Morrowind
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Greywander

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108 comments

  1. PapyMouton99
    PapyMouton99
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    I dont really understand what determine the player level... Is there any explanation i missed?
  2. TypicalName
    TypicalName
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    Minor bug (I think) - it appears that when you get a base increase to a attribute (such as from the quest reward if you side with Hlormar Wine-Sot in the quest where you get his axe back for him), while the mod gives you an option to not revert it the next time that attribute would increase, it doesn't actually increase the attribute (instead of increasing, the attribute remains the same as it was before), making the base increase relatively useless.
  3. seldalore
    seldalore
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    NCGD - the best Morrowind leveling mod out there, hands down. Shame I never gave it a shot in the past.
  4. CoxisBreak
    CoxisBreak
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    Hey, Im using this with OpenMW. For some reason Ive stumbled into a problem with endurance points. On my UI, it specofies that I have 47 points (in red, which Im guessing its a decayed value). Ive been using a spear to level it and when the promt pops up, the mod tells me that if I should revert or keep a value, this value being 57 from 58 which was expected from the mod (not 47, as it is said on my UI). No matter what option I choose (keep or revert) the same promt with the same values appear after ive gained a certain amount of experience. I have also noticed that magic doesnt damage me anymore, and it ihas nothing to do with my gear. Any help?
  5. TheBarpenter
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    Hey, I seem to be having an issue with fortify spells. I'm using openMW and only have robert's bodies, pluginless head replacer, watercolor V2, the mods of this family (ncgd, carryon, better regen, alt start and magicka)

    Specifically, the scroll of icarian flight gives me nowhere NEAR the old jump height, but when setting my acrobatics to 1000 via the console, it increases again dramatically. Is this intentional, a bug, or am I doing something wrong?
  6. hal900x
    hal900x
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    Is it possible to add the skill decay feature after it has been turned on? When I installed this mod (on an existing, albeit low-level save), I disabled the decay feature. I am now finding the entire game far too easy, and would like to enable that skill decay feature.
  7. jmelesky76
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    I was just running and jumping about (as you do) with this mod installed, and I got the message "You need more training before your skill will improve (1 of 2)". Is this normal Morrowind feedback? I've never seen it before. The only thing that has a higher load order priority is a modified version of MBSP (https://www.nexusmods.com/morrowind/mods/47812), Expansion Delay and the Patch for Purists, in that order. Is it anything to be concerned about?



    That's part of the mod, and how it tries to balance skill progression past 100. Basically, 100-125 takes 2 "skill ups" to progress 1 skill point, 125-150 requires 3, 150-175 requires 4, etc.
    1. hal900x
      hal900x
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      Thanks, I have now read your readme more thoroughly :)
  8. hal900x
    hal900x
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    I was just running and jumping about (as you do) with this mod installed, and I got the message "You need more training before your skill will improve (1 of 2)". Is this normal Morrowind feedback? I've never seen it before. The only thing that has a higher load order priority is a modified version of MBSP (https://www.nexusmods.com/morrowind/mods/47812), Expansion Delay and the Patch for Purists, in that order. Is it anything to be concerned about?
  9. hal900x
    hal900x
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    Great mod, btw. However, I feel the author's intent was to completely replace all aspects of the leveling system with a skill-based one, whereas I would like to keep the importance of the starting build, specifically specialization, major/minor, etc while replacing the rest.

    If I understand correctly, specializations and such no longer have any effect, such that misc. skills level just as fast as major/minor. I feel this is unfortunate. I would like to see this mod but with the bonus multipliers on major/minor skills intact. Something like this mod attempts for Magicka skills:

    https://www.nexusmods.com/morrowind/mods/47812?tab=description
  10. hal900x
    hal900x
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    Would there be any conflicts with something as comprehensive as Patch for Purists? I'm running a few other mods, but that's the only one that has the kind of scope I'd be concerned with. Right now PfP is last in my load order, I'm rather intimidated to read all the patch notes for that one.