Morrowind

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l33tninj4

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l33tninj4

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10 comments

  1. YoshiSaito
    YoshiSaito
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    Balancing the elements is tricky, since they're all fundamentally the same, except Fire projectiles fly faster and Ice projectiles fly slower, until checked by the target's resistances--that's where elements make their distinction. My own balancing of Poison was to make it identical in Base Cost with Fire/Frost/Shock/Damage Health since it does have a few niches even in the base game. Specifically, it's the one element High Elves aren't weak to so it's the ideal element to play fast and loose with when fighting enemies with passive Spell Reflection since it won't hurt as much when it's reflected back at the attacker, and both Argonians and Redguards can appreciate being immune/near immune to the element as well.

    I find the best way to balance the elements, besides adjusting Base Cost, is to diversify the bestiary and NPC "bosses" so that they all have situations where they're optimal and situations where they're poor. That's easier said than done, of course, because it means either getting a bunch of mods (and then editing them to have different elemental strengths/weaknesses, including in offensive spells) or making versions of existing creatures with varied strengths/weaknesses and then adding them all to existing creature lists. 

  2. zenarchy
    zenarchy
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    This really appealed to me but I already use a mod that balances the birthsigns and The Lady is no longer worth it in conjunction with this mod. I wouldn't normally bother to point this out, but it's a really popular one (MW Reborn) and I think making this change optional would make it more appealing to a broader audience.
  3. rhino2724
    rhino2724
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    Because not being able to apply poison on your weapons is less important than this.
    1. OffworldDevil
      OffworldDevil
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      Importance is irrelevant when it comes to circumventing hardcoded engine limitations.
  4. ZZZ02
    ZZZ02
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    When I used this mod, the poison spells were not changed at all (yes I tried it with a new game as well). The races and birthsigns were all changed correctly so that works fine.
    1. l33tninj4
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      EDIT: Are you sure? I just tried the mod on existing characters and a new character. The basic Poison spell (2-20 poison damage on touch) costs 9 without the mod, 4 with. This was the same no matter if it was an old or new character.
      To double check, I went through the TESCS and checked all the default poison spells; all of the costs automatically changed. Seems like there's an issue on your end?
    2. ZZZ02
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      Sorry I haven't replied in some time, I've been busy. I think that the problem may be with MM as it is the only other magicka mod I have other than scripted spells. I am very new at modding and have tried to fix this but with no luck. Whatever, getting a new power and the ability to poison redguards is enough for me
    3. l33tninj4
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      Yeah, depending on load order, anything else below this mod that also alters poison will overwrite it. Not sure of the mod in question, but if it changes anything about the poison spell effect itself, it'll conflict. Of course, if you put my mod below the other one, it'll have my changes, but not the others, as far as poison goes (unless the conflict is caused by something else, I'd have to see the other mod to be sure).
    4. ZZZ02
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      the mods full name is mastering magicka it is on this site. it has a cost reduction based on magicka skill in it. I only know how to use MLOX for now and it is placed below this mod in the load order, i need to find something else.
    5. l33tninj4
      l33tninj4
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      Yeah. that'd do it.