Morrowind
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Xandhoniox

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Xandhoniox

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About this mod

Features simple changes to make magic a viable option in Morrowind, allowing characters to cast spells more often. This includes magicka regeneration and maximum magicka boosts, both based on intelligence and willpower.

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Changelogs
XAS Magicka Tweaks v1.1b
by Xandhoniox


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Compatibility
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This mod works best with OpenMW.
This mod only requires the original Morrowind ESM to run.
It does, however, still work with either or both expansions (Tribunal / Bloodmoon).

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Incompatibilites
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For OpenMW Users:
This mod is technically compatible with everything (including other mods of a similar nature), but works best without other mods that enable magicka regeneration, or which change the way max magicka is calculated. Using these types of mods with "XAS Magicka Tweaks v1.0b" will cause the game to become unbalanced. There shouldn't be any other issues (that I'm aware of).

For Users of Morrowind's Default Engine:
This mod may not work correctly when loaded alongside other script-heavy mods. Form what I can tell, the script that handles the magicka regen may not run as often as it's supposed to, if it even runs at all. I have no idea how to fix this issue, other than to try the "startscript xas_mana_start" console command. That's the best I can do. If it doesn't work for you, I'm sorry. Try Fair Magicka Regen v2B by Smoke. It's not quite the same, but it works.

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Description
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This mod features simple changes to make magic a viable option in Morrowind, allowing characters to cast spells more often. This includes magicka regeneration and maximum magicka boosts, both based on intelligence and willpower. The magicka regeneration is an altered and simplified version of Fair Magicka Regen v2B by Smoke. It uses a fraction of the character's intelligence (0.5%) and willpower (2.5%) to calculate how much magicka to regenerate per second (minimum regen of 0.1125 per second for level 1 Redguards playing non-magic classes; maximum regen of 1.25 per second for characters with maxed intelligence and willpower).
This should be slow, but fair and balanced. If requested, I may make a version where these values are configurable.

Included is a spell called "Vow of Silence" that silences the character (makes him or her unable to cast spells) for 30 seconds while doubling the character's magicka regen. It is intended to be used outside of combat. It is now scripted for easy use by characters with "Resist Magic" abilities and/or effects.

The second change this mod makes is to the maximum magicka pool. This change uses a script to add up the character's intelligence, willpower, and level, and then determines the bonus based on those factors.

Big Bonus Version:
The minimum boost (10%) requires these three stats to total at least 70 (making Redguards the only characters with no initial boost, starting the game with 30 magicka), and the fortification increases by 10% for every 10 points after that. There are twenty levels total, with the final boost (200%) being available only to level 60+ characters with both intelligence and willpower at 100 (at which point the maximum possible magicka pool would be 600 for a High Elf born under The Atronach or 300 for a character with no racial or birthsign bonuses).

Small Bonus Version:
For many, these bonuses may be a bit much. For that reason, I've included an alternate version with smaller bonuses (between 10% at a sum of 80 and 100% at a sum of 260). With this version, Dark Elves, Khajiit, Redguards, Wood Elves, male Argonians, male Imperials, and male Nords begin the game with no bonus; Bretons begin with a 20% bonus; all others start with 10%.

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Version Changes
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1.0b:
Initial Release

1.1b:
Altered "Vow of Silence" spell to use a minimal "Detect Key" effect instead of the original "Silence" effect; this allows characters with "Resist Magic" abilities to use the spell more easily. The "Silence" effect is added via script, to retain balance.

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Playing With An Existing Save
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This mod was designed to work with a new game (all of the scripts run automatically as soon as character generation is completed), but it still works with existing saves, too. Just load your save with the mod enabled, and open the console (with the "~" key). Then type "startscript xas_mana_start" (without the quotes) and press the "Enter" key. You should get a pop-up message telling you that the mod is running. That's all you need to do!

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Installation
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Manual Install:
Extract the .zip file to your Data Files directory (Morrowind\Data Files).
Enable the mod called "XAS Magicka Tweaks v1.0b" in the launcher.
Play!

OR

Nexus Mod Manager Install:
Download the mod through the Nexus Mod Manager.
Double-click the mod called "XAS Magicka Tweaks v1.0b" in the Mods tab. It will automatically enable the mod.
Play!

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Uninstallation
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Step 1:
Load any saves that use the mod and open the console (with the "~" key). Type "startscript xas_mana_stop" (without the quotes) and press the "Enter" key. This will stop all of the scripts and remove all of the spells and abilities associated with the mod. You should get a pop-up message telling you the mod is safe to uninstall.

Step 2 (for manual installs):
Then just disable the mod from your load order.
Delete the "XAS Magicka Tweaks v1.0b.esp" from your Data Files folder.

OR

Step 2 (for users of the Nexus Mod Manager):
Double-click the mod called "XAS Magicka Tweaks v1.0b" in the Mods tab of the Nexus Mod Manager.

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Usage
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You are free to upload and/or edit this however you want. Although parts of it are based on others' works, everything is actually made from scratch. I don't care if you credit me (Xandhoniox), but it'd be nice if you did.

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Credits
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Smoke - For creating "Fair Magicka Regen v2.0b" upon which part of this mod is based.
Glassboy - For creating "Fair Magicka Regen v1.3" which serves as a base for Smoke's work.
Fukuro's - For his work on "Mana Regen v1.3" which serves as a base for Glassboy's work.
__c4.ep and LanceVorgin - For creating the original "Mana Regen" upon which all of our works were based.