Morrowind
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Greatness7

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Greatness7

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156 comments

  1. MonkeyyNinja
    MonkeyyNinja
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    Any chance of an OpenMW rewrite now that 0.49 added more scripting support? Love this mod and I miss having it.
    1. TheHourMan
      TheHourMan
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      +1 to this
    2. faiminator
      faiminator
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      +1
    3. azraelmatt300
      azraelmatt300
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      +1 to this
    4. arseboth
      arseboth
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      +1
    5. vvardenfellstormsage
      vvardenfellstormsage
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      +1 
    6. wearespacedust
      wearespacedust
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      +1
  2. Bonzarion
    Bonzarion
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    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.
  3. mrmayhem2
    mrmayhem2
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    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.
  4. Dragon09320932
    Dragon09320932
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    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.
  5. Venk55
    Venk55
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    Is this OpenMW compatible?
    1. Boonlive
      Boonlive
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      dont think so
  6. ChadBalthier
    ChadBalthier
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    I can't apply poisons during combat, any way to change that?
  7. SneakyPenguin77
    SneakyPenguin77
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    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. 
  8. abbeydey
    abbeydey
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    Such a great mod!
    It'll be neat if it's also integrated in "The Art of Alchemy" mod by VitruvianGuar
  9. hmr88
    hmr88
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    this is such a nitpick but does someone know how to make the cancel button the last option instead of the first?
  10. FPMIP
    FPMIP
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    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.
  11. Night073
    Night073
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    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?