Morrowind

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kaekaze

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kaekaze

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About this mod

Essentially a regeneration mod on drugs. It allows you to take points from your mana regeneration and use them to support never-ending magic buffs.

Permissions and credits
( A - Intro )
Essentially a regeneration mod on drugs. It allows you to take points from your mana regeneration and use them to support never-ending magic buffs. A full list of features is included at the bottom of this readme and in-game.
( B - Installation )
This mod requires:
kaeDerivedStats
kaeSharedRecords
If you want to maerge them it should be OK but I'm developing mods that are going to need them as seperate parent files.
( C - Thanks )
Ghan-Buri-Ghan for doing what Bethsda should have from the start with Scripting for Dummies.
I'll probably be playing this game till I'm 90. Some people work on cars, I work on Morrowind and I thank the community for all the amazing content created. And curse you for keeping me tied to this game ;)
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Book 1 - Both books are in-game as well as this file.
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*If you use a regeneration mod see the settings topic in the Advanced Handbok*

(1 - Finding Effects): Before doing anything you need to locate the spell effects in-game. Alternatively there is a cheat that will give them all to you immediately. Don't worry, you can't miss it. They can be located in shops like Arille's or at leveled list spawns and in some creatures.
*This feature is not available yet. It may never be, I'm pretty burned out on this project. Give it a month. All the tomes are ready, I just have'nt placed them yet.

(2 - Activating an Effect): Once you find an effect equip the Channeling Rune to access the effects menu. Some things will require you to pay out and inital cost in mana to activate. Some will turn on for free. All will detract from or even reverse your regeneration rate. Details on creature summoning are included in the Advanced Handbook.

(3 - Fatigue): Fatigue can have a devastating or godly effect on your regeneration and degeneration. At full fatigue you will generate 1.25X mana and at 0 only 0.75X. In addition degeneration will be 0.75X at full fatigue and 1.25X at 0. Theese two statements are not litterally true but anyone who can figure out why should realize that it doesnt really matter how I word it.

(4 - Mana pool): If you lose all mana your fatigue will begin to be penalized. This penalty is not dependent on the actual cost of the effects that depleted your mana pool. Every seond you will lose fatigue and every second you can not maintain your effects this penaly will grow by 1 point. At 11 seconds you will lose 11 fatigue; 1 seond: 1 fatigue, 55 seconds: 55 fatigue, and so-on-and-so-forth and everywhere inbetween. Eventually you WILL be incapactitated; no amount of fatigue regeneration can stop this forever. You can deactivate the effects whenever you wish but once you go down theres a catch. "If" you use a quick key to equip the rune it will not work. You must equip the Rune from your inventory screen to remove some effects. Once your regeneration can support your effects you begin to regain fatigue BUT if your fatigue is negative this can take a long time.
*Note that theese things can be exascerbated by the fatigue penalties to regeneration and degeneration. Its a slippery slope.

(5 - Skills): Your magic skills influence both regeneration and degeneration. Increasing one and decreasing the other respectively. By default each magic school can add 0.5 regeneration. Values above 100 will further increase this. More importantly, the schools will reduce the cost of applicable effects from 0 - 75%. 0 skill = 0 reduction, 100 skill = 75% reduction and everywhere inbetween. Skill values above 100 will not improve cost reduction. Theese bonuses will update dynamically and you do not need to recast effects when a skill goes up. Bonuses added to theese through this mod do not impact regeneration.

(6 - Attributes): Intelligence and Willpower are the only attributes that can influence regeneration. By default they add Int/100 and Willpower/50. Bonuses added to theese through this mod do not impact regeneration.

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Book 2
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(1 - Settings): This mod has a variety of settings which will allow you customize it to your play style. Without entering the CS you can not adjust the cost of individual effects though. Descriptions are provided.
*If you have your own regeneration mod go to the settingss menu and set the regeneration multiplier to 0.

(2 - Creatures): Every creature, summon, or NPC conjured through this mod has many features:
Leveling: They grow with your conjuration skill, not your level.
Number: Summon as many as you want of any single or multiple types.
Warping: It is always possible to lose a follower but its far less likely when they can warp behind you. They can not be ordered to stop following you. If you lose one just click lost-pet.
Companions: Each will display it's stats for you and carry your posessions.
Pesistent bodies: They dont just disappear when they die so you can get your stuff back. They have no default loot.
Stealth: Some summons will sneak when you do. HOWEVER there is a bug that will not allow this for more than one summon of the same type. Sorry, no ninja skeleton hordes.
Cost Reduction: Initial summoning costs can be reduced with bonemeal and daedra hearts. Seems useless until you need some meat in a battle and your mana is low. Does NOT affect degeneration.
Equipable weapons: Some summons equip weapons. Now yours can too! Provided you have one to give.
Unfaithful minions: If you run out of mana all your summoned creaturs will immediately go berserk, attacking you and everything else. Once this happens there is no way to regain control of them but their degeneration values are removed.

(3 - Script Types): This mod applies effects in a variety of ways which may be usful for you to know about.
Percentage scripts are things like Resist Magicka which can not effectivly accumulate multiple values. 50% + 50% does not equal 100%. Its acually 75%(Leave it to Bethesda to make 2+2=3). So to save my sanity theese effects are done in multiples of 10. There are some side-effects for this though. There is no rounding. If you have 99 restoration you can only have 90 resist magicka. 61 restoration = 60 resist magicka.
Binary scripts use 1,2,4,8,16,32,64 magnitude spells to reach any total up to 100.
Massive binary scripts are just binary scripts multiplied by 10 for things like feather and fortify enchant.
On/Off scripts are pretty self-explantory and are things like bound longsword or water walking.
Invisibility has to to scripted ot remove itself in the event that you perform an action which cancels it. This takes one global script that is only active while the effect is.

(4 - Levitation): It doesn't exist, use slowfall.

(5 - NPC/PC balance): There is an obvious advantage for the player in this mod and so I've included a balancing mod with it's own tutorial that you can customize to fit your whim. Its somewhat problematic but effective. And fun :).

(6 - Cost/Regen/Gameplay issues): By default I have both regeneration and degeneration multiplied by 3.5. Why, don't they cancel eachother out? No. Only if they are equal, the effect is in the difference between them. Example:
1X Multipler:
10 shield = 1 degeneration and
1 regeneration point
This makes for a 0 effect on your mana pool.

1X Multiplier:
5 shield = 0.5 degeneration and
1 regeneration point
This makes for a +0.5 effect on your mana pool.

1X Multiplier:
15 shield = 1.5 degeneration and
1 regeneration point
This makes for a -0.5 effect on your mana pool.

Well and good but what happens when you set the multiplier to 3?

3X Multipler:
10 shield = 3 degeneration and
3 regeneration point
This makes for a 0 effect on your mana pool.

3X Multiplier:
5 shield = 1.5 degeneration and
3 regeneration point
This makes for a +1.5 effect on your mana pool.

3X Multiplier:
15 shield = 4.5 degeneration and
3 regeneration point
This makes for a -1.5 effect on your mana pool.

As you can see the percantage of regeneeration stays the same, but the actual effect on your mana pool is far more dramatic. The default settings allow for 21 regeneration . But every effect you use also costs 3X as much. This allows for a purely offensive build and makes the player consider what balance they want between offensive and defensive casting. If your not sold then just adjust the multiplers, they can even go below 1 so have some fun.

(7 - Contact): I can be contacted via PM on the www.elderscrolls.com forums at kaekaze1. If your sending in a bug please tell me what effect it occured on, what your regeneration was doing at thte time, what your fatigue was doing, and describe the error as dialogue, magnitude, cost, or whatever.
If you do not like the way I balanced the effects I might listen. If you don't like the overall effect, thats what the multipliers are for and I don't care. But if you think a particular spell is far too cheap/ expensive I want to know.
If you think of new content that will suitably expand on whats already here while staying in the spirit of it I would like to know.

I reserve the right to say no.

(8 - Original content): In the intrests of community feeling and keeping this mod universal if you caome up with some original creature you want added and you work up the content for it I will add it in and give credit but please dont just release your own mod without consideration for anyone else. I do not get online much so give it a month or two. After that if I don't respond go nuts. If you want to reuse the scripts or ideads to creat a completely detached mod have at it. I don't care. I will NOT be adding in any creature mods. If you can get permission to use that content you have my permission to reuse my scripts or whatever.

(9 - Fargoth): Yes, I made another joke on Fargoth but its just there for demo. To start it make sure you have his ring and say you don't have it. Follow the quest through(its not long) and make sure you don't lose the ring.