Morrowind

About this mod

New version available with a total 14 enchantments for the armor pieces, 1456 enchanted weapons, enchanted amulets. More easily available adamantium and stalhrim, a lot of armors and weapons, restored cut content and other bonuses.

Requirements
Permissions and credits
Donations
Very hard respawning Morrowind enemies

Requires Tribunal and Bloodmoon

What's new in this version?
  • Everytime you kill a spriggan, an ash zombie, an ash slave or a corprus monster you have a 50% likelihood to find a piece of scrapwood. Once you found all the 5 variations and with 1400 septims you can ask any blacksmith to craft you a wooden crossbow. Pay a visit to the Caldera daedroth merchant and buy the new tract to unlock the new topic.

  • All the draugrs have a 20% likelihood to carry a piece of stalhrim
  • All the generic goblins have a 25% likelihood to transport a piece of adamantium
  • The goblins use improved and sometimes enchanted weapons
  • The Vvardenfell enemies are likely to use nordic silver and goblin weapons
  • The Vvardenfell enemies who favor the heavy armor are likely to wear a nordic mail armor

  • I created a lot of enchanted weapons. You can find a total 1456 enchanted weapons on the leveled lists of the hostile NPC's.

  • I applied the absorb luck effect on all the enchanted weapons


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I added 2 enchantments per type of armor piece for a total 14 enchantments. Each armor piece the average hostile NPC's wear has a 33% likelihood to be enchanted.

More precisely I added 2 enchantments per kind of armor piece with the following constant effects, sometimes mixed:
  • Fortify agility
  • Fortify fatigue
  • Fortify health
  • Fortify magicka / luck
  • Fortify luck
  • Fortify strength
  • Resist fire / fortify health
  • Resist frost / fortify fatigue
  • Resist magicka
  • Resist paralysis
  • Resist shock / fortify luck
  • Sanctuary
  • Spell absorption
  • Spell reflection

You will find 1102 enchanted weapons using the following enchantments:
  • Absorb fatigue
  • Absorb health
  • Absorb magicka
  • Damage health
  • Damage of the 3 elements
  • Disintegrate armor
  • Disintegrate weapon
  • Fire damage
  • Fortify weapon skill
  • Frost damage
  • Shock damage
  • Silence

Plus 10 weapons with an absorb luck enchantment

If you're updating from a savegame you made with the previous version you should better unequip any enchanted equipment piece coming from the previous version.

Are you tired of all these dungeons that remain empty forever once you raided them?
Are you tired all of these you kill in 2 times 3 movements without even forcing?
Do you love these fights where you can't prevent wondering if you'll get out alive?

If your answer is yes this mod is for you.

I set the NPC's I want to respawn to level 250 with auto-calculated stats, a custom made equipment on leveled list and set them as leveled creatures. This means if you've killed a NPC long ago and his corpse vanished in the vanilla game he will be back forever.
I created a lot of new items to help you make your character become a one (wo)man army.
In this mod you will notably find 190 enchanted amulets, 486 enchanted armor parts and 1102 enchanted weapons in your enemies' leveled lists including the unused wooden crossbow, daedric and dwemer longspears and in Solstheim the nordic silver spear plus the stalhrim shortsword and spear.
I gave all my new clothes, armors and weapons a very enchantment capacity among other things.
All my custom armors of the same weight-class have the same quality by the way.

I modified and replaced the generic hostile NPC's in Solstheim.
I also set as hostile many NPC's who are more or less friendly in the vanilla game.
I added new custom creatures in many of these places for an even greater challenge.
I set many NPC's I don't want to respawn to level 255 with buffed up stats for an even harder fight.

I modified other things but I won't make you a complete list because I didn't create any changelog and to keep some surprises.

To prepare your character I put a daedroth merchant outside Caldera. He has everything you need to become nearly invincible even without  wearing any armor plus new spells.
If you don't have much money buy him the fortify alchemy spell it will help you get rich very quickly. You can also kill him and loot him, don't worry he respawns.


About the cell conversion issues
I created this mod on the french version so you will likely need a cell translator-converter tool to fully enjoy it on your version. This one should do the job.
Due to the way Morrowind was made you will likely get in your cells some creatures I removed in the mod or have the same NPC twice in some dungeons you never explored before.
I removed a lot of creatures placed as-is to replace them with custom ones. So if you see a tomb filled with daedras and one undead don't hesitate to remove the undead (open your console click on it and type disable then setdelete 1).
If you come to a dungeon you didn't visit before and have the same NPC twice and are overwhelmed, think your game will crash etc, open your console, choose one of them randomly and type sethealth 0. Except if I'm wrong you'll never experience this problem twice in the same cell.

Setup
:
Copy and paste Harder respawning enemies.esp and the meshes folder in your Morrownd\Data files folder
Activate using Morrowind launcher or a mod manager like mlox or Wrye mash.


Conflicts and incompatibilities
:
Any mod affecting the vanilla creatures is likely to cancel the changes I brought to them.
Any mod affecting the vanilla leveled creature lists is likely to replace my custom creatures by the vanilla elements. as long as said mods don't also affect the creatures or generic NPC's it shouldn't prevent you enjoying the extra difficulty.
Any mod affecting a NPC I changed in the game is likely to prevent you having a hard fight against said NPC.


Don't hesitate to check my other mods:
Oblivion:
Agronak gro-Malog's deadly challenge
Choose your Oblivion plane
Erotic HGEC F-cup arena raiments replacers
Erotic HGEC F-cup cuirasses and clothes replacers
Improved and alternative merchants
Improved sigil stones selector
More consistent and diverse Oblivion enemies
More generous factions
More rewarding skooma
No more empty dungeons
Oblivion addiction
Oblivion caves selector
Remove your infamy with the 9 Divines
Repeatable Oblivion quests
Sigil keep selector
The honest merchants don't buy skooma
Younger and prettier Rohssan and Rasheda

Morrowind:
Detritus Caria's shady new project
Dramatically improved Morrowind Tribunal and Bloodmoon
Erotic shirts for Better bodies and Robert's bodies
Improved magicka and alchemy plus infinite use objects
Merchant creatures for every city and village
More rewarding Morrowind factions
Restore magicka spell and enchant
Rewards for sparing Vandacia and Alleius
Use the propylon indices once
Very rich Creeper and Mudcrab with new services