Jump to content

Search the Community

Showing results for tags 'overhaul'.

  • 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.

Categories

  • Documentation

Categories

  • Mod Lists
  • Directories

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 16 results

  1. Version 1.2.5

    218 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 2.0.6

    154 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.
  3. Version 2.0.15

    221 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.
  4. 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  
  5. 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  
  6. 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  
  7. Version 1.2

    279 downloads

    "Do not speak of it. Do not go there. Only the legions of the dead guard the walls now." This is a mod that overhauls the Siege at Firemoth official plugin and makes it a legion-exclusive quest. I thought it was strange that the siege was considered a great disgrace to the legion and a matter of honour, but Sellus Gravius would sent the player on a mission with a bunch of hired mercenaries to liberate the fort. This mod changes many aspects of the original plugin, including The quest is now Legion exclusive: the player must be a Knight Bachelor of the Legion to accept this quest. The mercenaries are now proper legionnaires, no more of the Legion hiring rando mercs to do their dirty work. The lich boss Grurm is significantly easier, though will still be a tough fight. The fort interrior has been optimised and made more logic-friendly; no more hidden doors in illogical places or huge empty halls filled with nothing but enemies. The fort and mine are now repopulated by the Legion after your successful liberation. No longer will the fort sit abandoned after you clear it out. Several new areas have been added to the fort, including a bunkhouse where miners live in between shifts, and a new Census and Excise warehouse where contraband goods are kept in Legion custody and a clerk keeps tabs on them. The Ward of Akavir is no longer removed from the game when you complete the quest, and will be availible to borrow when the player challenges Varus Vantinius for the position of the Knight of the Imperial Dragon, and can subsequently borrowed and returned once the player gets the position. Check with the fort priest in the barracks if you want to use the shield. A player home in the upper chambers upon the fort's successful liberation. This includes several services, including a trader, trainer and bartender. Some things I want to update later on include New mesh for the Ward of Akavir and maybe unique enemies Some commander duties for the player to do post liberation, or some other quests/events. Unique rewards based on choices and surviving legionnaires. This mod will also be part of my legion expansion mod coming out soon.  This mod is built on the original plugin, meaning you only need to download this mod. This means it's incompatible with the original mod, and any other Firemoth mod for that matter. This also includes the Unofficial Morrowind Official Plugins Patched mod, which has a patched version of Firemoth (Though Legion at the Siege of Firemoth also includes most of the same fixes anyway). A possible workaround would be to delete the Firemoth references from UMOPP, but I might try look into a patch for it. This mod should be compatible with Tamriel Rebuilt. If you want to follow development the mod, report any bugs or contribute to the my Legion expansion project, you can join my discord here.
  8. Version 1.0.0

    100 downloads

    This is an Overhaul of a dungeon/cave which the player will normally encounter first as its near seyda neen and is home to some smugglers. North of Seyda Neen Before you get to the silt strider.
  9. View File Addamasartus Overhaul This is an Overhaul of a dungeon/cave which the player will normally encounter first as its near seyda neen and is home to some smugglers. North of Seyda Neen Before you get to the silt strider. Submitter Alice In Wonderland Submitted 08/18/2021 Category Overhauls & Expansions  
  10. View File ReligousPlaces by DerLarsi "DLS" This mod expands and modifies eight of the most important religious sites in Vvardenfell. The importance of the places was taken into account and mostly themed according to the history. The changes were made to: Assarnibibi, Ghostgate, Kand, Koalcave (interior), Kummu, Maar Gan (interior), Sanctus shrine and Vivec shrine of Daring. The changes in detail: Assarnibibi: At the birthplace of Almalexia you will now find the possibility to pray. Candles in woven baskets symbolize the light of hope towards the "Lady of Mercy" in the cradle. Ghostgate: The pilgrimage site is also an important military facility. As such, it has been expanded into a fortress. Guards patrol near the gate and guard the way to the shrine. This has been expanded and additionally protected against the dangers of the red mountain. Kand: The changes of the Kandberg are a decoration of the entrance, making it stand out better against the surrounding woods. The actual shrine was also decorated with offerings. Koal: A chamber was added to the Koal Cave. There you can find the shrine decorated with symbols of Vivec's fight against the Dreugh's father. Candles and glowing mushrooms illuminate the cave atmospherically. Kummu: The shrine was highlighted by surrounded walls. On the steps, pilgrims shed their clothes to commemorate Vivec's humility when he took off his clothes to work in the field. Maar Gan: The small church was expanded underground and now offers enough space for pilgrims to admire the stone. (Note: Due to its size, the escape from Anhaedra will be more difficult during the quest "Pilgrimage to Maar Gan") Sanctus shrine: The Sanctus shrine was decorated with offerings. Instruments invite to use his voice again after the long silence, a copy of Saryoni's Sermons to reflect to the sound of wind chimes. Vivec, Shrine of daring: In the shadow of the moon, whose debris now hovers like a tail behind the celestial body, tracing its path, one can sit down to pray. At the altar you will find one of the lessons of Vivec, which tells the history of the place, probably sermons were held here recently. Submitter DerLarsi Submitted 04/12/2021 Category Overhauls & Expansions  
  11. Version 1.0.0

    115 downloads

    This mod expands and modifies eight of the most important religious sites in Vvardenfell. The importance of the places was taken into account and mostly themed according to the history. The changes were made to: Assarnibibi, Ghostgate, Kand, Koalcave (interior), Kummu, Maar Gan (interior), Sanctus shrine and Vivec shrine of Daring. The changes in detail: Assarnibibi: At the birthplace of Almalexia you will now find the possibility to pray. Candles in woven baskets symbolize the light of hope towards the "Lady of Mercy" in the cradle. Ghostgate: The pilgrimage site is also an important military facility. As such, it has been expanded into a fortress. Guards patrol near the gate and guard the way to the shrine. This has been expanded and additionally protected against the dangers of the red mountain. Kand: The changes of the Kandberg are a decoration of the entrance, making it stand out better against the surrounding woods. The actual shrine was also decorated with offerings. Koal: A chamber was added to the Koal Cave. There you can find the shrine decorated with symbols of Vivec's fight against the Dreugh's father. Candles and glowing mushrooms illuminate the cave atmospherically. Kummu: The shrine was highlighted by surrounded walls. On the steps, pilgrims shed their clothes to commemorate Vivec's humility when he took off his clothes to work in the field. Maar Gan: The small church was expanded underground and now offers enough space for pilgrims to admire the stone. (Note: Due to its size, the escape from Anhaedra will be more difficult during the quest "Pilgrimage to Maar Gan") Sanctus shrine: The Sanctus shrine was decorated with offerings. Instruments invite to use his voice again after the long silence, a copy of Saryoni's Sermons to reflect to the sound of wind chimes. Vivec, Shrine of daring: In the shadow of the moon, whose debris now hovers like a tail behind the celestial body, tracing its path, one can sit down to pray. At the altar you will find one of the lessons of Vivec, which tells the history of the place, probably sermons were held here recently.
  12. Version 1.1b

    180 downloads

    The once generic stronghold of Marandus has now been given a facelift to truly show that it's now a Redoran conquest. This mod adds a new tower to the stronghold of Marandus, along with some exterior and interior decorations, making the fort more distinct. The rogue Redoran inhabitants will now tout some more impressive OAAB armour, truly preparing themselves for the inevitable onslaught of the enemies of Redoran. Future plans include making the denizens of Marandus friendly to high ranking Redoran characters (or maybe to those with a cunning disguise) and adding more services to make it something of an alternate Great House stronghold that the player can link up into with the propylon network. This mod requires Of Ash And Blight Data and all game expansions. This mod is likely incompatible with any other mods that change Marandus or edit the inventories of the NPCs there. Some recommended mods: Master Index Redux by me Streamlines Master Index functionality and can be useful when travelling to Marandus. Andasreth Stronghold by Rytelier Another stronghold overhaul to make the bandit hideout a bit more interesting. Berandas Overhaul by seelof A new dungeon redux that makes the daedra takeover of the stronghold more apparent and visible. Kogoruhn Expanded by Team Drama Kwama The stronghold of Kogoruhn has now been made fitting as one of the main strongholds of House Dagoth. 
  13. View File Marandus Rebuilt The once generic stronghold of Marandus has now been given a facelift to truly show that it's now a Redoran conquest. This mod adds a new tower to the stronghold of Marandus, along with some exterior and interior decorations, making the fort more distinct. The rogue Redoran inhabitants will now tout some more impressive OAAB armour, truly preparing themselves for the inevitable onslaught of the enemies of Redoran. Future plans include making the denizens of Marandus friendly to high ranking Redoran characters (or maybe to those with a cunning disguise) and adding more services to make it something of an alternate Great House stronghold that the player can link up into with the propylon network. This mod requires Of Ash And Blight Data and all game expansions. This mod is likely incompatible with any other mods that change Marandus or edit the inventories of the NPCs there. Some recommended mods: Master Index Redux by me Streamlines Master Index functionality and can be useful when travelling to Marandus. Andasreth Stronghold by Rytelier Another stronghold overhaul to make the bandit hideout a bit more interesting. Berandas Overhaul by seelof A new dungeon redux that makes the daedra takeover of the stronghold more apparent and visible. Kogoruhn Expanded by Team Drama Kwama The stronghold of Kogoruhn has now been made fitting as one of the main strongholds of House Dagoth.  Submitter EndoranWest Submitted 04/10/2021 Category Overhauls & Expansions  
  14. Version 1.0.0

    122 downloads

    "The Master Index is what I hope to make out of all my research. It combines the combined magical patterns and enchantments into one, making a universal index for all of the propylons on Vvardenfel. Of course, to make it I'd need to copy the enchantment from the other indexes first, which is where you'd help in my project." This mod intends to revise certain aspects of the Master Index official plugin and make it more streamlined and sensible. This mod changes several aspects of the Master Index quest and plugin, including Changes to dialogue and quest entries. I felt some where rather wooden and made Folms Mirel a robotic and ungrateful sounding individual. Some dialogue added to Folms and other NPCs to add some depth and backround to the quest. The functionality of the Master Index has changed, with it needing the use of a Propylon in the Caldera Mages Guildhall instead of talking to Folms for transport to strongholds, making it useful for players taking the Silent Pilgrimage. Some quest aspects have changed, including the aquisition of certain Propylon indices. Some alterations to the Caldera Mages Guildhall, including a basement workshop for Folms and his custom Propylon. Some things I want to update later include Updating the basement workshop and maybe some new meshes to tidy up the Propylon on display there. Adding some more quest enhancers to improve the overall quality of the quest. An oppurtunity for Folms to show off his work to the guild and replace the guild guides with some successfully replicated Propylons. Some documents and notes to add some more backround to Folm's research, maybe with some illustrations and schematics.  This mod is built on the original plugin, meaning you only need to download this mod. This means it's incompatible with the original mod, and any other Master Index mod for that matter. It may also conflict with any mods that edit the interrior of the Mages Guildhall or Irgola's pawnshop in Caldera. This mod has been tested and works with Caldera Mage's Guild Expanded. There is a compatibility patch availible for Caldera Mage's Quarters, which should be loaded after Caldera Mage's Quarters.  Some recommended mods: Improved Propylon Particles by starwarsgal9875: Adds nicer, more FPS-friendly particles which fill the entire propylon chamber. Propylon Pillar Retexture by Alaisiagae: Adds glowmaps to the propylon pillar text, adding some nice visual variety.  
  15. View File Master Index Redux "The Master Index is what I hope to make out of all my research. It combines the combined magical patterns and enchantments into one, making a universal index for all of the propylons on Vvardenfel. Of course, to make it I'd need to copy the enchantment from the other indexes first, which is where you'd help in my project." This mod intends to revise certain aspects of the Master Index official plugin and make it more streamlined and sensible. This mod changes several aspects of the Master Index quest and plugin, including Changes to dialogue and quest entries. I felt some where rather wooden and made Folms Mirel a robotic and ungrateful sounding individual. Some dialogue added to Folms and other NPCs to add some depth and backround to the quest. The functionality of the Master Index has changed, with it needing the use of a Propylon in the Caldera Mages Guildhall instead of talking to Folms for transport to strongholds, making it useful for players taking the Silent Pilgrimage. Some quest aspects have changed, including the aquisition of certain Propylon indices. Some alterations to the Caldera Mages Guildhall, including a basement workshop for Folms and his custom Propylon. Some things I want to update later include Updating the basement workshop and maybe some new meshes to tidy up the Propylon on display there. Adding some more quest enhancers to improve the overall quality of the quest. An oppurtunity for Folms to show off his work to the guild and replace the guild guides with some successfully replicated Propylons. Some documents and notes to add some more backround to Folm's research, maybe with some illustrations and schematics.  This mod is built on the original plugin, meaning you only need to download this mod. This means it's incompatible with the original mod, and any other Master Index mod for that matter. It may also conflict with any mods that edit the interrior of the Mages Guildhall or Irgola's pawnshop in Caldera. This mod has been tested and works with Caldera Mage's Guild Expanded. There is a compatibility patch availible for Caldera Mage's Quarters, which should be loaded after Caldera Mage's Quarters.  Some recommended mods: Improved Propylon Particles by starwarsgal9875: Adds nicer, more FPS-friendly particles which fill the entire propylon chamber. Propylon Pillar Retexture by Alaisiagae: Adds glowmaps to the propylon pillar text, adding some nice visual variety.   Submitter EndoranWest Submitted 02/01/2021 Category Overhauls & Expansions  
  16. View File Legion at Firemoth "Do not speak of it. Do not go there. Only the legions of the dead guard the walls now." This is a mod that overhauls the Siege at Firemoth official plugin and makes it a legion-exclusive quest. I thought it was strange that the siege was considered a great disgrace to the legion and a matter of honour, but Sellus Gravius would sent the player on a mission with a bunch of hired mercenaries to liberate the fort. This mod changes many aspects of the original plugin, including The quest is now Legion exclusive: the player must be a Knight Bachelor of the Legion to accept this quest. The mercenaries are now proper legionnaires. The lich boss Grurm is significantly easier, though will still be a tough fight. The fort interrior has been optimised and made more lore-friendly; no more hidden doors in illogical places or huge spacious halls filled with enemies. The fort is now repopulated by the Legion after your successful liberation. The Ward of Akavir is no longer removed from the game when you complete the quest, and will be availible to borrow when the player challenges Varus Vantinius for the position of the Knight of the Imperial Dragon, and can subsequently borrowed and returned once the player gets the position. Check with the fort priest in the barracks if you want to use the shield. A player home and fort post liberation. Some things I want to update later on include New mesh for the Ward of Akavir and maybe unique enemies Some commander duties for the player to do post liberation, or some other quests/events. Some additions to the player's quarters in the fort. Unique rewards based on choices and surviving legionnaires. Add vanilla wood and rope textures to Momo's cranes. This mod will also be part of my legion expansion mod coming out soon. To check on progress, I post my WIPs on my discord server.  This mod is built on the original plugin, meaning you only need to download this mod. This means it's incompatible with the original mod, and any other Firemoth mod for that matter. This also includes the Unofficial Morrowind Official Plugins Patched mod, which has a patched version of Firemoth (Though Legion at the Siege of Firemoth also includes most of the same fixes anyway). A possible workaround would be to delete the Firemoth references from UMOPP, but I might try look into a patch for it. This mod should be compatible with Tamriel Rebuilt. Submitter EndoranWest Submitted 01/13/2021 Category Overhauls & Expansions  
×
×
  • Create New...