Morrowind
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hurrdurrmurrgurr

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hurrdurrmurrgurr

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About this mod

You will start poor and hopefully stay poor.

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V1.2 of Poverty removes all changes to weapons and armour other than the moved uniques. While
I still think vanilla values are much too high I don't use this mod
within a vacuum and I doubt anyone else would either. In this regard
every mod which adds new gear undermines the economy this mod was
trying to create. I've added a level 100 lock to Vassir Didanat now
that the Daedric weapon is worth something again.
Finally I moved the Daedric Face of God, sticking it on top of Helseth's Throne was funny
but immersion breaking.

Version 1.1
Tarhiel has had his robes reduced to common and his sword removed for being easy loot.
The loot sitting in tree trunks in Seyda Neen has been removed.
Levelled lists for bandit and Smuggler loot has been nerfed.

Requires Tribunal and Bloodmoon.
Morrowind always had a money problem. It is very easy to get very rich and as time goes on and you learn the locations of artifacts or simple exploits or just natural play when the golden saints start showing up you will become the richest N'wah in Morrowind's history.
This mod attempts to fix all that by:
1. dramatically lowering the value of high level gear
2. Increase the value of low level gear making it more costly to repair
3. Increase the cost of transportation
4. Increase the cost of buying spells
5. Remove repair hammers, lockpicks, scrolls and alchemy apparatus from loot lists
5. Give every merchant 100 mercantile and speechcraft
6. Make it harder to bribe npcs
7. Buying things doesn't increase merchant disposition
8. Creeper and the mudcrab merchant no longer trade with you
9. Golden Saints and Dremora have bound weapons instead of loot
10. More Npcs have been placed around areas of wealth
11. More monsters have been placed around hidden artifacts
12. Some artifacts have been moved to other locations
13. Halved the durability of armour

All these changes make the mod conflict with other mods that attempt to do what mine did however you can and I recommend running hotfusion's crime plugin with this as crime is the one area my mod doesn't touch since his is perfect and needed no tweaking. I didn't touch anything within the Red Mountain Dwemer ruins so you can run GDR with this. While it isn't a direct conflict if you run that mod that sticks Nirnroot in the game know that this mod sticks an npc at the same spot as his and it may look awkward. Put this near the bottom of your load order and rev up that mashed patch for the levelled lists changes this makes.