Morrowind
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RPGfun

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Rpgfun

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10 comments

  1. cpm1801
    cpm1801
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    Please delete or rework the absorb magicka spell on Npc, is absolutly game broken, just a simple bandit can drain all my mana in 2 sec, you cant plan your battles and encounters because sundenly you're out of mana at the start of the fight and your potions are drained too.
  2. RBryanNexus
    RBryanNexus
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    If you want to increase enchanting chances you have to make 3 a lower number rather than a higher one, for example if you set it to 0 it will always succeed.
  3. DonkeyBongQualuudes
    DonkeyBongQualuudes
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    I'm getting an exception error or something, has to do with trap spells. More specifically "armor eater" or the weapon variant. Nothing serious, I just press to continue running executable. Even more specifically, when I tried to enter Ghostgate, the Tower of Dusk. Okay, super specific: "com_chest_02_v_fonas" has an "armor eater" trap that is causing some sort of trouble.
    Aside from this, I'm enjoying the mod! Thanks for making it! No more casting one spell and "oh, that was all my magicka gone, cool".
  4. Funposter
    Funposter
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    Caused an instant crash when installed mid-playthrough, worked fine upon a new game. Might have been a conflict with Magic Diversity (my best guess). Just implemented the listed changes in my Magic Diversity esp and everything worked fine. I like the re-balance to conjuration and the Reflect/Spell Absorb effects, since they're hideously expensive in the base game, making them not particularly usable and also useless for self-enchanting (as if there isn't plenty of unbalanced and easy to obtain CE Reflect/Spell Absorb gear in the game). Offensive spells probably don't need to be so cheap, especially when you combine it with other mods which overhaul aspects of magic and its costs, such as DaggerSpell or any magicka regen mod. Alteration effects like Levitate probably don't need to be so cheap, especially since they can break the AI quite easily.

    Anyway, it's a fairly comprehensive overhaul which doesn't have a "no fun allowed" attitude like BTB. Probably would make a hybrid character hilariously OP, but it makes playing a pure mage way more bearable.
  5. Kilakro666
    Kilakro666
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    The Atronach Birthsign isn't working for me. Dispel showed up as part of the Wombburn Ability during character generation and in the OpenMW-CS but it doesn't show up during gameplay and I had a bunch of 30-second spells last their entire duration. Other than that I'm thoroughly enjoying the changes.
  6. Rpgfun
    Rpgfun
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    Working on 2.0, making massive changes to the spells available.
  7. LostMage
    LostMage
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    I sincerely enjoy the philosophy behind this mod and its projected goals. The idea seems highly appealing and in practice makes things feel more viable. However, I would like to highlight that you might want to redo your .esp as there appear to be a number of unintentional edits in there as well. You've accidentally (?) duplicated Folms Mirel (with the duplicate having a single space before the name moving it to the top of the NPC list in the CS) and deleted the original in the Caldera Guild of Mages, for instance, and that actually breaks at least three mods off the top of my head and potentially others. Additionally, you seem to have altered other settings beyond just magic settings. Consequently, the ideas are wonderful and I look forward to a clean version of the mod and any further contributions you make to the community. I do need to stress that you'll want to make a cleaner version of this before more extensive play is seen though. :) Have a nice day!
    1. Rpgfun
      Rpgfun
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      I remember seeing that happen (Folms Mirel) accidentally as I was modding it, I figured that'd come back up as a problem, that'll be the first thing I fix.

      What other edits did I accidentally make, if you don't mind my asking? I'll take a look through it regardless, but it'd help focus the efforts on cleaning it up.

      Thank you for the enthusiasm! This is kind of my first venture into modding, so I figured I'd bump into a few problems.
    2. LostMage
      LostMage
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      There were a lot of extraneous settings tweaked. I remember the werewolf settings all being adjusted too offhand or at least most of them as well as a few things you didn't mention on the page. You might be able to remake the .esp in stages carefully to fix that. I think I remember reading once randomly adjusted GMSTs can happen if a plugin isn't made by default with Morrowind, Tribunal, and Bloodmoon flagged and those are are added in later.

      I'm happy to be enthusiastic for someone trying things out. A little bit of acknowledgement goes a long way to ensure everyone has a fun experience when first playing with the kit. :)
    3. Rpgfun
      Rpgfun
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      That's exactly what happened - switched to using the expansions afterward, wanted to keep to just Morrowind, but wanted to catch all of the enchant vendors added in the expansions, and saw those values change. Need to be more attentive to these sorts of things. As we speak, I'm remaking the ESP, so I'll be sure to double-check everything's as it should be.