Overhaul: Makes lots and lots of stuff that should be owned actually owned, so you'll have to actually be sneaky if you want to make off with it. Use the .esm version. 28. Equipment Requirements: I highly recommend using my edited version, which is packaged along with Clothing Requirements (though I don't recommend actually using Clothing Requirements). Weapons and armor now have skill requirements to use. Now you can no longer go out and grab top-tier stuff at the beginning of the game just because you know where it is. 29. Armor Rating: Changes how armor rating is calculated. Armor provides more protection than vanilla at low skill, and less protection than vanilla at high skill. The difference between 5 and 100 armor skill is 2x AR, as opposed to 20x in vanilla. 30. Sneaky Strike: Makes the sneak attack multiplier depend on the type of weapon you're holding, with faster weapons like daggers having higher multipliers. You'll also need to edit the config file, which can be found at MWSE\config\sneakyStrike.json, to change the coefShift setting from 3 to 1.5, in order to ensure a reasonable multiplier range (1.0 for very slow weapons, up to 4.75 for very fast weapons). 31. Locks and Traps Detection: Makes whether or not you can detect a trap (and how much information you can see about a lock) depend on your security skill, among other things. A great improvement over the vanilla mechanic. This makes racial bonuses to security even more useful. 32. Stealth Improved: A great balance tweak to the sneak mechanic. In particular, Chameleon and Invisibility no longer guarantee that you will not be detected. 33. Controlled Consumption (MMC Edit): Use the "Vanilla NPC Style (Necro Edit)" module, which implements a five-second cooldown between drinking potions or eating ingredients. This is a significant balance improvement; you can no longer become stronger than god by chugging 20 Fortify Strength potions at once. It's also pretty much essential with MCP's Healthy Appetite feature, which makes eating ingredients never fail. 34. MAB0's Manipulated: Can be used to make certain manipulative spell effects, most importantly Frenzy Humanoid, a crime. No longer can you use a spell to force a friendly NPC to attack you in front of witnesses with no consequences. This requires MAB0's Foundations. 35. DragonDoor: Hostile NPCs will now follow you through loading doors, and can also summon other NPCs in the same cell for help depending on how the mod is configured (the latter feature might be too intense). 36. Dungeons Rest: Enemies are fully restored if you leave their dungeon and then return. Prevents you from wearing them down a bit at a time and resting in between. 37. Limited Leaping: Allows you to set restrictions on jumping so you can't just bunny-hop indefinitely. I suggest setting the cooldown time to one second (the minimum without disabling the cooldown requirement altogether), and the minimum fatigue requirement equal to the fatigue cost of jumping, which is 20 with BTBGI (possibly as high as 35 with Alvazir's More Meaningful Encumbrance Tweak, for which see below). 38. Blighted Blight: Restores the possibility of catching blight diseases when out in a blight storm. Works very well with Creeping Blight. 39. There Can Be Only One: Daedric equipment is now unique; there is only one of each piece in the entire game. 40. Map and Compass: Disables the world map and local map (and the minimap) and replaces them with a static paper map (and you can choose which one(s) to use). Allows you to get genuinely lost and greatly enhances roleplay and exploration. 41. Map Replacements: A set of alternative maps for Map and Compass that I very much prefer. 42. Morrowind Anti-Cheese: Makes a number of additional game balance changes. Use Lucas' edited version, and make sure it loads right after BTBGI and its patches. 43. Tribunal Rebalance: Rebalances the Tribunal expansion content as though it had been created at the same time as the main Morrowind content. 44. Bloodmoon Rebalance: Does the same for the Bloodmoon content. 45. Beware the Sixth House: Makes Sixth House enemies truly fearsome, worthy of being called endgame bosses. 46. More Deadly Morrowind Denizens: Most enemy NPCs in vanilla Morrowind are easy and boring, with the same old useless spells and the same old ho-hum equipment. Not anymore. 47. Lucas' Misc Mods and Patches: Contains patches for a few of the above mods, in particular MDMD. 48. Lucas' BTBGI Patches: Contains more BTBGI patches, along with Lucas' modified version of BTBGI for those who prefer it. Use the Equipment Patch if you're using any of the affected mods. 49. Alvazir's Various Patches: Contains even more BTBGI patches and various tweaks. In particular the More Meaningful Encumbrance tweak (in the BTBGI patch archive) is worth considering - it provides an incentive to watch what you're carrying and avoid loading up unnecessarily. There are also "No MWSE" plugins for OpenMW users. Version History Version 2.0.14 - 2022-02-15 - Increased gold value of Iron Wakizashi for consistency with other iron weapons. - Increased gold value of many generic enchanted weapons for consistency (so they'll be more valuable than their unenchanted counterparts). Version 2.0.13 - 2021-11-17 - Fixed a bug where Clannfear could sometimes drop two Daedra Hearts. They now have a chance (but not a guarantee) of having one, like most other daedra. Version 2.0.12 - 2021-11-16 - The race and birthsign edits have been split off into a separate plugin. Now there's only one version of the main plugin. - Fixed a bug where the damage values for the Iron Halberd, Iron Long Spear, Iron Saber and Dart of Judgement had not been modified as intended. This results in a nerf to the Iron Saber, and a buff to the other three weapons. Version 2.0.11 - 2021-11-03 - Fixed a bug where the AR/health of Glass Boots had not been lowered as intended. - Fixed a bug where some NPCs would cast Blind on themselves. The offending NPC spell has been changed to Fortify Attack instead. Version 2.0.10 - 2021-11-01 - Nerfed the Bound Dagger's damage to match the Daedric Dagger. - Changed equipment health for Bound Longbow, Spear and Dagger to match their daedric counterparts. - Lowered Daedric Longbow minimum chop damage to match BTB's documentation. - Increased Second Barrier Belt's value to match BTB's documentation. Version 2.0.9 - 2021-10-14 - Adamantium spear's reach increased from 1.0 to 1.8 for consistency with all other spears. - Thousand separator removed from Torasa Aram's museum dialogues (e.g. 4,500 -> 4500). - PFP Patch plugin now includes copies of the cursed items edited by BTBGI with PFP's cursed item script, along with BTBGI's changes. Version 2.0.8 - 2021-09-25 - Bumped up the speed/strength of a few creatures to fix a bug where they would be slowed to a crawl or even stopped in their tracks due to the effects of diseases. (Basically incorporates Sigourn's "Creature Tweaks" plugin.) Version 2.0.7 - 2021-09-22 - Helseth now has an ability containing all effects the Royal Signet Ring had in vanilla, so he'll no longer be easier to kill than in vanilla. (The ring itself is just as gimped as in previous versions.) - Fixed a couple bugs where the Fiend Spear/Tanto enchantments were inconsistent with other "fiend" weapons. (The documentation was correct all along, but the plugin was wrong.) Version 2.0.6 - 2021-09-14 - Removed edits that unchecked the "ignore resist" flag for ammunition, as Enchanted Weapon Resistance now affects ammo as well as weapons. - Also removed the edit to this flag for Widowmaker, as it's no longer on Enchanted Weapon Resistance's default blacklist. - Removed a few unneeded edits that were vestiges of the original BTBGI (and that I missed earlier). Version 2.0.5 - 2021-09-13 - Removed most edits that unchecked the "ignore normal weapon resistance" flag, because there's now an MWSE-lua mod (Enchanted Weapon Resistance) that does the same thing in a better and more compatible way. - The Light of Day now uses the mesh/icon of an Ebony Mace rather than Iron Mace, and has the "ignore normal weapon resistance" flag set again. Also adjusted weight, health and weapon speed to match Ebony Mace. - Jacked up a GMST to make self-enchanting truly impossible (as was BTB's original intent - he just didn't raise the GMST high enough). - Fixed a conflict with Tamriel Rebuilt related to the honorguard_en enchantment. (This does not result in any actual in-game change). Version 2.0.4 - 2021-08-12 - Updated Rational Names addendum to work with version 2.0 of Rational Names. Version 2.0.3 - 2021-07-19 - For users of Rational Names, added MWSE mod to update Rational Names' base names for certain items (mostly potions) changed by BTBGI such that Rational Names' default base name was no longer accurate. Version 2.0.2 - 2021-06-06 - Actually changed the effect of the Fortify Fatigue potions from Resist Normal Weapons back to Fortify Fatigue, like I said I did in 2.0.1. Version 2.0.1 - 2021-05-30 - The creature buffs are now a separate plugin. - Added a "No RAB" version omitting the race and birthsign edits, intended for use with a different race/birthsign mod. - All levelup attribute multipliers are now x3. - Ring of Surroundings now has a Chameleon enchantment again, for consistency with dialogue. - Restored BTB's change to the time you can hold your breath underwater (from 20 to 15 seconds). - Restored BTB's change to the sneak attack multiplier (from 4.0 to 2.5). - Restored the two constant effect Fortify Magicka enchantments from BTB's original (they're no longer Fortify Maximum Magicka). This change assumes the use of Fortify MAX. - Resist Weapons potions changed back to Fortify Fatigue, with the same magnitude and duration as Fortify Health potions. This change also assumes the use of Fortify MAX. - Corrected a few mistakes in potions. Version 2.0 - 2020-09-26 - Combined all five BTBGI modules into one plugin. - Level Up Birthsign Remover script removed. - Slowfall magnitudes increased, assuming use of MCP slowfall fix. - Most Light effects are now on self. - Alchemy apparatus weight now decreases rather than increases with quality. - Some ingredients now have negative first effects. - Cursed/unique ingredients are now affected. - Constant effect Fortify Magicka enchantments changed to Fortify Maximum Magicka. - Lowered values for certain equipment that was still worth too much. - Unenchanted glass equipment is no longer for sale. - Overhauled weapon/armor/clothing enchant capacities. - "Ignores resist" and "silver weapon" flags now make sense, depending on the material a weapon is made of. - Certain cursed/unique equipment is now affected. - A couple nonsensical damage/drain enchantments have been fixed. - Wings of the Bat Queen has been moved to a more logical location. - Removed BTB's changes related to resting, governing attributes, sneak attack multiplier, hold breath time, and levelup attribute multipliers. - Alchemy skill progression has been modified to make more sense. - Bribing NPCs is harder. - BTB's restocking filled soulgems have been replaced with Soultrap scrolls. - Rolled Paper added to several merchants, for scroll enchanting. - Incorporated BTB's edits related to diseases and daedric drops in his edited version of Morrowind Advanced. - Removed BTB's changes to diseased/blighted creature names. - Edits related to daedric drops are now identical to those in There Can Be Only One. - Added vanilla creature buffs from Morrowind Advanced. - Buffed many additional vanilla creatures based on MWA's buffs. - Incorporated BTB's faction edits in his edited version of Service Requirements. - Changed the name of the mod because it's not just minor tweaks to a couple modules anymore. - A number of other changes not listed here. See documentation in the archive for a full/detailed list. Version 1.0 - 2019-08-22 - Initial release. Contact Feel free to contact me on Moddinghall or the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/04/2021 Category Overhauls & Expansions  
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