Morrowind
0 of 0

File information

Last updated

Original upload

Created by

andrewasland

Uploaded by

andrewasland

Virus scan

Safe to use

Tags for this mod

37 comments

  1. andrewasland
    andrewasland
    • member
    • 4 kudos
    Sticky
    And we have an update!

    Changes:
    -Missed swings cost Fatigue (slightly less than connecting swings)
    -hand to hand costs fatigue
    -lite and ultralite are discontinued - let's shoot for one balance!
    -added an optional file to the archive that will balance the speed of hand-to-hand levelling (because it really needs it!)

    Keep your eyes peeled for my upcoming "GMSTs and Skills Balanced" mod, which will include the hand-to-hand levelling rebalance and so much more!

    Enjoy!
    1. deleted158654323
      deleted158654323
      • account closed
      • 0 kudos
      Is this compatible with Beware the Sixth House, Tribunal Rebalance, Bloodmoon Rebalance and More Deadly Morrowind Denizens?
  2. ConradN7
    ConradN7
    • member
    • 1 kudos
    Hey could you remove summon wolf and bear from the enemy spell lists? This stupidly ridiculous idea to give every npc you fight a summon is stupid as hell and it broke my save and I have to start over because every combat I run into screws me over
    1. skyrimmods591
      skyrimmods591
      • premium
      • 0 kudos
      Is that in this mod?
    2. mrbackproblem
      mrbackproblem
      • supporter
      • 3 kudos
      This is a consequence of enemys getting 8x magicka instead of the normal 2x in vanilla. This bug only happens if you are playing openmw, it does not in vanilla. If you are playing OMW you need to change the fnpcbasemagicka gmst back to its vanilla value.

      This mod also requires cleaning with something like testool as it has gmst contamination (the classic 72). It also needs a slight edit to one of its scripts which can be done in the construction kit. To be honest it's almost not worth using due to all of the issues I just mentioned. It does have a nice mana regen script but I've switched to using less extreme fatigue mods. It's default values give an almost dark souls like stamina system, but I've found it makes fatigue regen effects pretty much pointless
  3. mrbackproblem
    mrbackproblem
    • supporter
    • 3 kudos
    Idk if this is the mods fault, or just a problem with the engine, but it seems like jumping using double or triple the normal stamina amount pretty frequently. Maybe half of my jumps uses the normal (though obviously higher cost) amount of stamina. Anyone else experience this? I'm using openmw btw
    1. mrbackproblem
      mrbackproblem
      • supporter
      • 3 kudos
      If anyone else is having this issue, try using a newer version of openmw. I'm using omw nightly (on android). This build of omw fixes the jump bug
  4. Nieznany777
    Nieznany777
    • member
    • 0 kudos
    Good mod, it will be a permanent entry on my mod list. One warning though for other users: cmd reports evil GMSTs, so make sure to clean it. With author no longer active we can't expect an update.
  5. kingwulf
    kingwulf
    • member
    • 7 kudos
    1.2 did not work out of the box for OpenMW 0.95.
    Looks like you misspelled a ; with a : entry.

    Fix in line;
    float PcMagickaMult : The gameplay setting fPcBaseMagickaMult - 1.0000

    replace by ":" with ";"!

    Thanks for the mod!
  6. Ayisyen
    Ayisyen
    • member
    • 7 kudos
    Goes well w/ CM Partners v3.0 Roleplayer's Edition: http://mw.modhistory.com/download-37-5946
    & The Doors of Oblivion: https://www.nexusmods.com/morrowind/mods/44398
  7. NikoKIKI
    NikoKIKI
    • member
    • 0 kudos
    The fatigue cost of swings is way to high, I think you should bring back the lite versions and re-add the "missed swings cost no fatigue" mechanic.
  8. Iskkus1418
    Iskkus1418
    • member
    • 0 kudos
    For some reason this mod makes everyone summon bears and wolves in Openmw. It only does this with Openmw not vanilla. If anyone knows a fix or why this is happening please let me know.
    1. deusraijin
      deusraijin
      • premium
      • 0 kudos
      Found the solution to this since it was adding Wizards Islands spells in too.

      If fnpcbasemagickamult GMST is turned up high, then Morrowind will start adding any spells with auto-calculated costs onto random NPCs. It was adding endgame Wizards Islands spells to every Dunmer and Altmer, for instance. The solution is to turn that GMST down, or patch every single mod you have with auto-calculated spells to not do so.

      I recommend the author removes that GMST, it seems to have very strange effects that I've never seen documented anywhere.
  9. insectlover96
    insectlover96
    • member
    • 0 kudos
    "-Removed Herobrine"
    I love it XD
  10. mellowroot
    mellowroot
    • premium
    • 0 kudos
    Bound weapons should probably be edited to be much heavier with this mod, they are incredibly strong compared to standard weapons because of their minimal stamina usage.
  11. Iskkus1418
    Iskkus1418
    • member
    • 0 kudos
    There is a typo on line 27 of the magicka regen script. Just change the colon to a semi-colon. I don't know if its been fixed since I downloaded.
    1. kingwulf
      kingwulf
      • member
      • 7 kudos
      ^ :===) Thanks!