I rebalanced the drop rates as well as upped the level drop requirements for most of the items so now they're all very rare which will make hunting them down more of a challenge over the complete course of your game. Also merchants no longer have a chance to sell these items so the only way you can find them is drops or placed in the world. This version is far more balanced for new playthroughs and don't have to worry about dwemer, glass, ebony, daedric type items having a chance to drop until much later into the game. D2Items rebalanced
Sorry you guys, I haven't edited this mod in YEARS! I'm almost too afraid to check how I set the drop rates way back when. Thanks for creating a re-balance AniHVX!
That being said, the items are super super rare. You will find pieces every few hours or so from body loot. The pieces seem to not show up in vendor NPC shops from what I have discovered. So getting the items is rare, but 100% works perfectly fine, when it comes to item delivery.
Only 'problem' I have is the use of Constant Effects that places a constant magic FX around your body (anything with Shield x) which was so annoying I discontinued playing the mod. I was hoping the mod author did not abandon the mod.
Has anyone used both the original and the "rebalanced" versions? This is literally the LAST mod i'm installing before starting my Uber-Modded Morrowind Run and was just curious. Aw crap i'll have to redo the leveled lists.... which I have literally never done because I JUST did my first level-list merge about 5 minutes ago. Well, I'll take any info I can get on either- thanks in advance.
Well technically Morrowind already has generic magic items and unique magic items, but yeah having the stats and drop rates more Diablo 2 esque would be interesting, not sure how set items would work though.
read this comment and it made me think a little. attach a script to equiment items that asks for the rest. if it notices all set items attached, the buff gets the best didn't look into it, but that's how it should work :)
Is there a list available that shows each of the unique items, and whether they're world spawns/shop spawns?
I've found The Stone of Jordan and Cerberus Bite along with loads of random spawns, but just wondering whether I could find a definitive list of unique items that don't have random prefixes.
Only thing I would hope you could patch out, are all of the Shield X effects. They are beyond distracting when you equip pieces that offers the player a shield.
Leave the stats in of course for those specific pieces, just alter the constant graphical FX to simply not display.
In fact, if there are other items on-equip that display constant FX on the screen when you equip that item, those also should remain stats-wise, intact, with the constant FX removed only.
EDIT: Possible to get un-enchanted versions of the items you offer so we can enchant them ourselves as we seek the enchanted versions?
While the drop rate may be a touch high for pure balance reasons, I would honestly leave it as it is. It leads into my next point: This mod makes me want to explore again.
I've played Morrowind so much that I get to the point where I'm like "I'm not even gonna loot in here, because I know there's nothing worth getting." This mod fixes that. I'm now scouring every cave, looting every box. I'm no longer skipping mobs because "It's not worth the time to kill them." Instead I'm like "Oooo, they may drop something."
I just killed a Cliff Racer, almost didn't bother to loot it, and then I thought "Well, what if it dropped something?" I checked, and guess what: A Nagelring. Not joking at all. And the power of these items isn't insane, but it's enough that I want to seek them out and try to find them.
Amazing mod. Changes the game for the better, and is compatible with most other mods.
I absolutely love this mod. If you're a stickler for vanilla balance, then I'm not sure why you're here anyway. If, like me, you feel that Morrowind's vanilla treasure mechanics were incredibly boring and unrewarding, then I highly recommend checking out all three of the author's loot mods. They completely fix the problem and make treasure hunting fun again.
Regarding balance, I haven't seen any issues. I did get Magefist to drop from a slaughterfish at level 2. That was really nice, but not gamebreaking at all -- bonuses Willpower and Destruction, a small bonus to Int, a small fire shield plus magic resist. It was a little bit more than the Mentor's Ring.
My next D2 item drop was at level 20 (I did a lot of training in town), and it was Dragonscale, a shield, from a Nix-hound. It felt powerful and appropriate for my level -- bonus to Str and Destruction, and a decent fire shield and fire resist.
The low-key but steady feed of neat and useful magic drops has kept me enjoying exploring, hunting, and looting in a way that vanilla Morrowind never did. Add in some monster/encounter boosting mods like The Undead, Morrowind Comes Alive, or the Monster Mod, and you'll feel both challenged and rewarded.
I'd say, in that case, it's a good mod for the maxed out character that has nothing to do anyway. Once you've finished all the quests, gathered most unique items etc.; it still gives you reason to slay some *high* lvl enemies, instead of just running past them. Keep that in mind, folks, there aren't many random loot mods anyway.
max difficulty or don't use them etc... though thanks for letting it be known. (or just pretend you have max magic find, a lot of games with magic find maxed are likely similar like DoS 2 you can find crazy amount of loot just by going through the 1000barrels/chests/fishstacks...)
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D2Items rebalanced
That being said, the items are super super rare. You will find pieces every few hours or so from body loot. The pieces seem to not show up in vendor NPC shops from what I have discovered. So getting the items is rare, but 100% works perfectly fine, when it comes to item delivery.
Only 'problem' I have is the use of Constant Effects that places a constant magic FX around your body (anything with Shield x) which was so annoying I discontinued playing the mod. I was hoping the mod author did not abandon the mod.
attach a script to equiment items that asks for the rest.
if it notices all set items attached, the buff gets the best
didn't look into it, but that's how it should work :)
I've found The Stone of Jordan and Cerberus Bite along with loads of random spawns, but just wondering whether I could find a definitive list of unique items that don't have random prefixes.
Thanks, and great mod!
The item delivery is rare but works just fine.
Only thing I would hope you could patch out, are all of the Shield X effects. They are beyond distracting when you equip pieces that offers the player a shield.
Leave the stats in of course for those specific pieces, just alter the constant graphical FX to simply not display.
In fact, if there are other items on-equip that display constant FX on the screen when you equip that item, those also should remain stats-wise, intact, with the constant FX removed only.
EDIT: Possible to get un-enchanted versions of the items you offer so we can enchant them ourselves as we seek the enchanted versions?
Thanks.
I've played Morrowind so much that I get to the point where I'm like "I'm not even gonna loot in here, because I know there's nothing worth getting." This mod fixes that. I'm now scouring every cave, looting every box. I'm no longer skipping mobs because "It's not worth the time to kill them." Instead I'm like "Oooo, they may drop something."
I just killed a Cliff Racer, almost didn't bother to loot it, and then I thought "Well, what if it dropped something?" I checked, and guess what: A Nagelring. Not joking at all. And the power of these items isn't insane, but it's enough that I want to seek them out and try to find them.
Amazing mod. Changes the game for the better, and is compatible with most other mods.
Regarding balance, I haven't seen any issues. I did get Magefist to drop from a slaughterfish at level 2. That was really nice, but not gamebreaking at all -- bonuses Willpower and Destruction, a small bonus to Int, a small fire shield plus magic resist. It was a little bit more than the Mentor's Ring.
My next D2 item drop was at level 20 (I did a lot of training in town), and it was Dragonscale, a shield, from a Nix-hound. It felt powerful and appropriate for my level -- bonus to Str and Destruction, and a decent fire shield and fire resist.
The low-key but steady feed of neat and useful magic drops has kept me enjoying exploring, hunting, and looting in a way that vanilla Morrowind never did. Add in some monster/encounter boosting mods like The Undead, Morrowind Comes Alive, or the Monster Mod, and you'll feel both challenged and rewarded.
Keep that in mind, folks, there aren't many random loot mods anyway.
(or just pretend you have max magic find, a lot of games with magic find maxed are likely similar like DoS 2 you can find crazy amount of loot just by going through the 1000barrels/chests/fishstacks...)