Morrowind
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RPGfun

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Rpgfun

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About this mod

Massively decreases the falloff of the success chance of Enchanting, reduces the cost of underpowered spell effects, and increases the availability of soul gems, all with the goal in mind of making all magical effects relevant.

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Enchanting requires exploits to use its full potential? Multiple effects are entirely irrelevant, or just too expensive? Soul gems are nowhere to be found?

This mod fixes these problems.


Enchanting:

Each enchantment vendor has been given an assortment of soul gems:

20 Petty
15 Lesser
10 Common
5 Greater
2 Grand


A couple of key values in the enchanting process are increased:

Enchantment Chance Multiplier:
3 --> 38

Enchant Constant Chance Multiplier : 
0.5 --> 1

Min Const Effect Enchant Soul Power:
400 -> 1

These are the driving changes of this whole mod. 
With these values, practically any enchant value in the game, into the thousands, is possible with max base stats alone.
Enchanting powerful effects is possible while leveling with decent consistency.

The goal of these changes is that the player will always be able to make the most of their armor's magical potential without any exploit, but they are not guaranteed powerful abilities without using other tools at their disposal. 
Making the most of magic will still take devoting to being a mage, but not the most of a power gamer.

Also, the speed of leveling enchanting is drastically increased and can be leveled from on-strike enchantments.



Spellcraft:

The majority of spell effects have been significantly reduced in Base Cost to match the power of their peers:

Alteration

Burden:                          
 2 --> 0.08
Feather:
1 --> 0.15
Fire/Frost/Lightning Shield:
3 --> 1.25
Levitate:
3 -->0.75
Shield:
2 --> 1
Slowfall:
3 --> 0.5
Swift Swim:
2 --> 0.5


Conjuration

Command Creature:    
15 --> 5
Command Humanoid:  
15 --> 6
Bound
Boots, Helm, Gloves, Shield, Dagger:
2 --> 3
Longbow, Longsword, Mace:
2 --> 4
Cuirass, Spear, Battle-Axe
2 --> 6
Summon
Ancestral Ghost:
7 --> 4
Skeletal Minion:
13 --> 7
Scamp:
12 --> 9
Centurion:
25 --> 10
Bonewalker:
13 --> 11
Clannfear:
22 --> 16
Bonelord:
25 --> 18
Flame Atronach:
23 --> 20
Dremora:
28 --> 23
Frost Atronach:
27 --> 25
Storm Atronach:
38 --> 27
Daedroth:
32 --> 30
Hunger:
29 --> 33
Winged Twilight:
52 --> 40
Golden Saint:
55 --> 45



Destruction

Damage Attribute:
8 -->15
Damage Fatigue:             
4 --> 3
Damage Health:
8 --> 6
Damage Magicka:
8 --> 4
Damage Skill:
8 --> 15
Disintegrate Armor/Weapon:
6 --> 2
Drain Attribute:
1 --> 0.5
Drain Fatigue: 
1 --> 0.1
Drain Health:
4 --> 3
Drain Magicka:
4 --> 0.5
Drain Skill:
1 --> 0.5
Poison:
9 --> 4
Shock Damage: 
7 --> 6
Weakness to Fire/Frost/Shock/Poison:
2 --> 1
Weakness to Magicka:
2 --> 1.5


Illusion
Blind:                              
1 --> 0.65
Calm/Demoralize/Frenzy:
1 --> 0.8
Charm:
5 --> 3
Sanctuary: 
1 --> 1.2
Sound:
3 --> 0.85
Silence:
40 --> 30


Mysticism
Absorb Attribute:         
2 --> 0.75
Absorb Skill:                  
2 --> 0.75
Detect ():
0.75/1 --> 0.1
Reflect:
10 --> 3
Spell Absorption:
10 --> 2


Restoration
Cure Blight:
2000 --> 1000
Fortify Attribute:
1 --> 2
Fortify Fatigue:
0.5 --> 0.1
Fortify Health:
1 --> 0.3
Fortify Magicka:
1 --> 0.2
Resist Blight:
5 --> 0.4
Resist Fire/Frost/Poison/Shock:
2 --> 1
Resist Magicka:
2 --> 1.5



1.4:
The majority of bought/used spells have been increased in effectiveness to match their original costs, as well as other tweaks (IE: matching naming conventions).

1.5:
Alters Charm, Calm, Demoralize, Frenzy
Integrates:
Absorb Magicka:
Adds Absorb Magicka spells to the Balmora Temple spell vendors, reduces the cost of Absorb Magicka.

1.5.1:
Elemental Shields do 35% of their effect as damage, up from 10%

2.0:
Added a large variety of spells to various vendors, from new basic spells to a large selection of end-game spells.
Shifted the power of spells / spell types (percentage buff increases are now utilized in powerful spells, destruction spells have a large variety of power levels for each effect, among other changes to power and effectiveness.

Changed Starting spells - 
Alter: Feather and Jump
Dest: Fireball, Firebite
Illu: Candlelight (on self), Paralysis
Myst: Telekinesis, Righteousness (Absorb HP)
Rest: Balnya's Soothing Balm (HP restore), Rest of St. Merris (Stam Restore), Recursion

2.1:
Many spells with only one or two NPC vendors to acquire the spell from have been given to other vendors, especially to those within important Telvanni towns.

2.2:
Added Recursion spell to Sharn Gra Muzgob and Ygfa, which does nothing by itself, but allows the enchantment of Restore Magicka on items (but not spellcrafting). (Starting spell for restoration as of 2.2.2)

2.2.3:
Changes some Soul Values to closer match their cost and relative power level:
Ancestor Ghost: 100 --> 20
Scamp: 100 --> 50
Bonewalker: 75 -> 60 
Clannfear: 100 -> 80
Bonelord: 100 -> 90
Dremora: 100 -> 120


2.4.0:
Undoes the buff of Enchant Duration (now 120 seconds, was changed to 90 seconds).
Changes Sanctuary (0.85 --> 1.2)

Atronach Stone Change:
Replaces Stunted Magicka with Dispel 25% on the Atronach Stone.
In theory, the Atronach Stone provides a way to play the game entirely differently, forcing the player to use new options to maintain their magic.
In practice, however, players are driven to exploit the game - namely, use summons to attack them to absorb spells - rather than consume resources.
The goal here is to preserve the idea of the Atronach Stone - of becoming the ultimate anti-mage at a price.
Dispel works both ways here- on one hand, with both Dispel and Spell Absorption, enemy magic will have a hard time sticking, and harder time proving effective.
However, any form of buff, especially summons, become significantly weaker, only lasting about 4 seconds no matter what, not to mention how restoration through spells becomes more unreliable.
The effect: potions are still a core part of the Atronach experience, and even more, players are forced to consider how they approach the problems the signs faces, without worrying about Magicka reserves more than anyone else, but with newfound weaknesses and strengths alike.

NoMan's Filled Soul Gem Vending:
Scripts the ability to, from a menu initiated from a conversation topic, purchase soul gems filled with a small selection of possible souls from all gem types and soul power levels.
Requires talking with Galbedir in Balmora in order to function.
(Thanks again, NoMan, for all your help!)

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Thanks to my pal NoMan for putting together an Enchanting Simulator to help me work out exactly what values to use to make the best out of enchanting.
NoMan's Enchant Simulator