The "Hardcore" players know that if you just take Athletics and Acrobatics as a minor skill on a custom class, then you can choose to not pick +5 speed or +5 strength. I, for one, love the free strength bonus from Acrobatics.
You need to choose to roleplay to your limitations because Morrowind was designed around player knowledge, meaning new players often took on peasant-like roles and became fighters. Most players didn't break the game on their original Xbox in the early 2000s and no one had a PC strong enough to run the game that didn't cost $500 or more (which was a lot of money back then). Mods can help FORCE these limitations!
This mod is basically useless, however, because the 10 skill levels needed to advance your character come from your major and minor skills and the 1-5 stat allocations you get across three stats (3-15 points) is based on all the levels you have managed to train, including your misc skills. So, leveling up acrobatics or athletics as a misc skill just grants free bonuses to strength and speed.
If you want to be "Hardcore" like this man here: 1) Pick a race and all their racial skill bonuses should be misc skills 2) Pick a class specialization (magic, combat, stealth) that has no connection to your major or minor skills, pick your skills accordingly. 3) Pick +10 luck and +10 endurance for your stat bonuses. 3) Allocate +5 endurance, +1 luck and +1 other for as long as possible. 4) Races that get higher endurance are better and the Lady sign is fairly OP for maxing HP gains given the +2 or +3 health per level depending on race.
Male Nords, Orcs and Redguards get 50 endurance, however Nords and Redguards have 50 strength, leading to higher health.
This is just one example of min/maxing for the Health attribute.
Any "hardcore" Morrowind player knows that you just need to roleplay to your limitations and not min/max because by level 30 even if you pick a Breton (30 endurance) and never level endurance (+90 hp or so compared to 210-300), that 100 willpower, 100 int and perhaps a modest mage sign (+0.50 int/magicka) and 100 alchemy on the vanilla base game would utterly destroy a min/max melee player who invested the same amount of time into their character. A melee character who refuses to touch magicka would get destroyed because a mage can just out levitate any store-bought or looted potion set or make more stacks. Or furthermore, any imperial with 60 mercantile and 80 personality can just break the game and buy training at 20% of the cost of other characters. Min maxing... It's a dumb argument. Have fun. You need to choose to roleplay to your limitations.
The only thing this mod needs to do is disable Athletics.
Athletics (running) provides multiplier bonus to Speed. Player always runs... might not want to level speed. Acrobatics (jumping) provides multiplier bonus to Strength. Player is never forced to jump 99.9% of the time. Some people use jumping to help level Strength... which players lack at the beginning of the game.
Speed abilities are: Athletics, Hand-to-hand, Short blade, Unarmored. Strength abilities are: Acrobatics, Armorer, Axe, Blunt, Long blade
edit: not saying I'm not going to use this mod. In fact, I will probably download and use it just to avoid leveling Athletics from running. I might have to turn it off though if I want to level strength with jumping.
Can you better explain what your mod does? Do the skills ever level up? Is the freezing toggleable? I'd be hesitant to install it without better understanding.
Basically, if you're someone who wants to get the most out of their character's stats, then this is the mod for you because it starves the most useless attribute in the game (Speed) of bonuses.
In the vanilla game, Morrowind pours attribute bonuses into Speed each time Athletics or Acrobatics increase, which in effect reduces potential bonuses for attributes that are more useful. This mod will prevent Acrobatics and Athletics from leveling up so this no longer happens. However, I must admit, this mod was originally developed for Oblivion, and I just realized that Speed governed more skills in Morrowind than just Acrobatics and Athletics.. I may go back and patch that so Speed is starved absolutely.
Also, no, this mod's effects are not toggleable in-game. You'll need to activate/deactivate the mod from the launch menu as is standard with most mods. That is a really interesting suggestion however!
Nice idea for a Mod Your mod has GMST Contamination You can clean it with Tes3cmd or TESTool. And also, it wouldn't hurt to include readme in the archieve. You can use this to generate a readme if you like.
6 comments
You need to choose to roleplay to your limitations because Morrowind was designed around player knowledge, meaning new players often took on peasant-like roles and became fighters. Most players didn't break the game on their original Xbox in the early 2000s and no one had a PC strong enough to run the game that didn't cost $500 or more (which was a lot of money back then). Mods can help FORCE these limitations!
This mod is basically useless, however, because the 10 skill levels needed to advance your character come from your major and minor skills and the 1-5 stat allocations you get across three stats (3-15 points) is based on all the levels you have managed to train, including your misc skills. So, leveling up acrobatics or athletics as a misc skill just grants free bonuses to strength and speed.
If you want to be "Hardcore" like this man here:
1) Pick a race and all their racial skill bonuses should be misc skills
2) Pick a class specialization (magic, combat, stealth) that has no connection to your major or minor skills, pick your skills accordingly.
3) Pick +10 luck and +10 endurance for your stat bonuses.
3) Allocate +5 endurance, +1 luck and +1 other for as long as possible.
4) Races that get higher endurance are better and the Lady sign is fairly OP for maxing HP gains given the +2 or +3 health per level depending on race.
Male Nords, Orcs and Redguards get 50 endurance, however Nords and Redguards have 50 strength, leading to higher health.
This is just one example of min/maxing for the Health attribute.
Any "hardcore" Morrowind player knows that you just need to roleplay to your limitations and not min/max because by level 30 even if you pick a Breton (30 endurance) and never level endurance (+90 hp or so compared to 210-300), that 100 willpower, 100 int and perhaps a modest mage sign (+0.50 int/magicka) and 100 alchemy on the vanilla base game would utterly destroy a min/max melee player who invested the same amount of time into their character. A melee character who refuses to touch magicka would get destroyed because a mage can just out levitate any store-bought or looted potion set or make more stacks. Or furthermore, any imperial with 60 mercantile and 80 personality can just break the game and buy training at 20% of the cost of other characters. Min maxing... It's a dumb argument. Have fun. You need to choose to roleplay to your limitations.
Athletics (running) provides multiplier bonus to Speed. Player always runs... might not want to level speed.
Acrobatics (jumping) provides multiplier bonus to Strength. Player is never forced to jump 99.9% of the time.
Some people use jumping to help level Strength... which players lack at the beginning of the game.
Speed abilities are: Athletics, Hand-to-hand, Short blade, Unarmored.
Strength abilities are: Acrobatics, Armorer, Axe, Blunt, Long blade
edit: not saying I'm not going to use this mod. In fact, I will probably download and use it just to avoid leveling Athletics from running. I might have to turn it off though if I want to level strength with jumping.
In the vanilla game, Morrowind pours attribute bonuses into Speed each time Athletics or Acrobatics increase, which in effect reduces potential bonuses for attributes that are more useful. This mod will prevent Acrobatics and Athletics from leveling up so this no longer happens. However, I must admit, this mod was originally developed for Oblivion, and I just realized that Speed governed more skills in Morrowind than just Acrobatics and Athletics.. I may go back and patch that so Speed is starved absolutely.
Also, no, this mod's effects are not toggleable in-game. You'll need to activate/deactivate the mod from the launch menu as is standard with most mods. That is a really interesting suggestion however!
Your mod has GMST Contamination You can clean it with Tes3cmd or TESTool. And also, it wouldn't hurt to include readme in the archieve. You can use this to generate a readme if you like.