One small concern: wouldn't this mod make ghosts and spectres too powerful, both as enemies and as summons? With your additions, ghosts are now immune to fire, frost, shock, normal weapons, poison, and disease. This essentially means that the ghosts will be able to mop the floor with any npc that doesn't use non-elemental magic or special weapons, and essentially gives them as many resistances as the Ash Vampires.
Agreed. Cutting all immunities to just 50% (except maybe frost and poison like Oblivion) would be much more balanced for summoned ghosts. I'd probably leave regular ghosts as they are, since they're mainly a threat to the player and aren't all that dangerous anyway. Hell, I'd even give them rapid stamina regeneration so they can't be punched to death (why fists don't count as normal weapons, I'll never know).
Personally, I'm of the opinion that ghosts should be a nightmare to fight. Being scary is the point, no ghost story ever ends with the spectral horror being tazed into submission (unless it's Scooby Doo, maybe). Going into a tomb unprepared for what you'll find in there should get you killed, it's kind of the whole idea behind the mod.
It does make the summons a bit OP, I'll admit, but that's the price to pay for ludonarrative consistency.
I would load it after, since the Dagoth brothers have more health/magicka/stamina in this mod. If you plan to use Mort's "Keening belongs to Odros" plugin or the full BtSH plugin, use TESTool instead of TES3Merge so you get the inventory changes from both mods.
You forgot to include the meshes and icons for the items you added/modified (blood feast shield & plank shield). You can find them here if anyone is interested: https://www.nexusmods.com/morrowind/mods/43729
How does this compare to these mods' creature changes: https://www.nexusmods.com/morrowind/mods/46036 (Beware the Sixth House) https://www.nexusmods.com/morrowind/mods/45713 (Tribunal Rebalance) https://www.nexusmods.com/morrowind/mods/45714 (Bloodmoon Rebalance) ?
A few are obvious (your changes to the draugr are more extensive, so it seems), but some are... vague (how do your Ash Vampires compare against Beware the Sixth House's?)
Also, just a bit of feedback, but when it comes to these sort of extensive mods, equally extensive documentation is for the best.
Those mods focus more on attribute numbers (with some scripting tweaks), while this one mostly adds resistances and other similar abilities. I'm sure they'll work just fine together.
Quick suggestion: the Wombburn ability for all atronachs, or at least the Spell Absorption part -- since it's part of the Atronach birthsign, which oddly enough has little in common with actual atronachs.
I honestly have no idea. If you load it after GDR, it'll overwrite whatever changes GDR makes to the Ash Vampires. If you load it before, vice versa. But all I change are their stats, so it shouldn't affect any relocations, etc.
A few suggestions for (mostly) the Sixth House creatures:
Constant health regen for all types, since regular Corprus victims have it.
Varying resistances to normal weapons, with full immunity for all 8 Dagoth brothers (being divine beings).
Since bonewalkers are now fireproof, the Ash Creatures should probably have the same ability (being transcendent Dunmer who live around a volcano).
2 Blight diseases for Ash Zombies and 3 for Ghouls, since Slaves have 1 and Ascended Sleepers 4. The Dagoth brothers should also have 4, since they're higher than Ascended Sleepers and created the Blight in the first place.
Reduced stat disparity between the Tribunal and Dagoth brothers--level, attributes, melee damage, health, magicka, fatigue, etc. The Dagoths are stated to be far more powerful, after all.
Reduced stat disparity between the Dagoth brothers and Divayth Fyr, who has a whopping 999 health, magicka and fatigue and 150 for all attributes. Sure, he's a powerful wizard, but he's not a deity.
Reduced stat disparity between Divayth Fyr and all vampire clan leaders, who are pretty weak despite their status as powerful ancients.
I'll certainly give these some thought, though I'm ahead of you on one or two.
Ash Creatures are already fireproof (Dunmer traits, after all), as well as having the Ancestral Guardian power. Bonewalkers don't have the latter, though. They ARE the ancestors in question. Plus they don't strike me as much more than zombies.
The Ash Vampires are immune to normal weapons, but their existence is completely separate from the corpus-parasite present in the lower Ash Creatures, being ascended directly by the Heart. I can't think of an in-universe reason for their worshipers to have weapon resistance. You're right about the Blight thing, though. And the stat boosts. Main reason I didn't touch them is because for the initial release I was focusing mostly on resistances - even the Dremora/Golden Saint weapons were a feature creep.
I'll give the vampires some thought - I didn't touch them because they're not creatures. On one hand they definitely should be more intimidating, the leaders in particular, but on the other hand there are bound to be plenty of vampire mods that handle them, no?
Ah, thought you meant fireproof as being completely immune. So they just have the 75% like normal Dunmer?
I suggest the Ash Creature weapon resistance since they're somewhat the "children" of Dagoth Ur, with many of his gifts bestowed upon them. Plus, regular vampires have 50% normal weapon resistance, so I figured it'd be fitting since both species are formal mortals transformed by a disease into immortal monsters. For that reason as well, you might also want to consider paralysis resistance--especially since Ash Creatures are so influenced by Dagoth Ur that their minds would probably be less vulnerable to the effects of Illusion spells.
28 comments
It does make the summons a bit OP, I'll admit, but that's the price to pay for ludonarrative consistency.
https://www.nexusmods.com/morrowind/mods/46036 (Beware the Sixth House)
https://www.nexusmods.com/morrowind/mods/45713 (Tribunal Rebalance)
https://www.nexusmods.com/morrowind/mods/45714 (Bloodmoon Rebalance)
?
A few are obvious (your changes to the draugr are more extensive, so it seems), but some are... vague (how do your Ash Vampires compare against Beware the Sixth House's?)
Also, just a bit of feedback, but when it comes to these sort of extensive mods, equally extensive documentation is for the best.
Go on!
I foresee me selecting enchanted arrows to apply them to right enemy
Constant health regen for all types, since regular Corprus victims have it.
Varying resistances to normal weapons, with full immunity for all 8 Dagoth brothers (being divine beings).
Since bonewalkers are now fireproof, the Ash Creatures should probably have the same ability (being transcendent Dunmer who live around a volcano).
2 Blight diseases for Ash Zombies and 3 for Ghouls, since Slaves have 1 and Ascended Sleepers 4. The Dagoth brothers should also have 4, since they're higher than Ascended Sleepers and created the Blight in the first place.
Reduced stat disparity between the Tribunal and Dagoth brothers--level, attributes, melee damage, health, magicka, fatigue, etc. The Dagoths are stated to be far more powerful, after all.
Reduced stat disparity between the Dagoth brothers and Divayth Fyr, who has a whopping 999 health, magicka and fatigue and 150 for all attributes. Sure, he's a powerful wizard, but he's not a deity.
Reduced stat disparity between Divayth Fyr and all vampire clan leaders, who are pretty weak despite their status as powerful ancients.
Ash Creatures are already fireproof (Dunmer traits, after all), as well as having the Ancestral Guardian power. Bonewalkers don't have the latter, though. They ARE the ancestors in question. Plus they don't strike me as much more than zombies.
The Ash Vampires are immune to normal weapons, but their existence is completely separate from the corpus-parasite present in the lower Ash Creatures, being ascended directly by the Heart. I can't think of an in-universe reason for their worshipers to have weapon resistance. You're right about the Blight thing, though. And the stat boosts. Main reason I didn't touch them is because for the initial release I was focusing mostly on resistances - even the Dremora/Golden Saint weapons were a feature creep.
I'll give the vampires some thought - I didn't touch them because they're not creatures. On one hand they definitely should be more intimidating, the leaders in particular, but on the other hand there are bound to be plenty of vampire mods that handle them, no?
I suggest the Ash Creature weapon resistance since they're somewhat the "children" of Dagoth Ur, with many of his gifts bestowed upon them. Plus, regular vampires have 50% normal weapon resistance, so I figured it'd be fitting since both species are formal mortals transformed by a disease into immortal monsters. For that reason as well, you might also want to consider paralysis resistance--especially since Ash Creatures are so influenced by Dagoth Ur that their minds would probably be less vulnerable to the effects of Illusion spells.