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GrandBulwark and TheInkbunny

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Morrowind Complete Rebalance
By TheInkBunny & GrandBulwark

Version: 1.0

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Contents
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1. Requirements
2. Description
3. Permissions
4. Installation
5. Removal
6. Updating
7. Incompatibilities
8. Known Issues or Bugs
9. Load Order
10. Changelog
11. Contact
12. Credits

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Requirements
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Morrowind, Tribunal, and Bloodmoon

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Description
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These mods are a collection of tweaks put together for the sole purpose of bringing Morrowind to proper dungeon diving. That meaning; you can actually sell the loot and it is actually weighs an appropriate amount.

As an Example...
Skyrim's Deadric Sword is worth 1650 and weighs 16 pounds whereas Morrowinds is worth 40K and weighs 60lbs. Now I don't know about you, but 60lbs seems a tad heavy for a daedric Longsword; and by tad I mean a whole helluva lot(RL reference if Skyrim's didn't do it for you).

That's not even covering the 40K value. The most I've seen at a merchant in Morrowind is 1200 so that is 38K down the drain. Now that isn't saying I want a weightless, cheap cuirass or sword; I just want them to be practical. If that Daedric sword were 1650; I could live with throwing away 450 if I were set to sell the sword.

Also a great many games have come to the conclusion that ingredients; lockpicks and ammo are weightless/don't take inventory space etc. I am both for and against this which is why InkBunny and I made it modular. The complete package includes these tweaks, as well as others.

Rebalance Complete.esp - ALL other .esps combined
Rebalance Armor.esp - This plugin caps armor values at 10K and substantially lowers the weight of high tier heavy armors like Deadric and Ebony
Rebalance Weapons.esp - This plugin caps weapon values at 10K and substantially reduces the weight of weapons that were simply too heavy to be practical.
Rebalance Clothing.esp - Just the 10K value cap; no other values altered
Rebalance Misc.esp - Cuts the weight of alchemy apparati in MW in half, removes weight from lockpicks and probes, sets the weight of repair hemmers/prongs to 1lb and finally applies the 10K value cap to the Bitter Cup.
Weightless Bolts.esp - Duh
Weightless Arrows.esp - Duh
Weightless Ingredients.esp - Duh

Precise gold value and weight of the objects was worked derived from various sources including later games in the TES series and a bit of research into the weight of real weaponry and armor.

ON ARMOR WEIGHT:
Armor weight is not perhaps as in depth as it's weapons counterpart. Mostly because I'm fighting the GMSTs determining the which weights classify as heavy, medium or light. In my first attempt I tried altering these GMSTs however in order to go that route I would need to do a great deal more research and rework all armor pieces to conform to it.

For now what I have done is gone through and for the most part taken the 90lb cuirasses into the 30s range(Higher tier == Heavier but not by much). A full suit of platemail armor would be in the 33-55lbs range(http://en.wikipedia.org/wiki/Plate_armour Reference) thus placing heavy high tier armors a bit above that(again because of the GMST constraints).

ON ARMOR AND WEAPON VALUES:
Generally we cut the relics, the daedric equipment and other outrageously overpriced item and cut them down. For many 10% of their current value was a good rule of thumb. However in many cases other TES titles came into play; and a bit of common sense. Not to worry; your relics are still extremely valuable in comparison the the rest of the game. NOTHING is above 10K unless it was blocked in the Construction Set(nothing that was blocked was altered).

ON WEAPON WEIGHTS:
Again; pretty much the same deal as the armor. Though for these we we able to get closer to the desired goal due to not having the contraints of the GMSTs.

ON OTHER CHANGES:
Other changes include a full sweep of clothing. 10K value cap applied. No particular formula for the clothing and jewlery(Didn't seem to be one there in the first place). Again; relics are still supremely valuable just not Bill Gates nestegg valuable.

Achemy Apparati had their weights cut in half; price remains unchanged.

Lockpicks, probes, ingredients, arrows and bolts are all weightless

Repair hammers and tongs weigh 1lb

Bitter Cup had value reduced to 10K

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Permissions
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Need permission to modify my mod

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Installation
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All in one installer suggested; best used via NMM. Download, install in the mods tab and then activate in the plugins tab.

If you prefer manual install; there are several subfolders in the mod archive. Read the description, find the .esp(s) you want and drag them to Morrowind's "DATA FILES" folder in the morrowind install directory. Activate them in the launcher.

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Removal
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Deactivate in the Mods tab of NMM to uninstall; alternatively uncheck the .esp(s) in the plugins tab or launcher to deactivate only.

If you installed manually, got ot data and delete the .esps you dragged there from this mod.

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Incompatibilities
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Anything that alters the weights/armors/damage/stats of weapons are likely to conflict. The stats of anything supremely Valuable in MW if altered by another mod will also likely conflict.

No conflicts will harm you; you'll either get my changes; or that mod's changes for effected items. Load mine last for my changes, their's last for theirs.

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Known Issues or Bugs
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IMPORTANT! VERY VERY FRIGGIN IMPORTANT.
Morrowind calculates an items weight when it ENTERS your inventory and again when it EXITS your inventory. NOT WHILE IT IS THERE. Before you load this mod into a playthrough drop ALL objects otherwise you will have phantom equipment. After you drop all items, save and install the mod equipment can be picked up and dropped to your hearts content :)


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Changelog
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1.0 - Initial Release

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Contact
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Shoot me a PM or drop a comment I'll get back to you.

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Credits
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Thanks to TheInkBunny for agreeing to help me with the mod
Thanks to Bethesda Softworks for developing Morrowind and the Construction Set.
Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from.