Simply one of the best Morrowind mods out there. This and Controlled Consumption are a must. The only minor criticism I have is concerning stock poisons that Alchemists sell: "Exclusive Damage Health: 40pts for 5 sec" and similar ones are way too strong. Also, recovered poisoned arrows still have poison applied to them.
Beautiful mod. Really opens up some cool new builds/play styles.
My only big suggestion is to add an MCM option for us to add an apparatus to the ignore list for world space activation. For mods that make skooma pipes smoke-able, this would be very useful.
Would there be a way to implement everything this mod does EXCEPT for, ironically, the poison crafting/ leveled list additions? I really like the anti exploit/ faster leveling/ potion icons, but not entirely on board with the poison mechanic.
Dumb question but can I add this to an existing save or does it need a fresh start? I know the rule of thumb is to always do a fresh start when changing your mod list but I think this would go really well with the character/build I'm currently playing so I'd like to be able to just add it.
EDIT: I made a back up and installed it to test things myself. Seems to be working as intended with no issues, though I did not install the labeled potions option just to be safe.
for those with Morrowind Rebirth v6.2.1 (and older?): If you turn on Show effects, you'd have double effect icons in the game, and since this mod shows the effects of homebrew potions as well it is better to turn this one on. Start TES CS, check Morrowind, Tribunal, Bloodmoon and Morrowind Rebirth [Main].ESP and click Set active on the last one. OK. Click Alchemy tab and change almost every texture to default GOTY GOG tga. Ex: TM\Potion_res_fros_e.dds to Tx_potion_exclusive_01.tga in Textures folder. Save. That way you won't have double icons. If you have Alternative main ESP (off. readme: "This is a version of Morrowind Rebirth that removes the restrictions on spellmaking and enchanting, meaning that effects such as fortify attribute, fortify skill, drain health and invisibility can once again be applied to weapons, armor, clothing etc.") take the opportunity while editing and change the soul values of Ascendent Sleeper and Golden Saint back to 400 in Creature tab.
Is this mod compatible with Morrowind Crafting? As in they may add two different ways of using the same thing (poisons), but can otherwise work together?
156 comments
My only big suggestion is to add an MCM option for us to add an apparatus to the ignore list for world space activation. For mods that make skooma pipes smoke-able, this would be very useful.
EDIT: I made a back up and installed it to test things myself. Seems to be working as intended with no issues, though I did not install the labeled potions option just to be safe.
It'll be neat if it's also integrated in "The Art of Alchemy" mod by VitruvianGuar
If you turn on Show effects, you'd have double effect icons in the game, and since this mod shows the effects of homebrew potions as well it is better to turn this one on. Start TES CS, check Morrowind, Tribunal, Bloodmoon and Morrowind Rebirth [Main].ESP and click Set active on the last one. OK.
Click Alchemy tab and change almost every texture to default GOTY GOG tga. Ex: TM\Potion_res_fros_e.dds to Tx_potion_exclusive_01.tga in Textures folder. Save. That way you won't have double icons.
If you have Alternative main ESP (off. readme: "This is a version of Morrowind Rebirth that removes the restrictions on spellmaking and enchanting, meaning that effects such as fortify attribute, fortify skill, drain health and invisibility can once again be applied to weapons, armor, clothing etc.") take the opportunity while editing and change the soul values of Ascendent Sleeper and Golden Saint back to 400 in Creature tab.