Skyrim

About this mod

This mod re-prices Armor, Weapons, and a vast majority of the miscellaneous items in the game, radically changes Alchemy effects and ingredients, while slightly tweaking barter settings to make the value of items both, more believable and more in-line with the experience in other games. Now also re-balances Animals - Final Update

Requirements
Permissions and credits
                                                   
MORROWIND MISCELLANIA 




Features at a glance: (more details below)


  • This mod allows players to craft and purchase Basic Crossbows and Bolts at any blacksmith! (crafting requires Steel-smithing perk)
  • This mod re-balances potion effects and ingredients, making strong ingredients far more effective than their mundane counterparts
  • This mod makes materials, consumables, and ingredients worth more. While simultaneously allowing them to be bought or drop all-game
  • This mod makes rare armor, weapons, and artifacts worth FAR more gold. It even adds some mats and gear to sensible, lore-friendly locations
  • This mod Customizes merchants to make them more interesting, useful, and flavorful while not flooding their inventories
  • This mod Adds Many New Types of Potions and Ingredient Effects, and Removes broken and boring skill-ramping from alchemy
  • Fortify-abuse potion effects have been reworked as night-eye, fortify armor, toxin (alongside a poison re-work), and others
  • This mod reworks Merchant Potions; the Strongest have low durations but potent effects, Medium are more balanced, Weak are long-lasting but diluted
  • This mod adds interesting, flavorful items to merchants in towns; craftsman, fences, and merchants may have rare goods
  • (Optional) Adds armor, health, speed, poisons and attack styles to sensible animals and creatures (dwemer automations and spiders for instance) (requires skytest)

*Requires a mod which fixes attack speed like; True Armor, Disparity, Weapon Attack speed fix, etc.



        I never understood the pricing of items in Skyrim and loved how everything in Morrowind seemed to have a fair price relative to the other objects in the world. In Oblivion, and even moreso in Skyrim, items that were once revered as being the blood of a dead god felt commonplace, daedric artifacts that were passed down by "proper"-gods, for some reason, were hardly worth anything! I found this to be an insanely jarring contrast from Morrowind where such items were more expensive than the cost of establishing a small-town. Now I had no intention of totally breaking the game with outlandish prices, so I instead chose to compromise and use the Whiterun player home as a base-point to create a workable ratio between the two titles.

       This mod, in conjunction with mods like Morrowloot, also attempts to fix a glaring design flaw of Vanilla skyrim's leveled lists. As you level up in the normal game you arbitrarily unlock access to progressively more-powerful and valuable item drops, which on paper looks fair enough, however in practice it means that, at higher levels, you have an equal chance of getting far more valuable and powerful items as low-level items.
"Rare" ingredients, jewelry, and other such loot aren't actually, or usually, rare at higher-levels, they just require your character to have been around longer.
This mod aims to make most Items and ingredients, along with some types of armor, actually rare, USEFUL, and available all throughout the game (I have not, however, touched high-level weapon and armor LL - Morrowloot and MLU both do a better job and compliment MM perfectly) .



        This mod goes a long way towards returning an air of purpose and value to "clutter" and less-potent ingredients, while placing great emphasis on rarer and more expensive ones through a slew of new and more useful effects which replace the broken skill-ramping potions of vanilla. 
Small changes and new effects go a long way towards restoring a feeling of incredible rarity associated with the strongest weapons, potions, and armor, I've even taken things one step further by de-leveling and de-valuing certain items that had no business being constrained to late-game drops (such as gemstones and the inventories of merchants).
These changes make in-game merchants feel more purposeful with all-new inventories, chock-full of more and more-useful supplies, including much more affordable selections of potions which range from diluted and weak in their effect to premium-masterpieces! You may even chance upon some truly superb finds when browsing the wares of specialist-shops, renowned craftsman, or legendary fences.








                                                                                                I Highly Recommend:
Morrowloot or Morrowloot Ultimate: In fact, not only was this mod created with those specifically in mind, I would recommend one or the other to every single person on the Nexus and would never dream of playing the game without them. 
Scarcity Less loot mod: Allows you to customize how much less loot drops
Trade and Barter: Fantastic mod for fine-tuning gold-values
MrBS UniqueLoot: An interesting mod that spices up leveled lists and rewards looting miscellaneous containers, while giving dungeons context
Honed Metal: Gives you something to spend your gold on and is just a wonderful must-have, remember to set max tempering to 75  or lower to avoid making the game a bit too easy.

                                                                                      Load Order:

Unique loot
-Any other mod that edits weapons or items/alchemy
Morrowind_Miscellania
Morrowind_Miscellania_UniqueLoot
-Any mod you want to overwrite my changes
Morrowloot
Morrowind_Miscellania_morrowloot
Add Delev, Relev, Stats tags before building bashed patch!



More Details on Changes:
Alchemists, Blacksmiths, Mages, and all other vendors now have specialized inventories based on their in-game competency, location, and specialization.
Fences have regional inventories with items that make sense and become progressively more rare and useful based on the rank of the fence.
Alchemists have more potions for sale and far more variation in what they have available to sell in the first place, cheaper low-level vendor-potions place emphasis on player-preparation.
Blacksmiths have more regional, locational/alliance, and sensible items. More ore, more arrows, crossbows and bolts, Orcish blacksmiths will have orchalium and orcish weapons or Ebony depending on region.
Blacksmiths and general-vendors/merchants in large cities will sometimes have rare weapons, armor, jewelry or other useful items for sale.
Enchanted jewelry has been de-leveled and given in various competency-related packages to various in-game merchants with most of the higher-level gear going to specialists at winterhold.
Jewelry, potion, and gem drops are all de-leveled and now based totally on rarity, not player-level.
Civil War soldiers below the captain rank drop non-vendorable armor.
Values of essentially all items in the game re-worked to make the economy somewhat functional and sensible, armor, weapons, gems and potions will be most noticeable.
Morrowloot patch now removes higher-level-gear from bandits so that the game's economy and merchants have a purpose

Barter-rates have had a 10% top-bottom increase making speechcraft and the various perks within it actually useful, but not essential.

Potions have been radically altered in how they function, essentially all potions now restore their attribute values over time.
Merchant potions are based on new potency hierarchy in which the cheapest potions have long durations but weak effects, while the most potent have strong effects and low duration. 
Alchemy ingredient potency is now based almost entirely on rarity and value.

Reworked Potion effects Below:
Added new Toxin poison variant! Toxin does medium initial damage and has a long duration
Changed Lingering Poison to deal Large amounts of damage at first and wane over time
Ravaging Now loses potency in a less-severe manner over time 
Added Pugilist potion so you can punch good
Added Armor-fortifying potions for discerning wizards and spell-swords alike!
Added Night-eye Potions
Added weapon-speed potions
Added Acid poisons that weaken armor

Better Animals 
-Fixes prices and takes-on re-balancing animals for those who actually run combat overhauls (SkyTest author claims not to)
-Animals with thick hides or scales (with the exception of dragons for compatibility) now have armor (makes maces and axes matter)
-Animals faster than bipeds are now faster than bipeds, however they may no longer be able to turn in an agile manner at top-speed
-Animal Venom now differentiate between ranged version and melee-applied versions and serve different purposes
-Spiders may paralyze and animals may knock the player down
-Wolves are actually dangerous and somewhat durable, because canines are durable and dangerous
-Mudcrabs don't kill guards (SkyTest you're drunk - not a callout at all lol I love everything about that mod)
-The most commonly-used/dangerous attacks on most animals are also telegraphed and easy to avoid or dodge if you're not mashing LMB.
-Best used on a depreciated version of Skytest (V 1.56.3) 
I never upgraded after the large damage changes and stuff started going through, I use a combination of combat mods which suits me but doesn't agree at all with the direction SkyTest moved in, and that's fine - I just fixed things myself and am sharing this in case others want more interesting animals but simply cannot run the default skytest versions

Skyrim SE Version
Morrowind_Miscellania


Versions 5.0 Final
-Fixes upon fixes upon fixes, all compiled over the course of a few years of playing. These are the final updates.

SIC and SkyTest Patch
-Fixes prices and takes-on re-balancing animals for those who actually run combat overhauls (SkyTest author claims not to)
-Animals with thick hides or scales (with the exception of dragons for compatibility) now have armor (makes maces and axes matter)
-Animals faster than bipeds are now faster than bipeds, however they may no longer be able to turn in an agile manner at top-speed
-Animal Venom now differentiate between ranged version and melee-applied versions and serve different purposes
-Spiders may paralyze and animals may knock the player down
-Wolves are actually dangerous and somewhat durable, because canines are durable and dangerous
-Mudcrabs don't kill guards (SkyTest you're drunk - not a callout at all lol I love everything about that mod)
-Best used on a depreciated version of Skytest (V 1.56.3) 
I never upgraded after the large damage changes and stuff started going through, I use a combination of combat mods which suits me but doesn't agree at all with the direction SkyTest moved in, and that's fine - I just fixed things myself and am sharing this in case others want more interesting animals but simply cannot run the default skytest versions



Morrowloot Patch re-released!

Version 4.3
Fixes some nighteye bugs on ingredients, turns out ingredients with the nighteye effect were applying the screen FX for no reason

Version 4.1
-Fixes Jewelry Leveled Lists to ensure no broken skill-ramp drops

Version 4.0
-Major merchants in large-cities will now have more interesting and useful items/gear for sale, depending on region and alliance
-Morrowloot patch now removes higher-level-gear from bandits so that the game's economy and merchants have a purpose
-The best fences in the richest towns are now far more likely to have impressive goods


Version 3.5
-Lingering and Ravage potions damage toned down roughly 15% and 30% respectively
-Toxin changed to a non-decay variant, turns out bethsoft software-engineers probably didn't define their variables correctly as ANY negative exponent value results in instant-death. I assume the final-value is rounded and the curve is simply rounded from a real-number to infinity, in any case it was broken and now it isn't.

Version 3.0 is out!!!
-Totally re-imagined ingredient effects and potency, nearly every ingredient touched!
-Added new Toxin poison variant! Toxin does low damage at first and ramps up over time!
-Changed Lingering Poison to deal Large amounts of damage at first and wane over time!
-Ravaging Now loses potency in a less-severe manner over time 
-Added Pugilist potion so you can punch good
-Added Armor-fortifying potions for discerning wizards and spell-swords alike!
-Added Night-eye Potions!
-Added weapon-speed potions!
More variable (and sensible) ingredient effects and potency than ever!

Version 2.7 Beta
-Hopefully resolved the last of my bugs from having to rebuild this mod
-Introduces many new effect magnitude, value, and duration settings
-properly compensates with an adjusted level rate that is based on item value, this may be too strong and I might need to come up with a new ratio



Version 2.2-2.3
-The Creation kit decided to break a bunch of things and remove the USSEP edits and master, I fixed it, sorry for all the upload shuffling!

Version 2.1 is out!!!
-Massive, all-encompassing changes to potions and ingredients
-New potion; types, values, and duration
-The strongest potions have lower durations and are meant for quick and potent bursts of ability
-Mid-level potions tend to last longer, but have more tame effects while weak potions are diluted and have weaker effects and lower durations 
-Ingredients are now somewhat more potent on average
-Broken skill-ramping from alchemy somewhat removed or toned-down, replaced instead by returning and very useful effects from other titles!
-Potions re-priced to be affordable and potent enough for non-alchemists to stock up and carry buffs, heals, and poisons without breaking the bank!


Version 2.0 is out!
-Armor taken from Civil-war actors shouldn't be accepted by merchants most of the time.
-Merchants have had their leveled lists tuned to their competence and should be useful all game for supplies!
-Merchants now have some specific and flavorful items scattered around Skyrim, with region and lore determining what goodies they may have.
-Massive adjustment of rarity to most miscellaneous items. Rarer Gems, Jewelry, Potions, and everything in-between are now actually rare, not high-level.
-Massive Re-pricing to merchant-made trade goods to keep them relevant.
-Merchants have had their leveled lists tuned to their competence and should be useful all game for supplies!


Version 1.0
-Nearly every item in the game re-priced using ratios I created between Skyrim and Morrowind
-Partially de-leveled and changed most consumables and materials/ingredients to probability in nested leveled-lists
-New leveled lists added to merchants to ensure they have variety and aren't negatively influenced or rendered useless by probability in world- Loot-tables
-10% top and bottom tweak to barter settings to increase influence of barter-skill
-Finished MLU patch and Unique-Items patch


To do list:
-Re-upload Morrowloot and Morrowloot Ultimate compatibility patch that re-re-reprices a few goodies in Morrowloot. (the mods work perfectly as is)
-Customize merchant inventories for flavor (Ongoing project, open to suggestions!)
-Competent-merchant lists to help merchants remain relevant all-game
-Finish De-leveling ingredients and miscellaneous items that shouldn't be leveled (Will be finished as soon as I polish up probabilities on a few more lists)
-Spend more than 5-minutes on a proper page banner (This one kind of grew on me and took 15 minutes now, might even make more with other items)
-Civil War Armor not accepted by merchants (I've done a workaround that will hopefully accomplish this 99% of the time)
-Make alchemists and alchemy more useful for those who aren't actively making potions (50%ish done, working on fine details)
-Somehow highlight that I purposefully mis-spelled miscellanea to more resemble mania