Morrowind
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Apoapse

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Apoapse

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About this mod

Apoapse's Attack dramatically changes the way weaponry works in Morrowind, in an effort to bring it (at least) to par with later games. Most noticeably, your weapon skill now determines the damage you cause instead of your chance to hit. Unlike many previous mods, Blind and Sanctuary effects are still useful and the game is still balanced.

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This mod requires MWSE v2.1 (the Lua version) to function. It is compatible with existing savegames. Disable the old ESP before updating.






    Apoapse's Attack dramatically changes the way weaponry works in Morrowind, in an effort to bring it (at least) to par with later games. Most noticeably, your weapon skill now determines the damage you cause instead of your chance to hit. This means that if it looks like your weapon hits your opponent, it actually does---assuming there are no Sanctuary or Blind effects in play. This feature has a few advantages over previous "Never Miss" mods:

  • The game's combat is still balanced properly. Although you will consistently hit your opponents, characters with low weapon skill will cause less damage with each hit. This is how both Oblivion and Skyrim work.
  • Sanctuary and Blind are still useful spell effects. They will introduce a chance of missing, depending on the magnitude of the effect, your Agility and Luck, and your weapon skill.
  • This feature works with all types of combat. Whether you are fighting with bows and arrows, enchanted weapons, or your bare hands, you will experience all of the combat improvements that this mod has to offer.

The mod also introduces skill-based benefits to other areas of combat. Your critical hit damage now depends on your weapon skill. As well, a high marksmanship skill now improves your chance of retrieving fired arrows, and a high weapon skill now lessens the degradation rate of your weapon.

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Data

     The first notable change with this mod is that your weapon skills do not determine your chance to hit with your weapon. They instead determine your damage according to the following formulas:

Weapon Damage = ( 0.5 + Strength / 100 ) * ( Current Condition / Max Condition ) * Base Damage^2
/ ( Base Damage + Enemy AR + ( 2000 / Weapon Skill ) )

* Melee Critical Hit Damage = Weapon Damage * ( 2 + Weapon Skill * 0.04 )

* Marksman Critical Hit Damage = .375 * Weapon Damage * ( 2 + Weapon Skill * 0.04 )


*taken out for v3.0, but will return in v3.1

     This growth is such that you feel a noticeable increase in power with higher skills without feeling wimpy at low levels. You will also notice that more powerful weapons become increasingly less important as your character becomes more skilled (though they always remain useful); while investing in the best gear is great early on, you can start to use your more interesting and less powerful weapons (looking at you, spears) as your skill increases.

     Your weapon skill also determines weapon degradation rate and arrow retrieval chance as follows:

* Weapon Degradation Rate = Weapon Damage * ( 0.5 - Weapon Skill * 0.004 )

* Arrow Retrieval Chance = Luck * 0.4 + Marksman * 0.5

*taken out for v3.0, but will return in v3.1

The changes to critical hit damage, weapon degradation rate, and arrow retrieval chance only work if you are using MGE XE.



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Credits and Licensing

     I took inspiration from some really great mods (Depth Perception, Dynamic Game Settings, MEN Combat, and Gratuitous Violence), but no resources.

     You may use any resources from this mod as you wish, but with the following two restrictions:
  • You must give credit proportional to the final work.
  • If you use any resources from this mod, your mod must also be free for modders to use. We can always use more free resources.