Morrowind

File information

Last updated

Original upload

Created by

Tizzo

Uploaded by

Tizzo

Virus scan

Safe to use

About this mod

The purpose of this plug-in suite is to subtly alter game-play in such a manner as to close off or hinder methods by which the player can exploit game systems to quickly become stronger and/or overpowered. It does so by changing attributes and values for a variety of game settings and items.

Requirements
Permissions and credits
TTT_Ingredients:


All instances of Fortify: Intelligence & Fortify: Luck changed to Restore: Intelligence and Restore: Luck, respectively. All Instances of Fortify Fatigue Changed to Fortify Attribute: Endurance


Net Effect: It's impossible to make Fortify Luck, Intelligence or Fatigue potions with these changes, which effectively closes off the "potion exploit" (Make Fortify: Intelligence, Luck, or Fatigue potions then drink all of them, repeating the process until you are making insane attribute and effect buff potions).

******************************************************************************************************

TTT_SpellMaking:


The following effects can no longer be used as custom effects:

Absorb Magicka
Calm Creature
Calm Humanoid
Chameleon
Charm
Command Creature
Command Humanoid
Damage Attribute
Damage Skill
Drain Health
Drain Skill
Fortify Attribute
Fortify Fatigue
Fortify Skill
Levitate
Lock
Open
Restore Attribute
Restore Skill
Sanctuary *
SlowFall
SoulTrap
Telekinesis
Water Breathing *
Water Walking *
Weakness to X (Fire Frost Shock Poison Magicka)


* Denotes that this effect can be used to make custom spells, but not custom enchantments

Net Effect: Closes off a wide variety of exploits and "game-breaker" spells/enchantments.

For example, the levitate effect in the base game can be made as an "on target" spell with a low magnitude, high duration effect then cast on creatures and npcs to act as a "snare" style effect.

Fortify fatigue (another innocuous effect) can be cast at high magnitude, low duration to permit the player to effectively bypass the skill system for any number of skill checks.

Drain Skill can be used to lower your skill temporatily to zero, allowing you to get cheap or virtually free training from an NPC.

And so forth.

******************************************************************************************************

Enchanting

GMST Changes

fEnchantmentChanceMult Changed to 1
fEnchantmentConstantChanceMult Changed to 1
fEnchantmentConstantDurationMult Changed to 120
fEnchantmentValueMult changed to 200
fMagicItemRechargePerSecond Changed to 0.0100
fSoulGemMult Changed to 30
iSoulAmountForConstantEffect changed to 1000

Skill Changes

Recharge item Changed to 4.00
Use magic item changed to 0.15
Create magic item changed to 8.00
Cast When Strikes Changed to 0.05

Item Changes

Misc_Soulgem_Azura Changed to Value 50
Misc_Soulgem_Common Changed to Value 4
Misc_Soulgem_Grand Changed to Value 20
Misc_Soulgem_Greater Changed to  Value 6
Misc Soulgem_Lesser Changed to Value 2
Misc_Soulgem_Petty Changed to Value 1


Net Effect: Much easier for the player to recharge and create enchanted items. Easier to raise Enchant Skill (not such a grind anymore).

Soulgems (and indirectly player-created enchanted items) are no longer worth the large amounts of gold they were previously. This is for the benefit of the game economy.

Enchanted items still recharge on their own, but very slowly. So, if the player wants to make heavy use of enchanted items, they need soulgems and some level of enchant skill.

Impossible to make constant effect items unless using Azura's Star and either Vivec's or Almalexia's soul. It is very easy to make very, very, VERY broken constant effect items and item sets (Constant effect 100% Chameleon or 100% Sanctuary clothing sets, I'm looking at you), this change is an easy way to limit the player from doing so.

******************************************************************************************************

Alchemy

GMST Changes

fPotionStrengthMult Changed to 0.2500
fPotionT1DurMult changed to 0.2500
iAlchemyMod changed to 1

Skill Changes

Potion Creation Changed to 1.00
Ingredient Use changed to 0.75

Item Changes

Apprentice Level Items: Weight 5.00, Value 50, Quality 0.50
Journeyman Level Items: Weight 10.00, Value 200, Quality 0.75
Master Level Items: Weight 15.00, Value 800, Quality 1.00
Grand Master Level Items: Weight 20.00, Value 3200, Quality 1.25
Secret Master Level Items: Weight 25.00, Value 12800, Quality 1.50


Net Effect: Potions are significantly weaker, and are worth a lower amount. This helps prevent the player from breaking the game economy by creating scores of potions to make money. Alchemy is much less of a clicky grind-fest to raise. Player-made potions are more in line to potions available from merchants, although a dedicated player can raise their Alchemy to the point where they can make potions which are fairly superior.

For reference, a restore health potion (made under my values) with 100 alchemy, 100 intelligence, and a complete set of grandmaster's gear comes out to about 9 points of restore health for 32 seconds, or 288 points of healing. This still compares favorably to the best "pre-made" restore health potion, which is 40 points for 5 seconds, or about 200 health.