Jump to content

Search the Community

Showing results for tags 'clothing'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Creatures & Monsters
  • Items
  • Housing & Estates
  • Graphics Packs
  • Overhauls & Expansions
  • NPCs & Companions
  • Music & Sounds
  • Tools & Utilities
  • Splash Packs
  • Races & Birthsigns
  • Miscellaneous
  • Resources
  • Quests
  • ModJam Community's Modjam Entries - Summer '21

Forums

  • General
    • News & Announcements
    • General Chat
    • Help & Support
  • Mod Support
    • Creatures & Monsters
    • Items
    • Housing & Estates
    • Graphics Packs
    • Overhauls & Expansions
    • NPCs & Companions
    • Music & Sounds
    • Tools & Utilities
    • Splash Packs
    • Quests
    • Races & Birthsigns
    • Miscellaneous
    • Resources
  • Ashes of the Sharmat's Discussion
  • ModJam Community's Discussion & Voting
  • Danae's Guests's Topics

Product Groups

There are no results to display.

Calendars

  • Community Calendar
  • Ashes of the Sharmat's Events
  • ModJam Community's ModJam Calendar
  • Danae's Guests's RingComics (YAJAN)
  • Danae's Guests's Livestream
  • Danae's Guests's Written Interviews

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Twitch.TV


Youtube

Found 4 results

  1. 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  
  2. 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.
  3. View File Clothing Requirements Clothing Requirements Description This MWSE mod implements level requirements to equip all of Morrowind's clothing items. It's basically Remiros' Equipment Requirements for clothing; in fact, it's really just a modification of Remiros' code, adapted to clothing rather than armor and weapons. Since there's no skill associated with clothing, the criterion used for the requirements is the player's level. Requirements range from level 1 (for unenchanted common clothing and low-end enchanted stuff) to level 60 (for the Royal Signet Ring). For unenchanted clothes, level requirements are level 1 for common, 3 for expensive, 5 for extravagant and 10 for exquisite. For enchanted clothing, requirements vary based on the usefulness of the enchantment (mostly ranging from level 1 to in the 20s, but a few exceptional items are higher). The archive contains a spreadsheet listing all clothing items in the game, their enchantments, and their level requirements. Like in Equipment Requirements, clothing items without a requirement specified in the code (i.e. clothing added by mods not specifically accounted for in this mod) will have a requirement determined by a formula. The formula takes into account the item's value and enchant capacity, but not any enchantment on the item. However, all vanilla clothing items have specified requirements, as do items added by certain mods. Unlike in Equipment Requirements, there is no alternate mode with penalties if you equip an item you don't meet the requirement for. If you're not high enough level, you just can't equip the item. The archive also contains an optional modified version of Remiros' Equipment Requirements, my personal edit of that mod that addresses a few issues with it. A few typos in item IDs have been fixed and missing items added. Additionally, a few balance adjustments have been made, and the lowest-tier stuff is generally equippable by anyone. Also, arrows and bolts now have requirements as well, and a few other changes have been made; see the changelog for a list of additional changes/fixes. 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 I recommend using Consistent Enchanting with this mod. If you're using Consistent Enchanting (and have it configured to carry over enchanted items' base items), the requirements for player-created enchanted items will be 5 higher than the requirement for the base item. (You actually need to have been using Consistent Enchanting at the time the item was created.) This applies to both Clothing Requirements and Equipment Requirements. If you're not using Consistent Enchanting, requirements for player-created enchanted items will be determined by formula, with possibly inconsistent results. Version History Version 1.3.4 - 2021-08-14 Both mods: - Fixed errors caused by how I implemented the feature related to player-created enchanted items in the last update. Should be working correctly now. Version 1.3.3 - 2021-08-12 Both mods: - Requirements for player-created enchanted items will be 5 higher than the requirement for the base item, rather than going by the formula, if you're using Consistent Enchanting. - Updated the code that gets Rational Names' display name for an object to work with version 2.0 of Rational Names. - Various coding improvements. Version 1.3.2 - 2021-07-17 Both mods: - Fixed a bug where the level/skill requirement for an item not present in the data tables (i.e. calculated by formula) could display in the tooltip 1 lower than the real requirement. - For users of Rational Names, the messagebox that displays when the mod prevents you from equipping an item will now display the item's full name, if applicable (names longer than 31 characters). - Items with a level requirement <= 1 (for Clothing Requirements) or a skill requirement <= 5 (for Equipment Requirements) now have no requirement at all. - Various coding improvements. Version 1.3.1 - 2021-01-24 - Equipment Requirements: Specified requirement of 5 for Ashfall's Wood Axe and backpacks. Version 1.3 - 2020-10-15 Clothing Requirements: - Specified requirements for clothing from More Deadly Morrowind Denizens. Equipment Requirements: - Specified requirements for new equipment from MDMD. - Specified requirements for two weapons added by Patch for Purists. - Skill Requirement for Redoran Banner Shield increased from 30 to 35. Version 1.2.1 - 2020-10-01 - Fixed an issue with the directory structure of Equipment Requirements that caused it to not work. Version 1.2 - 2020-09-30 Clothing Requirements: - Level requirements for the following have been lowered to 1: Daedric Sanctuary Amulet, Aundae/Berne/Quarra Amulet. - Various coding improvements. Equipment Requirements: - Skill requirements are now compared with the base skill, not current skill, in order to prevent Fortify Skill cheese. - Skill requirements for the following have been lowered to 5: Fork of Horripilation, Native Gah-Julan Bonemold Helm (quest version), Steel Longbow (quest version), Elberoth's Saber, Wolfgiver Silver Dagger. - Penalty-related code no longer runs if alternate mode is off, for improved performance. - Fixed a bug that caused the armor penalty to not lower cast chance unless cast chance was greater than 100. - Removed weapon damage penalty because it's bugged and I can't figure out how to fix it. - Fatigue reduction for the armor fatigue penalties is now based on max not current fatigue. This means the reduction rate while running won't slow down at low fatigue. - Rate of fatigue loss while running with an armor penalty no longer depends on framerate. - MCM improvements. - Various coding improvements. Version 1.1 - 2020-04-23 - Equipment Requirements: Arrows and bolts now have requirements. - Equipment Requirements: Ancient Nordic Pick Axe requirement lowered to 5. Version 1.0 - 2020-04-12 - 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 Miscellaneous  
  4. Version 1.3.4

    22 downloads

    Clothing Requirements Description This MWSE mod implements level requirements to equip all of Morrowind's clothing items. It's basically Remiros' Equipment Requirements for clothing; in fact, it's really just a modification of Remiros' code, adapted to clothing rather than armor and weapons. Since there's no skill associated with clothing, the criterion used for the requirements is the player's level. Requirements range from level 1 (for unenchanted common clothing and low-end enchanted stuff) to level 60 (for the Royal Signet Ring). For unenchanted clothes, level requirements are level 1 for common, 3 for expensive, 5 for extravagant and 10 for exquisite. For enchanted clothing, requirements vary based on the usefulness of the enchantment (mostly ranging from level 1 to in the 20s, but a few exceptional items are higher). The archive contains a spreadsheet listing all clothing items in the game, their enchantments, and their level requirements. Like in Equipment Requirements, clothing items without a requirement specified in the code (i.e. clothing added by mods not specifically accounted for in this mod) will have a requirement determined by a formula. The formula takes into account the item's value and enchant capacity, but not any enchantment on the item. However, all vanilla clothing items have specified requirements, as do items added by certain mods. Unlike in Equipment Requirements, there is no alternate mode with penalties if you equip an item you don't meet the requirement for. If you're not high enough level, you just can't equip the item. The archive also contains an optional modified version of Remiros' Equipment Requirements, my personal edit of that mod that addresses a few issues with it. A few typos in item IDs have been fixed and missing items added. Additionally, a few balance adjustments have been made, and the lowest-tier stuff is generally equippable by anyone. Also, arrows and bolts now have requirements as well, and a few other changes have been made; see the changelog for a list of additional changes/fixes. 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 I recommend using Consistent Enchanting with this mod. If you're using Consistent Enchanting (and have it configured to carry over enchanted items' base items), the requirements for player-created enchanted items will be 5 higher than the requirement for the base item. (You actually need to have been using Consistent Enchanting at the time the item was created.) This applies to both Clothing Requirements and Equipment Requirements. If you're not using Consistent Enchanting, requirements for player-created enchanted items will be determined by formula, with possibly inconsistent results. Version History Version 1.3.4 - 2021-08-14 Both mods: - Fixed errors caused by how I implemented the feature related to player-created enchanted items in the last update. Should be working correctly now. Version 1.3.3 - 2021-08-12 Both mods: - Requirements for player-created enchanted items will be 5 higher than the requirement for the base item, rather than going by the formula, if you're using Consistent Enchanting. - Updated the code that gets Rational Names' display name for an object to work with version 2.0 of Rational Names. - Various coding improvements. Version 1.3.2 - 2021-07-17 Both mods: - Fixed a bug where the level/skill requirement for an item not present in the data tables (i.e. calculated by formula) could display in the tooltip 1 lower than the real requirement. - For users of Rational Names, the messagebox that displays when the mod prevents you from equipping an item will now display the item's full name, if applicable (names longer than 31 characters). - Items with a level requirement <= 1 (for Clothing Requirements) or a skill requirement <= 5 (for Equipment Requirements) now have no requirement at all. - Various coding improvements. Version 1.3.1 - 2021-01-24 - Equipment Requirements: Specified requirement of 5 for Ashfall's Wood Axe and backpacks. Version 1.3 - 2020-10-15 Clothing Requirements: - Specified requirements for clothing from More Deadly Morrowind Denizens. Equipment Requirements: - Specified requirements for new equipment from MDMD. - Specified requirements for two weapons added by Patch for Purists. - Skill Requirement for Redoran Banner Shield increased from 30 to 35. Version 1.2.1 - 2020-10-01 - Fixed an issue with the directory structure of Equipment Requirements that caused it to not work. Version 1.2 - 2020-09-30 Clothing Requirements: - Level requirements for the following have been lowered to 1: Daedric Sanctuary Amulet, Aundae/Berne/Quarra Amulet. - Various coding improvements. Equipment Requirements: - Skill requirements are now compared with the base skill, not current skill, in order to prevent Fortify Skill cheese. - Skill requirements for the following have been lowered to 5: Fork of Horripilation, Native Gah-Julan Bonemold Helm (quest version), Steel Longbow (quest version), Elberoth's Saber, Wolfgiver Silver Dagger. - Penalty-related code no longer runs if alternate mode is off, for improved performance. - Fixed a bug that caused the armor penalty to not lower cast chance unless cast chance was greater than 100. - Removed weapon damage penalty because it's bugged and I can't figure out how to fix it. - Fatigue reduction for the armor fatigue penalties is now based on max not current fatigue. This means the reduction rate while running won't slow down at low fatigue. - Rate of fatigue loss while running with an armor penalty no longer depends on framerate. - MCM improvements. - Various coding improvements. Version 1.1 - 2020-04-23 - Equipment Requirements: Arrows and bolts now have requirements. - Equipment Requirements: Ancient Nordic Pick Axe requirement lowered to 5. Version 1.0 - 2020-04-12 - 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.
×
×
  • Create New...