Morrowind

Explanations for some changes

  • Speed boost mods are incredibly popular so I decided to implement a proper one that applies to everyone in the game.
  • Additionally Health/Magicka/Fatigue regeneration mods are are incredibly popular so I've implemented regens based on what I felt was best. This means a small Magicka regen and a small boost to Fatigue regen which also applies to everyone in the game. I've decided to not implement a Health regen so resting still has a purpose and so that the game still has somewhat of an old school difficulty.
  • Many people don't realize that the weapon skills in Morrowind don't boost damage, they only boost hit chance which is rendered useless by this mod. To give the weapon skills some meaning again I wrote a script that gives a Strength boost up to 20pts based on what weapon the player has drawn and what their skill level is for that weapon type. Strength does give a damage boost for everything (even ranged weapons) except for Hand-to-Hand which is already directly used for damage calculations. The bonus you get is +1 Strength for every 5 points you have in a weapon skill.
  • Since there is no way to write a script that makes these changes for NPCs and creatures without MWSE and without manually attaching it to every NPC and creature in the game, I've added a middle of the road 10pt Strength buff to all NPCs and creatures in the game. This means they will be slightly more powerful during early game and slightly weaker late game.
  • Since the Fortify Attack spell effect has no use anymore I replaced it anywhere it was used with a similar effect and removed it from spellmaking and enchanting.
  • Since the Fortify/Drain/Restore/Damage Weapon Skill effects don't affect NPCs or creatures anymore, even though they still affect the player, I've replaced these effects with mild Strength ones. Applying Weapon Skill Effects in spellmaking or enchanting is still useful when you have them target self, but they won't do anything to NPCs or creatures. I removed them from spellmaking and enchanting because of this, but also kept a method to undo this.
  • Since the Sanctuary spell effect can lead to you missing opponents when directly aiming at them still I've also replaced it anywhere it was used with a similar effect that doesn't feel as out of place and removed it from spellmaking and enchanting.
  • When the player is Blinded in vanilla they can still see slightly unless the spell magnitude is 100 which can lead to you missing opponents when directly aiming at them still which also feels out of place. I replaced the Blind effects that don't completely blind your vision with Drain Block effects instead.
  • Weapon range fixes were highly needed to make this action combat system work better but the damage and speed changes were nice bonuses.

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SilentNightxxx

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