PLEASE READ: If you encounter any trap errors when entering a new cell, open your warnings.txt file (in the morrowind folder) and copy/paste those trap error messages here so I can get them fixed. Thanks. (Or give me the name of the cell or general location and I will find it)
MORROWIND REBIRTH: Its compatible but, rebirths game setting esp may have some overlaps or conflicts with HC settings. This wont cause any crashes or anything, but whichever game settings you would prefer be primary must be loaded last in your mod load order.
OPENMW Compatibility: If you use openmw you will notice that haggling and speechcraft do not work the same with this mod installed. This is because openmw has their own economy fix that is incompatible with this mod. and instead I refer you to my recommended modlist at the bottom of the details page.
I understand that you don't want to take a look, no problems. "No Difficulty Slider Cheese" fix the difficulty from 75 to 150 has your level increase, while "One Life To Live" implement permadeath to Morrowind.
Mod seems great. Only one thing I personally don't like is non restocking merchants. After all they're shops. You could just reduce the restock ability. Common stuff once a week and rare stuff once a month for example.
Others requested that they be not restocking, and such items can be exploited unfortunately even if you reduce the amount to 1. I dont mind this because alchemy ingredients can be found out in the world.
Who'd actually sleep for a week/month straight just to buy a few ingredients? Having them restock wouldn't hurt the overall experience and contribute to the authenticity of the world. Personally I wouldn't even bother exploiting if it took "only" a single day for them to restock. Preventing sleep without an unowned bed would make exploiting shops even more annoying and not worth the effort. You could even impose a restriction on the character's sleeping duration and require them to wait for at least another 8-12 in-game hours after each sleep session if that's possible.
I have to add this is something i was thinking about too, purely for roleplaying purposes for characters who want to buy potions only and to play the game as intended, no useful potions restock or rare ingredients hard to come by, maybe a bigger cooldown on the merchants as an option would be awesome! I tried downloading a mod which does just that, but they don't seem to work.
Pretty much all potions, and regarding other goods/ingredients... indeed there is still exploitable opportunities there but the player has to make a choice to play the game as intended, the game is just too easy to break, altough the removal of fortify intelligence stack is welcomed change, and adventuring makes wealth generation way better option than sitting next to a merchant. Personally i only buy ingredients to make a good restoration potion/poison (mod) or buy quality whenever i run out of supply but its non restocking so i have to rely on alchemy or enchantments regardless of my new imperial warrior playthough having high personality traits being able to barter for quality potions. A file for restocking merchants with a cooldown would be much appreciated.
Are you aware that plants restock their ingredients? Health and fatigue potion ingredients are extremely common. But I guess for those who dont want to take up alchemy and would rather just buy potions I will add more potions to merchants and make them restocking.
Those are easy to make yes, but some other ingredients/scrolls/goods with rare effects... that is one way of burning some gold just for a specific item and they are gone forever one time purchase, besides not every character needs to be a budding alchemist or master enchanter. Speechcraft characters could access these goods on a weekly restocking market at reduced price so the changes to barter could have very good usage (imperial knight who relies on scrolls/pots etc bought at the local market to overcome hard content). Sooner or later all characters sucumb to the alchemy supremacy ofc but that is my reasoning why restocking (all) merchant goods would bring color to the mod. Edit: Are summoned golden saints supposed to spawn without a weapon 8/10 times? (was a load order issue, mods alter no gameplay made then unarmored oddly enough...)
First time player, loving it. I want to play a hard morrowind, I don't care for exploits and if my build sucks then I'll roll a new one. n00b question, can I install this with Tamriel Rebuilt? are the balance changes "global" or will TR be super easy/unbalanced?
Thanks for the work, and for your videos on how to use the 3 main mods that support playing with MWSE
Global settings will affect TR, but any new content added by TR like new monsters and npcs wont be like HC mobs and npcs since they were individually modded.
Potential bug: In the mages guild in caldera if you go up the tower you can see the master alchemy equipment "below"/superposed with the joruneman equipment im sure your replaced to avoid this exploid.
The same happen in the alchemy/diamond shop in balmora. The cheaper (more logical) sets are over/superposed with the master level sets that anyone can steal.
Is this a known bug (im sure the same replacement happens in other places) should I a mod manager to merge the level lists or something like that? or is this just happening to me?.
I just made a fresh install with just this mod (MCP/MG EX/MVSE 2.1) and the issue persists. It's not a huge deal since I can ignore the master items and instead use the regular ones, but it does make me wonder if this will cause issues later down the line or if is just something I can ignore.
Hm yes this happens in my test game as well... construction set glitches sometimes bring back the dead... so to speak. Will fix it soon. Can be ignored, it wont cause you any issues.
Love the mod, would it be possible to have a manual for it with details about what's changed and such? I've read the description a bunch of times and it has helped a great deal but if there's more documentation on the mod that would be awesome.
Your mod had everything to be good, if you didn't change everything in the game, from item positions and quest things to ingredient effects. I really wanted to use this mod, but it completely ruins Morrowind, it looks like another game. I wish you would make a version of your mod available that only changed the creatures and NPCs, making them more powerful, that alone would be perfect, but you changed everything. It's definitely not a mod for those who want to play Morrowind close to vanilla. And you still have the nerve to put it as a TAG for the mod "FAIR AND BALANCED" HAHA NICE JOKE
Will this mod affect newely added NPCs (with other mods) or just all vanilla NPCs have been edited by hand? Edit: Ok nvm, found an answer in older posts.
Economy fix for OpenMW: 1.Open Morrowind hardcore mode.esp with either the construction set or OpenMW content editor. 2. In game settings change fBarginOfferBase to 175 and fBarginOfferMulti to -5 3. Save it. If you used the OpenMW content editor replace Morrowind Hardcore Mode.esp with Morrowind Hardcore Mode.omwaddon(or whatever you named your file)
If you are still selling everything for one gold then it's probably one or a combination of three things: 1. You have very low mercantile skill 2. Your disposition with the merchant isn't high enough 3. You are low on fatigue before speaking to merchants(yes, this can matter a lot)
Why such attitude? There is really no reason to pretend that something can't be done, just because you dislike it...
People behind OpenMW making a great job for community, by offering a free, open-source and modernized engine to an old game. If economy change from their side is so serious, then it would be better to just give them proper feedback.
They have known about the issue for years and there are workarounds. Openmw has its place and I do not hate it. But there already exists other mods that fix everything that are also free and do not conflict.
Did the mod balance the Armor rating values between the 3 types of armor so medium armor has a purpose or its unchanged/scaled by skill lvl? Currently in a Medium armor spear battlemage save with the mod some feedback would be appreciated
i ment the fall of the medium armor rating in the late game aka Glass outmatching all medium armor exept one according to wiki, (not counting plugin armor)... and there's the ebony mail, ofc this minmaxing is irrelevant when it comes to vanilla.
Armor ratings are not the same in this mod as vanilla. There is more to armor than just its armor rating. Enchant limit, durability, weight, appearance, rarity..
Hey again, can you help me out a bit, my char is invested in alteration but there's no spellmaking for opening locks, is alteration gonna be viable vs 100 locks later on or via scrolls or anything? my security is 8 uh...
858 comments
MORROWIND REBIRTH: Its compatible but, rebirths game setting esp may have some overlaps or conflicts with HC settings. This wont cause any crashes or anything, but whichever game settings you would prefer be primary must be loaded last in your mod load order.
OPENMW Compatibility: If you use openmw you will notice that haggling and speechcraft do not work the same with this mod installed. This is because openmw has their own economy fix that is incompatible with this mod. and instead I refer you to my recommended modlist at the bottom of the details page.
If yes, do you think Morrowind is still doable with the "DYNAMIC EDITION EXTREME" version of this mod and the "One Life To Live" mod by Necrolesian ?
Thanks a lot for your answer
Having them restock wouldn't hurt the overall experience and contribute to the authenticity of the world.
Personally I wouldn't even bother exploiting if it took "only" a single day for them to restock.
Preventing sleep without an unowned bed would make exploiting shops even more annoying and not worth the effort.
You could even impose a restriction on the character's sleeping duration and require them to wait for at least another 8-12 in-game hours after each sleep session if that's possible.
I tried downloading a mod which does just that, but they don't seem to work.
Personally i only buy ingredients to make a good restoration potion/poison (mod) or buy quality whenever i run out of supply but its non restocking so i have to rely on alchemy or enchantments regardless of my new imperial warrior playthough having high personality traits being able to barter for quality potions.
A file for restocking merchants with a cooldown would be much appreciated.
Speechcraft characters could access these goods on a weekly restocking market at reduced price so the changes to barter could have very good usage (imperial knight who relies on scrolls/pots etc bought at the local market to overcome hard content).
Sooner or later all characters sucumb to the alchemy supremacy ofc but that is my reasoning why restocking (all) merchant goods would bring color to the mod.
Edit: Are summoned golden saints supposed to spawn without a weapon 8/10 times? (was a load order issue, mods alter no gameplay made then unarmored oddly enough...)
n00b question, can I install this with Tamriel Rebuilt? are the balance changes "global" or will TR be super easy/unbalanced?
Thanks for the work, and for your videos on how to use the 3 main mods that support playing with MWSE
In the mages guild in caldera if you go up the tower you can see the master alchemy equipment "below"/superposed with the joruneman equipment im sure your replaced to avoid this exploid.
The same happen in the alchemy/diamond shop in balmora. The cheaper (more logical) sets are over/superposed with the master level sets that anyone can steal.
Is this a known bug (im sure the same replacement happens in other places) should I a mod manager to merge the level lists or something like that? or is this just happening to me?.
I just made a fresh install with just this mod (MCP/MG EX/MVSE 2.1) and the issue persists. It's not a huge deal since I can ignore the master items and instead use the regular ones, but it does make me wonder if this will cause issues later down the line or if is just something I can ignore.
I've read the description a bunch of times and it has helped a great deal but if there's more documentation on the mod that would be awesome.
Thank you for this fantastic piece of art.
Personnaly I can't wait to test all of that.
Edit: Ok nvm, found an answer in older posts.
1.Open Morrowind hardcore mode.esp with either the construction set or OpenMW content editor.
2. In game settings change fBarginOfferBase to 175 and fBarginOfferMulti to -5
3. Save it. If you used the OpenMW content editor replace Morrowind Hardcore Mode.esp with Morrowind Hardcore Mode.omwaddon(or whatever you named your file)
If you are still selling everything for one gold then it's probably one or a combination of three things:
1. You have very low mercantile skill
2. Your disposition with the merchant isn't high enough
3. You are low on fatigue before speaking to merchants(yes, this can matter a lot)
People behind OpenMW making a great job for community, by offering a free, open-source and modernized engine to an old game.
If economy change from their side is so serious, then it would be better to just give them proper feedback.
Currently in a Medium armor spear battlemage save with the mod some feedback would be appreciated