Morrowind
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Arkann

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Arkann

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About this mod

Replaces every NPC’s spell list with a new set of spells that fit their class more closely in my opinion.

Permissions and credits
Smarter Casters
by Arkann

 
1.      Description

This mod replaces every magic-using NPC’s spell list with a new set of spells that fit their class more closely in my opinion (see picture for the full list). All spells come in 3 ranks depending on the NPC’s level.

This also affects spell merchants, but I added a merchant on the top floor of Arrille’s Tradehouse in Seyda Neen who sells every spell effect to make up for that. I strongly suggest not to buy the new spells from NPCs as their spell cost and success rate do not reflect what you could expect from regular spellmaking.

If you want to see the changes in effect as soon as possible, open the console and type “coc ArkTestCell”. It will teleport you in a test cell with NPCs of every class. Engage them in battle and see if you like the changes or not. I suggest typing “tgm” in the console too to make your character invincible.

The “Optional” folder contains a “Smarter Casters Resource.esp” which adds the new spells and test NPCs in a test cell, but does not make changes to anything. Consider it a modder’s resource.

2.      Installation

Drop « Smarter Casters.esp » in your Morrowind/Data Files folder and tick its box in the launcher.

3.      Known Issues

·  NPCs will sometimes cast the same buffs on themselves twice in a row. This behaviour seems to be random.
·  In order to bait NPCs into using some spells they otherwise would never cast, I added a “Bound Cuirass” effect with no duration on them. If you use my Magic Diversity mod, the new spell effect will probably become annoying very quick, on top of being confusing, so I added a replacer in the “Optional” folder. If you don’t use Magic Diversity, just ignore it.

4.      Incompatibilities
·  This mod modifies a very high number of NPCs, which means it is most likely incompatible with many mods that brings changes to NPCs too. I suggest using the “merge objects” function from TESTOOL with such mods (make sure to back up your .esp files beforehand) to see if it can make them work together.