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Morrowind mods running "simulate" or "simulated" handlers
The game is very CPU bound - partly from being an old, single-threaded game but we're also running a lot of lua code. This hurts a lot on the Deck where the frame rate varies a lot even just standing still, which I'm guessing is partially/even mostly from lua handlers firing away. So this is a check of every mod that runs handlers on "simulate" or "simulated" - on every frame or after every action.
Checked
Tested in Seyda Neen, Narsis, Old Ebonheart.
Disable on Deck
Keep on desktop, disable on the Deck.
Animation Blending
Every step you take, every move you make
Every step they take, every move they make
Mod has well designed options, disable only on Deck
Wonders of Water
Disable in config on Deck alone
Disable completely
Ashfall
There are a lot of handlers - simplest to compare by disabling
This is about 10-20% depending, enough that I'm going to skip on this run
Maybe with the Deck 2, too great a mod to skip forever
Animated Pickup
Checks every frame to see if an object has been picked up
Not that expensive if nothing to pick up, but more per-frame just work for a cute animation
Midnight Oil
Checks if light equipped every frame to prevent complete expiry
Removed for reasons other than performance
Keeping after check
Glow in the Dahrk
Checks a bunch of references so it may slow down towns with many windows
But it tracks refs intelligently, so you're doing work at most once/window
Seyda Neen, Old Ebonheart, Narsis: It's fine, at worse a minor slowdown as you pass 8pm
Keeping it, so impactful and such a great mod
Disable some functionality
Disable partial functionality to get (usually small) speedups.
Window to Aetherius
The per frame code should move to a periodic timer, this is too much
Changed from per-frame to 10 sec timer + on cellChange events
AURA
Disable low health/fatigue/magicka sounds in the settings PC tab
Not really heavy cpu but not really needed either
The underwater code needs to be disabled too
Dynamic Timescale
Some of the functionality needs per-frame checks
Write a simple mod that does dynamic timescale only on cellChange and combatStarted
To Check
These aren't necessarily heavy on CPU, they just need to be tested on the Deck.
Memento Mori
Does several checks based on cell.id, so not expensive outside those cells
But once inside any of a list of catacombs, on every frame it iterates over every catacombs creature within fixed range - but may still be reasonable
Gaur Whisperer
Mostly does work only while riding, but does a little more work once a Guar companion exists
Doesn't seem too bad
Reasonable
These are not expensive for the functionality - in my heavily subjective opinion, needless to say.
Better Buoyancy
Enhanced Telekinesis
Essential Indicators
Hostility Indicator - does work only on keypress; does clear tooltip every frame
Perfect Placement - only active while placing
Sophisticated Save System
Stealth Enhanced
Crafting Framework - does work only while placing
Chargen checks
These use simulate to detect and handle chargen. I.e., completely benign.
Terror of Tel Amur
A cool burnt-Telvanni-tower themed dungeon with a decent story and a really cool final boss.
Dwemer Sky Fortress
A decent Dwemer dungeoncrawl, although the final reward's script doesn't seem to work for me?
Expedition to Mzelthuand
Haven't gotten too far into it, and its tone is a bit earlier-modding-era lightheartedness, but technically competent and you seem to get a teleportation gun at the end of it that looks really neat.
Sanity Lost
Fun puzzle adventure! Uses mechanics which I did not know were possible in Morrowind. The classic "Sheogorath sent you to a puzzle world" which, since the Lost Rooms got taken out in the latest TR update, maybe you're missing that in your life?
Astrologians Guild
Even more Dwemer stuff. Lots of fun scripted events. Has a kinda mary sue-ish character, but that's fine you're probably also a mary sue at this point why can't Tamriel have multiples.
Investigations at Tel Eurus
Not only SEVERAL new quests but an entire new city in its own separate worldspace with tons of unique neat assets. WILL cause you to run out of memory fast on MWSE/Vanilla engine tho.
Curse of the Silent Siren
Adds a very cute tavern to the Bitter Coast, and a single dungeon with a few exciting scripted set-pieces. Ghost pirate themed, faintly Pirates of the Carribean but not enough to be obnoxious. Very fun jaunt, unique asset decoration prizes too.
Secrets of the Crystal City
Massive underground complex with a city, ruins, and several quests. Literal hours of content on its own. Looks fucking fantastic. Slight FPS hit warning.
Doors of Oblivion
with upscale https://www.nexusmods.com/morrowind/mods/53351
Adds a ton of new daedra to leveled lists so first off that's great, also lets you visit planes of Oblivion. Has the stink of early-modding jank a little bit but if you really want more content here's a ton of it. Haven't played through a ton of it so take this recommendation with some mild caution. (mbt: one of best mods ever)
Greymarch Dawn
Adds a massive area underground Suran culminating in a Jyggalag cult with a ton of unique assets and several questlines besides.
Clavicus Vile and the Wish-Eggs
A LITERAL easter egg hunt set in Vvardenfell that tests your knowledge of the NPCs within it. Hard to find them all, a bit fishmalky, but very fun.
Tower of Bronze Wolf
Not really a quest but a unique mini-dungeon and player home that's fun to explore for short jaunt. If you're desperate for content here's something you probably ain't seen before.
ReadMe Library of Vivec
Get the quest-only version and it has a very cool dungeon that makes all the base dungeons look awful and will make you sad. Get goblin marketed more.
And some stuff that will probably change locations you've already BEEN in but are still worth a recommend:
Of Eggs and Dwarves
Revamps the dwemer ruin in Gnisis to be a huge adventure
New Ilunibi
Creates an entire new corprus tileset and turns Ilunibi into a dungeon so fucking good you're going to feel bad about every other dungeon.
-Also if you haven't already and are in Telvanni, Uvirith's Legacy + Building Up Uvirith's Legacy + Mort's version of Rise of House Telvanni adds so much fucking content for House Telvanni it's insane. I spent nearly 100 in-game days just playing Tel Uvirith. Granted, some of that was using the Furniture Catalogue mod to build plazas and outdoor dining experiences and basically treating the game like Animal Crossing.
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Organic containers respawn via a global variable, MonthsToRespawn. It is decremented at the end of each month, and when it reaches zero, it is reset to iMonthsToRespawn and all organic containers are refilled. Therefore, changing the GMST has no immediate effect.
fCorpseClearDelay
Non-persistent corpses will disappear in fCorpseClearDelay hours.
fCorpseRespawnDelay
Respawnable NPCs and creatures will respawn in fCorpseRespawnDelay hours.
fBarterGoldResetDelay
Barter Gold of trader will be reset to default value in fBarterGoldResetDelay hours after first change.
fTravelTimeMult
Player spends (Travel Distance / fTravelTimeMult) hours while traveling on Silt Strider, boat or ship; rounded down.
fSleepRandMod
While sleeping in the wilderness, there are fSleepRandMod percentage chance of random encounter in first hour after 2/3 of specified amount of time. This is not related to scripted events like Dark Brotherhood attacks.
fDiseaseXferChance
Chance to catch a disease while looting and getting hit by diseased creature.
fProjectileThrownStoreChance
Chance for a projectile that successfully hit a target to be added to a target's inventory.
fSleepRestMod
???? UNUSED.
fRestMagicMult
One hour of rest will restore (INT * fRestMagicMult) magicka and (0.1 * END) health.
fHoldBreathTime
Seconds before PC starts suffocating while underwater.
fHoldBreathEndMult
UNUSED.
fSuffocationDamage
Damage per second while suffocating.
fMagicSunBlockedMult
Sun damage = (Sun Damage Effect * fMagicSunBlockedMult) when in exterior cell between 6:00 and 20:00.
fElementalShieldMult
Damage to successful attacker of elemental-shielded = (Elemental Shield Effect * fElementalShieldMult).
This file changes skill increase rates in an attempt to balance use versus rate of increase. It also changes birthsigns and racial abilities for starting characters to provide for and establish the concept that all men (and mer) are created equal.
Skill proficiency rate changes:
Changed Acrobatics increases from 0.15 per jump to 0.13 per jump (slower)
Changed Athletics increases from 0.03/sec swimming to 0.04/sec (faster)
Changed Athletics increases from 0.02/sec running to 0.03/sec (faster)
Changed Long Blade from 1.00/use to 0.85/use (slower)
Changed Blunt from 1.00/use to 0.85/use
Changed Enchant from 5.00/creation to 10.00/creation (faster)
Changed Enchant from 0.10 per item use to 0.15 per item use (faster)
Changed Hand to Hand from 1.00/use to 0.65/use (slower)
Changed Mercantile from 0.30 per bargin to 0.35 (faster)
Changed Mercantile from 1.00 per bribe to 1.20 (faster)
Changed Security from 3.00 per trap to 3.75 (faster)
Changed Security from 2.00 per lock to 2.50 (faster)
Changed Short Blade from 0.75 to 0.70
Changed Sneak from 0.25/notice to 0.50 (faster)
Changed Sneak from 2.00/pick pocket to 4.00 (faster)
Changed Spear from 1.00 to 0.90
Changed Speechcraft from 1.00 per success to 1.50 (faster)
Changed Speechcraft from 0.00 per failure to 0.10 (faster)
Changed Heavy Armor from 1.00 to 0.90
Changed Alchemy from 2.00/creation to 2.50 (faster)
Changed Axe from 1.20 to 1.05
Racial changes:
Beast races cannot wear boots or helms, to balance this limitation their abilities are increased, rather than left the same as other races. Some racial powers increased to allow for their utility even after a character surpasses level 20.
Khajiit
Removed nighteye power from Khajiit, Added nighteye spell, always succeed 1 magicka cost, 20% (changed from previous WGI to prevent color washout on some computer systems, adjust this to suit your taste if necessary).
Increase Eye of Fear duration from 30 to 45 sec, Khajiit (this now works in combination with fAIFlee setting changes)
Increased starting speed Khajiit from 40 to 45
Added Khajiit power of Jump, magnitude 20 and slowfall (named it "feline grace" or somesuch), slowfall added to this power so the little kitties don't hurt themselves when jumping.
Added resist cold 15% and weakness to fire 15% to Khajiit to simulate the effect of their luxurious pelts. Hmmm, think that there should be Khajiit skin rugs in the game? Thanks to AutumnFox.
Argonians
Removed Argonian waterbreathing as a racial spell, Added permanent waterbreathing to Argonian (perhaps this is why there are no Argonians found in the Temple? If necessary a clever lizard can figure a way around this one particularity for that one particular quest. If not, here is a spoiler: .lanac elzzup eht ni retawrednu elihw flesruoy egamad ot lleps a ekaM).
Increased Argonian starting endurance from 30 to 35
Added Argonian power of swift swim, 50-75 points (thought about naming it "tail-stroke", thought better of it)
Added weakness to frost 15% to argonian for cold-blooded flavor. (AutumnFox)
Dark Elf
Added magicka multiplier 0.5x
Nord
Added paralyze 5 sec to Thunderfist
Added frost damage 25-50 to Thunderfist
Orc
Changed Berserk fortify health component from 20-20 to 50-100
Removed drain agility from berserk power so they don't keep falling down when struck while berserk. Added drain armor skills instead (Thanks to AutumnFox).
Redguard
Changed Adrenaline Rush fortify health component from 25-25 to 50-100
Bosmer
Increased Beast Tongue magnitude from 5-5 to 10-10
Increased starting statistic Luck for Wood Elves from 40 to 45
Birthsign changes:
Increased some of the rarely used birthsigns to be viable choices.
Increased Tower Key power open magnitude from 50-50 to 60-60
Increased Star-curse poison from 3-3 to 3-6 magnitude
Added resist poison 25% to The Serpent
Increased Blood of North magnitude from 2-2 to 2-4, duration from 30 to 45
Added fortify endurance +10 to Trollkin
Added Moonshadow spell to The Shadow, chameleon 25-40 for 15 seconds, cost 5
Added fortify luck +10 to The Thief
Added fortify strength +10 to Wayward
Added Charioteer Power +50 Athletics, +25 speed for 60 seconds.
Added Wizard's Brand (existing but unassigned power) to the Mage.
Balance - Game Settings
This file contains changes to settings that affect over all gameplay. The changes include:
fAIFleeFleeMult from 0.3 to 1.5
fAIFleeHealthMult from 7.0 to 56.0
Note: the two changes above allow NPCs and critters to run from combat, based on their individual AI Flee value. The results are as follows (further note: the effective range of settings in-game for critter AI Flee is from 0 to 50 in increments of 10, no creatures and only a very, very few NPCs have an AI Flee setting of higher than 50):
creatures with an AI Flee of 60 or higher will run from combat even at full health.
creatures with an AI Flee of 50 will run from combat if their health drops below 70-80 percent.
creatures with an AI Flee of 40 will run from combat if their health drops below 50 percent.
creatures with an AI Flee of 30 will run from combat if their health drops below 30-25 percent.
creatures with an AI Flee of 20 will run from combat if their health drops below 10 percent.
creatures with an AI Flee of 10 or lower will never run from combat.
A fuller explaination can be found in TES official forums; search in category "TES construction set help" under "AI Flee help", or check for reference in the pinned thread at the forum top.
fDispWeaponDrawn changed from -5.00 to -15.00 (NPCs like you less with a sword under their nose)
fNPCBaseMagickaMult changed from 2.00 to 3.50 (NPCs, who use magicka poorly, now have 75% more to squander)
fPCBaseMagickaMult from 1.0 to 1.5 (increases base magicka for PCs to 1.5 x Int from 1.0 x Int (only works for newly created PCs))
iTrainingMod from 10 to 20 (increases training skill costs 2x)
fMagicItemRechargePerSecond from 0.05 to 0.020 (decreases the speed enchanted items recharge at by just over half)
Changed menu message, "With this character's death the thread of ..." to a slightly less intimidating message, since the game was designed to allow one to kill these NPCs and still complete the main quest.
Changed menu message, "Resting here is illegal..." to "Camping here is ..." to differentiate sleeping (which you can't do) from merely waiting (which you can do).
Increased fDiseaseXferChance from 2.50 to 3.75. You can cure 'em, you can resist 'em, you may be immune to 'em, but there are so many from Red Mountain on the air, you ought to at least occasionally have to deal with 'em. Besides, NPCs have some interesting responses when you are diseased.
Changed fEnchantmentConstantDurationMult from 100.00 to 110.00. This decreases the amount of constant effect enchantments you may place in an item by 20%. Just a tip of the hat to reigning in the worst enchantment abuses. You can still chameleon 100%, it is just 20% harder to do.
Changed fFatigueJumpBase from 5.00 to 10.00. This increases the amount of fatigue it costs to jump or bunny hop.
Changed fPickLockMult from -1.00 to -1.30. This values a securtiy skill over 50.
Balance - Items
To balance the high end daedric weapons for better equivalence considering their respective speeds. To reduce the damage of all bound weapons by 10% considering they will naturally tend to do more damage than their real counterparts since they are not a weapon that shows damage reduction from wear. To correct typos and oversights (such as a daedric staff doing the same damage as an ebony staff, or a daedric dagger doing less damage than ebony). To increase high-end bow health since bows wear out, with use, as fast as any other weapon yet have lower health than a steel sword. To provide consistency for these changes across unique enchanted items that share a changed weapon's attributes. To provide enchantments for the artifacts which were overlooked (Volendrung, Auriel's Shield, Auriel's Bow) and based on their old attributes from Daggerfall and Arena or Tamrielic Lore. To better balance the unused artifacts which were worse than store bought items. To fix the Black Hands Dagger which does 300-750 damage per strike, healing the user for the same. To increase the stats of ebony and daedric tower shields, which were identical in many respects to the lesser round shields of the same type (unlike the progression of tower shields in the other armor forms).
Changes included in Balanced-Items.esp:
Daedric Longbow: Health from 1000 to 1800
Bound Longsword: Damage from 2-32,1-44,4-40 to 2-28,1-40,4-36
Bound Battle Axe: Damage from 1-80,1-60,1-8 to 1-72,1-54,1-7
Bound Dagger: Damage from 9-20,9-20,10-20 to 8-12,8-12,8-12
Daedric Dagger: Damage from 8-12,8-12,8-12 to 8-15,8-16,8-18
Daedric Dagger Soultrap: Damage from 8-12,8-12,8-12 to 8-15,8-16,8-18
Bound Mace: Damage from 5-30,5-30,1-4 to 8-29,10-32,1-4
Daedric Mace: Damage from 3-30,3-30,2-4 to 10-32,12-36,2-4
Bound Spear: Damage from 2-9,2-9,6-44 to 2-9, 2-10, 6-50
Daedric Spear: Damage from 2-9,2-9,6-40 to 2-9,2-12,6-55
Bound Longbow: Damage from 2-50 to 2-45
Daedric Staff: Damage from 2-16,3-16,1-12 to 3-20,4-22,2-15
Boethiah's Walking Stick: Damage from 2-16,3-16,1-12 to 3-20,4-22,2-15
Daedric Club: Damage from 10-12,4-8,4-8 to 10-24,8-22,4-12
Daedric Club Tgdc: Damage from 10-12,4-8,6-8 to 10-24,8-22,6-12
Ebony Staff: Enchantment from 900 to 150
Ebony Tower Shield: AR from 60 to 65, Weight from 30 to 35, Health from 1200 to 1400
Daedric Tower Shield: AR from 80 to 85
Weapon ranges changed to:
Battleaxes, (two handed) from 1.00 to 1.30
Dai-Katanas, (two handed) from 1.00 to 1.25
Claymores, (two-handed) from 1.00 to 1.35
Note: I'd like to reduce the ranges of short ranged weapons below 1.00, but Morrowind doesn't allow this at this time.
Sunder: Damage from 10-70,10-60,1-4 to 10-60,10-50,1-4
Mehunes Razor: Damage from 12-15,12-15,12-17 to 12-20,12-22,15-25, Health from 600 to 1500, Value from 5000 to 50000, enchantment from Disintegrate armor duration 1 to duration 5, Poison from * duration 1 to duration 2
Ebony Bow Auriel: Health from 1000 to 2500, value from 30000 to 50000, enchantment: cast when used - Shock duration 1, 10-25: Damage Fatigue duration 5, 10-20: absorb magicka duration 5, 2-5
Dwarven Warhammer Volendrung: Damage from 1-39,1-33,1-2 to 1-50,1-42,1-3, health from 5000 to 6000, value from 600 to 50000, enchantment absorb strength duration 30, 15-15; paralyze for 2 sec, * absorb health 1-2, duration 10, charges 250
Auriel's shield: AR from 60 to 75, Value from 17000 to 25000, health from 1200 to 1600, enchantment on Auriel's Shield: Resist fire, reflect, shield: 30-30, constant
Hasedoki's Hand enchantment: from cast when used to constant effect, resist magicka from 30-40 to 50-50, added fortify magicka 75-75, fortify conjuration 10
Wrath of Magus: added fortify magicka 50-50 for 60 seconds
Phynaster's Barrier, magnitude from 20-20 to 30-30
Spell Breaker: changed reflect from 10-20 to 30-40
Chrysamere: changed enchantment from resist fire 5-20 to 20-30, restore health from 5-20 to 10-20, reflect from 5-20 to 20-30
Ring of Khajiit: changed fortify speed from 10-20 to 20-20, added fortify athletics 20-20
Warlock's ring: changed reflect 10-20 to 20-20, fortify speed to 20-20, restore health 5-5
Dahrk Mezalf: changed disintegrate armor and weapons magnitude from 1-25 to 10-25
Daedric_Dagger_MTAS (the Black Hand's Dagger): changed enchantment from 10-25 duration 30 to 5-15 duration 5
Changed Wraithguard Juryrig Script: from ModHealth to ModCurrentHealth (This script was, instead of damaging the player when he first equipped the juryrigged wraithguard, was instead permanently * removing 200-225 hit points).
Added to text of Tamirelic Lore for formatting before words Daedric Cresent.
Reduced charges on Amulet of shadows from 1200 to 600
Reduced charges on Wizard's staff from 1320 to 660
Increased range of tevral's hawkshaw_en (detect key enchantment) from 10 to 50
Increased duration of lanterns by five.
Increased duration of torches by two.
Reduced weight of paper from 1.00 to 0.20
Changed charges on blade of heaven enchantment from 1125 to 562
Changed enchantments on the "xxxx barrier" scrolls and items to match their names (i.e. first barrier = shield 10, etc.)
Balance - Magic Effects
Absorb Attribute: From 2.00 to 1.15
Absorb Fatigue: From 4.00 to 2.75
Absorb Health: From 8.00 to 8.00 (unchanged)
Absorb Magicka: From 8.00 to 8.00 (unchanged)
Absorb Skill: From 2.00 to 2.00 (unchanged)
Almsivi Intervention: From 150.00 to 150.00 (unchanged)
Blind: From 1.00 to 0.43
Bound Battle Axe: From 2.00 to 4.50
Bound Boots: From 2.00 to 3.25
Bound Cuirass: From 2.00 to 4.50
Bound Dagger: From 2.00 to 3.00
Bound Gloves: From 2.00 to 3.50
Bound Helm: From 2.00 to 3.25
Bound Longbow: From 2.00 to 4.00
Bound Longsword: From 2.00 to 4.50
Bound Mace: From 2.00 to 4.50
Bound Shield: From 2.00 to 4.00
Bound Spear: From 2.00 to 4.50
Burden: From 1.00 to 0.08
Calm Creature: From 1.00 to 3.50
Calm Humanoid: From 1.00 to 3.50
Chameleon: From 1.00 to 1.00 (unchanged)
Charm: From 5.00 to 5.00 (unchanged)
Command Creature: From 15.00 to 5.50
Command Humanoid: From 15.00 to 7.00
Corpus: From 2500.00 to 2500.00 (unchanged)
Cure Blight Disease: From 2000.00 to 2000.00 (unchanged)
Cure Common Disease: From 300.00 to 300.00 (unchanged)
Cure Corpus Disease: From 2500.00 to 2500.00 (unchanged)
Cure Paralyzation: From 100.00 to 100.00 (unchanged)
Cure Poison: From 100.00 to 100.00 (unchanged)
Damage Attribute: From 8.00 to 9.25
Damage Fatigue: From 4.00 to 2.00
Damage Health: From 8.00 to 6.00
Damage Magicka: From 8.00 to 2.15
Damage Skill: From 8.00 to 4.00
Demoralize Creature: From 1.00 to 0.48
Demoralize Humanoid: From 1.00 to 0.63 Changed school to Illusion (error in original file)
Detect Animal: From 0.75 to 0.35
Detect Enchantment: From 1.00 to 0.50
Detect Key: From 1.00 to 0.50
Disintegrate Armor: From 6.00 to 0.40
Disintegrate Weapon: From 6.00 to 0.60
Dispel: From 5.00 to 5.00 (unchanged)
Divine Intervention: From 150.00 to 150.00 (unchanged)
Drain Attribute: From 1.00 to 0.36
Drain Fatigue: From 2.00 to 0.13
Drain Health: From 4.00 to 3.50
Drain Magicka: From 4.00 to 0.09
Drain Skill: From 1.00 to 0.45
Feather: From 1.00 to 0.17
Fire Damage: From 5.00 to 5.00 (unchanged)
Fire Shield: From 3.00 to 0.75
Fortify Attack: From 1.00 to 1.00 (unchanged)
Fortify Attribute: From 1.00 to 1.00 (unchanged)
Fortify Fatigue: From 0.50 to 0.25
Fortify Health: From 1.00 to 1.00 (unchanged)
Fortify Magicka: From 1.00 to 1.00 (unchanged)
Fortify Maximum Magicka: From 4.00 to 4.00 (unchanged)
Fortify Skill: From 1.00 to 1.00 (unchanged)
Frenzy Creature: From 1.00 to 2.25
Frenzy Humanoid: From 1.00 to 3.50
Frost Damage: From 5.00 to 5.00 (unchanged)
Frost Shield: From 3.00 to 0.75
Invisibility: From 20.00 to 20.00 (unchanged)
Jump: From 3.00 to 2.00
Levitate: From 3.00 to 3.00 (unchanged)
Light: From 0.20 to 0.15
Lightning Shield: From 3.00 to 0.75
Lock: From 2.00 to 2.00 (unchanged)
Mark: From 350.00 to 350.00 (unchanged)
Night Eye: From 0.20 to 0.20 (unchanged)
Open: From 6.00 to 9.75
Paralyze: From 40.00 to 40.00 (unchanged)
Poison: From 9.00 to 5.50
Rally Creature: From 0.20 to 0.20 (unchanged)
Rally Humanoid: From 0.20 to 0.20 (unchanged)
Recall: From 350.00 to 350.00 (unchanged)
Reflect: From 10.00 to 3.50
Remove Curse: From 15.00 to 15.00 (unchanged)
Resist Blight Disease: From 15.00 to 0.66
Resist Common Disease: From 2.00 to 0.10
Resist Corpus Disease: From 5.00 to 5.00 (unchanged)
Resist Fire: From 2.00 to 0.43
Resist Frost: From 2.00 to 0.43
Resist Magicka: From 2.00 to 0.86
Resist Normal Weapons: From 5.00 to 5.00 (unchanged)
Resist Paralysis: From 0.20 to 2.00 (decimal point error in original)
Resist Poison: From 2.00 to 0.43
Resist Shock: From 2.00 to 0.43
Restore Attribute: From 1.00 to 1.00 (unchanged)
Restore Fatigue: From 1.00 to 1.00 (unchanged)
Restore Health: From 5.00 to 5.00 (unchanged)
Restore Magicka: From 5.00 to 5.00 (unchanged)
Restore Skill: From 1.00 to 1.00 (unchanged)
Sanctuary: From 1.00 to 0.80
Shield: From 2.00 to 0.55
Shock Damage: From 7.00 to 5.75
Silence: From 40.00 to 35.00
SlowFall: From 3.00 to 2.00
Soultrap: From 2.00 to 5.00
Sound: From 3.00 to 0.50
Spell Absorption: From 10.00 to 7.20
Stunted Magicka: From 1.00 to 1.00 (unchanged)
Summon Ancestral Ghost: From 7.00 to 7.00 (unchanged)
Summon Bonelord: From 25.00 to 25.00 (unchanged)
Summon Bonewalker: From 13.00 to 12.00
Summon Centurion Sphere:From 25.00 to 20.00
Summon Clannfear: From 22.00 to 22.00 (unchanged)
Summon Daedroth: From 32.00 to 32.00 (unchanged)
Summon Dremora: From 28.00 to 28.00 (unchanged)
Summon Flame Atronach: From 23.00 to 23.00 (unchanged)
Summon Frost Atronach: From 27.00 to 27.00 (unchanged)
Summon Golden Saint: From 55.00 to 52.00
Summon Greater Bonewalker: From 15.00 to 15.00 (unchanged)
Summon Hunger: From 29.00 to 29.00 (unchanged)
Summon Scamp: From 12.00 to 13.00
Summon Skeletal Minion: From 13.00 to 11.00
Summon Storm Atronach: From 38.00 to 38.00 (unchanged)
Summon Winged Twilight: From 52.00 to 46.00
Sun Damage: From 1.00 to 1.00 (unchanged)
Swift Swim: From 2.00 to 0.20
Telekinesis: From 1.00 to 1.85
Turn Undead: From 0.20 to 0.20 (unchanged), currently does not work in MW.
Vampirism: From 5.00 to 5.00 (unchanged)
Water Breathing: From 3.00 to 3.00 (unchanged)
Water Walking: From 3.00 to 4.00
Weakness to Blight Disease: From 4.00 to 3.00
Weakness to Common Disease: From 2.00 to 1.50
Weakness to Corpus Disease: From 4.00 to 4.00 (unchanged)
Weakness to Fire: From 2.00 to 1.50
Weakness to Frost: From 2.00 to 1.50
Weakness to Magicka: From 2.00 to 2.00 (unchanged)
Weakness to Normal Weapons: From 2.00 to 2.00 (unchanged)
Weakness to Poison: From 2.00 to 1.50
Weakness to Shock: From 2.00 to 1.50
Changed a few spell descriptions to better describe how the spells actually work, rather than how they are suppose to work.
Balance - NPC Spellcasting
NPCs are stupid, really stupid. They don't even know how to pick spells. They choose spells principally upon one factor: the spell's cost in magicka. Higher level spell casters autoselect high magicka cost spells, even if it is an effect they can't use; i.e. command humanoid. This file adds new auto-calculated spells which are intended to allow NPCs to make "smarter" choices in spells. The spells are not placed on any particular NPC, nor should they be available at a spellseller (since spellsellers are flagged as non-auto calc'ed). However, any NPC flagged as auto-calc (most generic NPCs) will have access to these spells, generally starting at level 15 and progressing up to level 35. The spells they select depends upon their class (Battlemage, Healer, Spellsword, etc.), level, and available magicka.The NPC's proficiency in a given school and their total magicka influence selections. Some of the spell effects are a touch silly (i.e. dispel magnitude 100+) but was done to inflate the cost of the spell so the NPC would grab it based upon the magicka cost.
The spells added are:
NPC_Alteration: Burden for 30, 350-450
NPC_Alteration2: Frost Shield for 30, 5-100
NPC_Destruction: Fire Damage for 10, 10-30
NPC_Destruction2: Frost Damage for 10, 10-30
NPC_Destruction3: Poison Damage for 10, 10-30
NPC_Illusion: Sound for 26, 60-100
NPC_Illusion2: Paralyze for 20
NPC_Illusion3: Blind for 20, 50-90
NPC_Mysticism: Dispel, 200
NPC_Mysticism2: Absorb Health, fatigue for 10, 1-10, 5-35
NPC_Restoration: Restore Health for 15, 20-20
NPC_Restoration2: Fortify Health, restore health for 15, 10-100,1-10
Balance - Spells
Changes spells to increase their effects based on the reduced casting costs from 'balanced - magic effects'.
Re-autocalculated the non-autocalculated spells and re-non-autocalculated them (sounds silly, but when a spell is flagged as non-autocalculated then NPCs can't grab it when they compile their spell lists. Re-autocalculating them prevents these spells from being left with their original outrageous casting costs, which are reduced when using 'balanced magic effects'). This primarily affects the ash-vampire spells: the 'hand/wrath of endus' type ones, which before the vampires couldn't cast due to their high magicka costs.
The following spell changes increase the power of spells used by NPC (and purchasable from NPCs) while leaving their magicka costs roughly the same as before 'balanced - magic effects'. This results in NPCs being more effective with their magicka. Also, since bought spells are more efficient than spellmaker made spells it increases the player's selection as well.
Modified some spells and spell lines for consistancy or effectiveness, i.e. natural progression from xxx to cruel xxx to dire xxx, or xxx, strong xxx, great xxx, or xxx, heavy xxx, crushing xxx, etc.
Does a burden at magnitude 20 have any effect? Nope, the burden line now goes to 550. Tired of seeing useless spells sold by vendors that have an effect such as "sound, duration 2 seconds, magnitude 5"? Tired of seeing NPCs cast these useless spells on you as well? Try them now.
Do not use this file unless you are also using 'balanced - magic effects' or these spell modifications may make some spells too high in magicka requirements to be castable by some NPCs (or players).
Armor Eater (6) from 10-30 to 250-350
aryon_rest from burden 10-10 to 100-100
Blightguard (13) from duration 5 to duration 30, mag 20-40
Blind (10) from 20-20 to 50-50, duration 10 to 20
Bouyancy(2) from 1-1 to 10-10,dur 30
Burden(15) from duration 10, 20-20 to 150-150
Burden of Sin(50) from 40-60 to 150-250, touch
Burden of Sin, target: as above
Burden Touch(10) from duration 10, 20-20 to 100-100
charm mortal(225), duration 30 to duration 10
charming touch (225) duration 30 to duration 10
Clumsiness (28) from 5-20 to 30-40
Clumsy Touch(19) from 5-20 to 30-40
Command Beast from duration 60 to duration 20
Command Creature from duration 30 to 20
Command Humanoid from duration 30 to 20
Commanding Touch from duration 10 to duration 20
Cruel Earwig(9) from 5-11 duration 5 to 30-40, duration 10
Cruel Noise(12)from 10-22 duration 5 to 30-40, duration 10
Cruel Weary(45) from 50-70 duration 10 to 250-350, duration 30
Crushing Burden(45) from 60-60 duration 10 to 500-500
Crushing Burden of Sin(158) from 60-80 duration 30 to 450-550, duration 20
Crushing Burden Touch(30) from 60-60 duration 10 to 500-500,
Crying eye(2) from 1-10 duration 5 to 2-20 dur 20
Curse Agility(5) from 2-4 to 4-8
Curse endurance(7) from 2-4 to 4-8
Curse Fatigue(3) from 2-4 duration 5 to 4-8
Curse Health(3) from 2-5 duration 5 to 4-8
Curse intelligence(5) from 2-4 to 4-8
Curse luck(5) from 2-4 to 4-8
Curse personality(5) from 2-4 to 4-8
Curse Speed(5) from 2-4 to 4-8
Curse Spell poimts(6) from 2-4 to 4-8
Curse Strength(5) from 2-4 to 4-8
Curse Willpower(5) from 2-4 to 4-8
Daedric Bite(30) from 50-50 to
Demoralize Beast from dur 10, 5-5 to dur 20, 30-30, from target to touch
Demoralize Creature from dur 10,5-5 to dur 20, 60-60
Demoralize Humanoid from dur 10,5-5 to dur 20, 60-60
Demoralizing touch from dur10,5-5 to dur 20, 30-30
Detect Enchantment(5) from 10-10 duration 3 to 50-150, duration 5
Detect Key(13) from 50-50 to 50-150
Dire Earwig(13) from 8-15, duration 5 to 50-60, duration 10
Dire Noise (35) from 2-60, duration 5 to 50-60, duration 10,touch
Dire Weary (56) from duration 10, 60-90 to duration 30, 450-550
disintegrate weapon (7) from 6-25 to 125 - 250
disintegrate armor (7) from 6-25 to 150 - 300
distraction from dur 30 mag 5-20 to 30-40
distracting touch 30-40
Doze(2) from 1-20 to 50-150
dread curse, fatigue 5-12 to 10-25
Drain Blood from drain magicka 5-5 to 25-25
Earwig(6)duration 5, 3-8 to duration 10, 10-20
Enervate(28) to 30-40
Enervating touch(19) to 30-40
Erelvam's Wild Sty(10) from 1-40 to 2-100, duration 20
Exhausting Touch(75) from 5-20 to 20-80
exhaustion(169) from 5-20 to 20-80
father's hand, duration 5 to 10
feather(10) duration 10, 20-20 to duration 30, 50-50
fierce fire/frost/shock shield(12) from duration 10 to duration 30, mag 5-11 to 30-30
fire barrier(8) from duration 10 to duraion 20
fire shield(45) 10-10 to 20-20
flameguard to dur 30, 20-40
flay spirit(150) from 5-20 to 150=250, dur 30
flay spirit, ranged(225) from 5-20 to 150-250, dur 30
fleabite(1) 1-10 to 4-40
frenzy beast, duration 10 to 5, mag from 5 to 20
frenzy creature, magnitude from 5 to 20, duration 10 to 5
frenzy humanoid, magnitude from 5 to 20, duration 10 to 5
frenzy touch, mag 5 to 20, dur 10 to 5
frost barrier(5) duration 10 to duration 20, 3-3 to 1-10
frost guard, duration 30, 20-40
frost shield(27) 10-10 to 20-20
gash spirit(75) from 5-20 to 50-150
gash spirit, ranged (113) from 5-20 to 50-150
God's spark from 5-50 to 11-50
Great Open from 50-50 to 60-60
greater burden of sin(30) dur 10 to 20, 40-40 to 250-350
greater feather (50) dur 10 to dur 30, mag 100 to 150
greater resist common disease to duration 30 mag 30 to mag 80
greater resist fire/frost/etc. duration 10 to 30, mag 75
hand of sleep from 5-20 to 40-80
Heavy Burden(30) dur10, 40-40 to 250-250
Heavy Burden Touch (20) dur10, 40-40 to 250-250
hornhand(5) 15-36 to 30-72
ironhand(6) 21-42 to 72-154
lightning shield 10-10 to 20-20
magicka leech(126) from 6-15 to 24-60
magickguard dur 10 to dur 30
misfortunate touch(19) 5-20 to 30-40
misfortune(28) 5-20 to 30-40
noise(4) dur 5 to dur 10, 3-8 to 10-20
Ordeal of St. Olms(75) 5-20 to 50-150
poet's whim 1-30 to 2-60, duration to 20
purge magic, 5-5 to 50-50
Rally Beast 5-5 to 30-30
Rally Creature 5-5 to 50-50
Rally Humanoid 5-5 to 50-50
Rallying Touch 5-5 to 30-30
reflect(38) duration 5 to duration 10
resist cold/fire/frost(5) duration 5 to 30, 10-10 to 25-25
resist common disease(5) duration 30, 50-50
resist magicka(5) duration10, dur 30, 25-25
resist poison(10) duration10, dur 30, 25-25
resist shock(10) duration10 to dur 30, 25-25
self dispel mag 5 to mag 25
Seryn's Blessing(20) dur10, 20-20 to dur 60,75-75
shield of the armiger(75) from duration 10, mag 30 to dur 30, 50-50
shock barrier(8) duration 10 to 20
shock shield(9) see fire shield
silence(15) duration 5 to duration 10
sleep(45) 5-15 to 150-200
sotha's grace dur 5 to 10
sotha's mirror(25) dur 5 to 10
soulpinch(4) 1-20 to 3-60
soul trap, recalculated cost
spell absorption(25) from 10-10 to 25-25
spell drain(180) 10-30 to 100-200
sphere of negation(8)to 40-50
spite(28) 5-20 to 30-40
spite touch(19) 5-20 to 30-40
strain(28) 5-20 to 30-40
straining touch(19) 5-20 to 30-40
strength leech(30) 20-20 to 40-40
strong feather(25) duration 10 to 30, 50-50 to 100-100
strong fire shield/frost (54) 12 - 12 to 25-25
strong open from 50 to 55
strong reflect(63) dur5 to dur10
strong resist fire/etc.(20) duration 20 to 30, 20-20 to 50-50
Strong resist magicka duration 20, 50-50
strong shock shield(54) 12-12 to 25-25
swimmer's blessing(15) 5-5 to 50-60
test spell: unchecked auto calculate so NPCs don't grab it
temptation(28) 5-20 to 30-40
tempting touch(19) 5-20 to 30-40
tevral's hawkshaw(5) 10-10 to 10-50
tinur's hoptoad(30) to 20-40
torpor(28) 5-20 to 30-40
torpor touch to 30-40
touch dispel from 5-5 to 25-25
ulm's juicedraw feather(25) 50-50 to 200-200
variable resist common disease(16) dur 10 to 30, 1-30 to 1-100
variable resist fire/etc.(16) dur 10 to 30, 1-30 to 2-60
veloth's benison from dur 1 to dur 3
vivec's mercy(50) dur 10 to 15, mag 20 to mag 90
weakness(28) 5-20 to 30-40
weakening touch(19) 5-20 to 30-40
weakness to fire/etc (8) duration 5 to 10
weapon eater(5) 6-25 to 150-250
weariness(1) 1-10 to 100-300, duration 1 to duration 10
weary(34) 30-60 to 150-250, dur 10 to 30
wearying touch(38) 5-20 to 150-250, dur 30, effect of drain fatigue changed to burden
weeping wound(5)dur 3 to 1, mag 1-10 to 40-50
wild clumsy(56) dur 60 to 30, mag 5-80
wild distraction(56) from 5-20 to 5-80, dur 30
wild exhaustion(90) 5-15 to 20-160
wild earwing(17) dur 5 to 10, 1-30 to 10-80
wild flay spirit(9) dur 3, 1-20 to 50-350, duration 30
wild misfortune(84) dur 90 to 30, mag 5-80
wild spite(84) dur 30, mag 5-80
wild strain(2) dur 3 to 30, mag 5-80
wild temptation(2) dur 3 to 30, mag 5-80
wild topor(28) 5-20 to 5-80
wild weakness(2) dur 3 to 30, 5-80
wild weeping wound(3) 1-20 to 1-100
Wizard rend from drain magicka to damage magicka, 10-20
wound(2) 1-10 to 10-40
wounding touch(3) 1-10 to 10-40
to prevent an "invalid trap" error message from appearing in certain circumstances related to Moonmoth Legion Fort, Prison Tower Evidence Chest Burden of Sin left as range: touch, and Burden of Sin, ranged added to spell vendor Arielle Phieneel in Sadath Mora: Guild of Mages.
Changed starting restoration spell from Hearth Heal to Balyna's Soothing Balm
Gameplay - Dialogue
Added 24 seasonal rumors to no-lore Dark Elf NPCs (natives). These rumors reference the months and traditional holidays of Tamriel and are said with a high percentage chance instead of the default no-lore 'latest rumor' response ("Don't you think it is a little hypocritical that for all its proclaimations...").
Reduced chance that the Neveraine will always be greeted by the "E.e.e.excuse me big hero" stutter to 10% (Thanks to the mod that previously addressed this, I didn't realize how annoying it was until then).
Criminals with high bounties will no longer be able to use services when the speaker says in dialogue that they won't provide service. Guild members who said they would become increasingly more reluctant to deal with criminals now become increasingly more reluctant to deal with criminals.
High Bounties which cause NPC speakers to say lines such as "Get away!" will now cause the speaker to flee if they are of low level. Don't worry, they will forgive you over time if you clear your bounty (and they return to their original positions - i.e. silt strider travel agents).
Speakers who have lines such as "Get away Vampire!" will now properly run if the speaker is of low level. Enjoy terrorizing the local populace.
NPCs who had lines such as "Get away from me, Corprus can't be cured!" will now run to avoid contact with Corprus if they meet certain conditions, some will simply prefer you leave them alone and reduce their dispositions appropriately (Dark Elves, being native and more used to the diseases of Red Mountain tend to be more forgiving).
NPCs will occasionally show strong reactions to the PC having a blight disease, although much less so than to Corprus, but more so than a common disease.
Pre-existing Morrowind dialogue bug fixes:
Sottilde will respond properly to code book questions.
Corky can be sold to Druelen Falen
Gameplay - Faction
A gameplay realism enhancer. Guilds and Houses are now a touch fussier about just who they let in, and who they let advance. Originally Morrowind had all stat requirements for guilds and houses set to a maximum of 35 (i.e. to be the arch-mage of Vvardenfall you only needed an Intelligence and Willpower of 35). This is actually below the starting statistics of most level 1 characters, and was hence meaningless.
Now the guilds and some houses will be more stringent in their requirements. Some guilds will refuse membership to you if you appear unqualified (i.e. the Fighter's Guild will not even consider membership to those below 40 strength - weaklings need not apply here). Some Houses (Telvanni) are now more exclusive (as advertised in countless in-game appearing books and references) and will later actually require you to be proficient in magic before they grant such titles as Wizard. Some guilds are not very fussy (i.e. the Morag Tong and the Thieves Guild) and are more concerned about whether or not you just "get the job done". Some guilds will sign you up easily enough (Mages), but do expect you to develop more appropriate abilities, skills, and statistics over time.
The Morrowind Prophecies walk-through book lists the Tribunal Temple as having requirements of Intelligence and Personality, the Text in the book (on the same page) contradicts this and refers to Willpower and Personality, the actual game is in abeyance of both of these statements and has it set for Agility and Personality. Since the Temple favors skills such as Mysticism and Restoration, the Temple now requires Willpower and Personality.
The dialogue notes for faction based refusals for service do not jibe with the settings in that same dialogue. These faction refusals for service are active now, and alot of guildmembers will refuse service to non-members. This means that guild membership now means something. Generally guilds will now refuse service to non-guild members (with exceptions). Houses will now not serve rival houses. This is how the dialogue notes appear in Morrowind, and I highly suspect it was changed to make the game go faster. Sadly, as Morrowind was released, these settings resulted in there being really no reason to join most guilds since you can use their services (and drink at their taverns) without joining 'em.
The entry requirements for guilds and houses:
Fighters: Str 40, End 35
Hlaalu: Spd 35, Agi 30
Cult: Per 35, Wil 30
Legion: End 35, Per 30
Mages: Int 35, Wil 35
Tong: Spd 35, Agi 30
Redoran: End 35, Str 35
Telvanni: Wil 35, Int 40
Temple: Wil 35, Per 30
Thieves: Agi 35, Per 30