Morrowind

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Androl

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michaelt919

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30 comments

  1. killfactor23
    killfactor23
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    Do I need to make a new character before I install this mod or does the mod work fine on old characters? Also, does the mod work on OpenMW?
    1. michaelt919
      michaelt919
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      Works with OpenMW.  Should be OK to install on an existing character but obviously won't retroactively affect past level ups.  Not sure how it will affect your level currently in progress, but shouldn't break anything.
    2. Tezrel
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      Just want to say you made and last uploaded this back in 2014 but replied to someone in 2023 - impressed!

      Also want to say you're a cool guy and you make cool things and I hope you make more Morrowind mods. Ty.

      Kiss kiss.
  2. Rikiaz
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    I like this, it's a nice change and it all makes sense both thematically and from a gameplay perspective. The only change I would make is to move Destruction to Intelligence and probably Conjuration to Willpower. Thematically I think Willpower makes more sense for Conjuration, your will would have to be stronger than the creature you summon, and Destruction under Intelligence is just a quality-of-life change, as it is likely to be the most used school of magic for a mage and will thereby increase their magicka pool faster. I know Oblivion also has Conjuration under Intelligence and Destruction under Willpower but I like them swapped better in that game too. That's just me though, good mod!
  3. OcelotSpetsnaz
    OcelotSpetsnaz
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    this was well thought out
  4. IlanSmolders
    IlanSmolders
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    Aaaah, all three of these mods which change the attributes does so with things in ways I dislike, i really wish I could mod the game myself to
    make it fit my taste.
    1. michaelt919
      michaelt919
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      You can.  It's super easy to change the governing attributes in the Construction Set.  I think the menu is Character > Skills.
  5. AlphaUT
    AlphaUT
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    Great but hand to hand makes more sense in strength
  6. Jemolk
    Jemolk
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    Looks pretty good, but I'd say the Mysticism lore makes it probably the absolute last school I would ever put under Int, TBH. Also, as someone who plays casters all the time, I think it's a bad idea to only have three skills under Willpower. Some rearranging may be in order, but I think the guy down below who had put Unarmored under Willpower had a good idea, because you would have to never, ever lose focus when going unarmored, and I'd probably switch Mysticism back to Willpower and Alteration to Int. I think Alteration is supposed to be logically intelligible but contrary to natural thought, whereas Mysticism is mysterious and impossible to truly understand, hence the switch.
    1. OffworldDevil
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      I 100% agree on swapping Alteration and Mysticism. As for Unarmored, I would leave it under Endurance simply because there are no other Magic skills granting health boosts -- although Destruction could make for a good Endurance skill, if you look at such spells as being painful to cast.
    2. hexalr
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      I found this mod specifically looking to enable a Monk style class to be able to get some Endurance through their Unarmored skill, so I don't think that should be changed. An argument could also be made for Unarmored being an Agility or Speed skill but you gain experience for it when you get hit, not when you avoid getting hit. Having being hit train your ability to take more hits seems to be the most logical setup to me.
  7. pedro2001
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    Works with openmw + rebirth?
    1. michaelt919
      michaelt919
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      I haven't tested it, but probably. Post here if you have any problems.
  8. mattpowell74
    mattpowell74
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    I like the idea of the mod but I can't get it to work. When I install it, via Mod Organizer 2, the descriptions of the skills show the governing attribute correctly as per the mod (so, STR for spear instead of END) but when I actually increase Spear skill, END goes up.

    One thought- I'm using Mort's Ultimate Leveling Experience as well- might that be what is over-riding this mod's change?
    1. michaelt919
      michaelt919
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      Possibly. This mod won't work with another mod that has the governing attributes hard-coded.
  9. Roxterat
    Roxterat
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    Um.. I actually rather agree with the original, but it's just a matter of opinion I guess..
    1. OffworldDevil
      OffworldDevil
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      The others are debatable, but Security increasing a purely arcane attribute is unfitting and unhelpful to non-mages, Combat skills getting all the health boosts is unbalanced and unfair to other character builds, the act of jumping is factually performed by fast-twitch muscles (Strength arguably being slow-twitch), Strength governs too many skills compared to other attributes, and Spear increasing Endurance is just random idiocy. The vanilla setup is so haphazard and poorly planned I would go so far as to call this mod a bugfix.
    2. Roxterat
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      I may try it later, for now I got planned a progression considering original setting. I do agree on the points you have made there in comment.
  10. chaosegg
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    I agree the vanilla game could use some tweaking... but I personally wouldn't have made these choices of specifics. I'm using GCD and it treats me just fine. The majority of the base attribute vs. skill relationships are fundamentally sensible I think. At least they are compared to the changes you made here IMO...
    No doubt it is somewhat of a matter of opinion, since it is a game, and because of that people can/should play it the style they want.
    _ _ _ in my RPGs _ _ _
    I personally try to stick to what I feel is "realistic", which means:
    my changes usually stay "Lore friendly", or historical/scientific accuracy when there is no Lore to reference or when "The Lore" is likely to agree with "real life", and it doesn't conflict with anything.
    _ _ _
    My specific thoughts about this mod's changes:
    Security - it was made intelligence because that is realistic. Memorizing techniques, improvising/analyzing situations, and doing all of that as fast as possible, are all aspects of intelligence as measured by what is commonly known as iQ. As a side-note, higher IQ generally means you can do intelligence-based-tasks faster than a lower iQ person would.
    Intelligence as a game stat maybe magic-involved, but I don't see that as justification for altering the lock-picking stat. If you want to play ZERO MAGIC CHARACTER IN A FANTASY GAME THAT IS IN A WORLD WHICH IS SPECIAL PRECISELY BECAUSE IT'S MAIN DIFFERENCE FROM MEDIEVAL REALITY IS THAT IT HAS MAGIC... so if you REALLY want to play a no-magic-thief or a no-magic-adventurer-who-can-do-everything-other-than-magic, then my suggestion is to;
    first, re-examine your life, character plan, and possibly install Galsiah's Character Development or something like it which makes each skill influence more attributes in a more natural/realistic way (version I have extensively used without issue/latest non-lite-version found at link below:
    http://mw.modhistory.com/download-90-6955
    ) and second, consider some of the following:
    1) suck it up and accept security as it is; something that improves your int/maxmana and so you might benifit from at least having one magic school as a major/minor... mysticism gives you teleporting, absorb/vamp stuff (health), reflection, soul trapping for item craft, just to name one decent option aside from the standard uses of alteration/destruction/restoration . . . flying,opening,burden,unburden,breathunderwater/kill stuff without equipment/healing, curing, buffing, restoring self & others.... conjuration and illusion can be fun as well, but there are only so many major/minor skill slots. However, willpower is not just good for magic skills and mana regen, it also helps resist magic, but whatever. moving on.
    2) don't use security: buy scrolls and/or magic items of opening
    3) lockpicking mods abound- bash is a pretty standard one, or some other minigame. This website is extremely useful for getting started modding MW with the basic must-have fixes/updates etc http://wiki.theassimilationlab.com/mmw/Beginners_Guide
    4) you could come up with some role play reason/excuse and just use the console to open locked things. Very easy: type ` to open console. Click on locked thing. type "unlock" in the console window then hit enter. Close console with the same ` button to left of the 1 and under the ESC key. See website below for more console info:
    http://en.uesp.net/wiki/Morrowind:Console

    And I have only got through talking about the change to the security skill... but I think you get the picture and can probably imagine what I would say about the other changes. Just imagine the same sort of arguments/issues, and go check out http://mw.modhistory.com/search?searcht=Galsiah
    1. michaelt919
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      A few thoughts in defense of the choices in this mod. First, if you don't like the connection between security and agility, take it up with Bethesda, since agility is hardcoded to have an effect on the security skill. I was just going for consistency; if agility affects security, then it makes sense for using security to also improve agility. Second, my bigger concern is actually for magic heavy characters to be able to have more access to intelligence by moving mysticism, which as you mentioned is a broadly useful skill. This eliminates the need to power level security, alchemy, enchant, and conjuration just to boost your Magicka pool.
    2. OffworldDevil
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      Knowledge is meaningless if your hands aren't steady/agile enough to operate lockpicking tools -- a task that doesn't necessarily require speed. And memorizing/improvising are requirements for any talent to an extent; doesn't make them the most prominent attributes.

      Also, that massive diatribe could have been condensed into one paragraph without all the pointless links and "just don't use lockpicks" suggestions. The point of this mod is that it's lightweight, when GCD is quite the opposite.