Morrowind

File information

Last updated

Original upload

Created by

RedFurryDemon

Uploaded by

RedFurryDemon

Virus scan

Safe to use

About this mod

A collection of various small mods.

Permissions and credits
A collection of small mods and tweaks of existing ones I've made for my own use, maybe someone finds them useful too. Detailed description of each mod is under the spoilers.


RFD's mods

Ambient Howl Replacer

Replaces howl5 (silt strider), howl6 (??), and howl7 (sheep) ambient sounds.
Spoiler:  
Show
howl5 - uses a slightly edited alternate silt strider sound (silt01.wav), which I much prefer over silt02.wav.
howl6 - now it's the sound of an insect flying by. Credit: link (edited to make it useful as an ambient sound).
howl7 - some howl, most certainly not a sheep sound now. Credit: link (heavily edited).

Attribute Tweaks - Halved Attributes[/b]
Base attributes for each race have been lowered to 1/2 of their vanilla value for a slightly more challenging experience.
Spoiler:  
Show
Useful only for starting a new game, it's recommended to deactivate the .esp after chargen (your stats won't change back to vanilla values). It
doesn't matter if you're going vanilla or using an alternate start mod. It's safe to use with CREL Attribute Editor (you get less points to distribute among your attributes).

It won't be harmful to leave this mod active for a whole playthrough (yes, I've tested this... quite accidentally), but it can also lower the stats of auto-calculated NPCs, so your game may be a bit less challenging than you intended.

Note: because Luck cannot be raised as fast as other attributes during leveling up, it has been only lowered by 10 points.

Example:
(male Dunmer, vanilla Morrowind)
Strength: 40
Intelligence: 40
Willpower: 30
Agility: 40
Speed: 50
Endurance: 40
Personality: 30
Luck: 40

(male Dunmer, halved attributes)
Strength: 20
Intelligence: 20
Willpower: 15
Agility: 20
Speed: 25
Endurance: 20
Personality: 15
Luck: 30

Attribute Tweaks - Reassigned and Rebalanced Attributes
Some of the skills had their governing attributes changed. Speed of skill progress has also been slightly altered in some cases.
Spoiler:  
Show
The changes are mostly based on common sense and attributes in TES IV: Oblivion.

(Primary attributes, vanilla Morrowind)
Strength: Acrobatics, Armorer, Axe, Blunt Weapon, Long Blade
Intelligence: Alchemy, Conjuration, Enchant, Security
Willpower: Alteration, Destruction, Mysticism, Restoration
Agility: Block, Light Armor, Marksman, Sneak
Speed: Athletics, Hand-to-hand, Short Blade, Unarmored
Endurance: Heavy Armor, Medium Armor, Spear
Personality: Illusion, Mercantile, Speechcraft

(Primary attributes, reassigned)
Strength: Axe, Blunt Weapon, Long Blade, Spear, Hand-to-hand
Intelligence: Alchemy, Enchant, Mysticism
Willpower: Alteration, Conjuration, Destruction, Restoration
Agility: Marksman, Security, Short Blade, Sneak
Speed: Acrobatics, Athletics, Light Armor, Unarmored
Endurance: Armorer, Block, Heavy Armor, Medium Armor
Personality: Illusion, Mercantile, Speechcraft

There are also slight changes related to how fast your skills progress. You can see the details in the screenshots.

Bigger Heads
NPCs' (and PC's) heads are four times bigger. Because why not. Compatible with any replacer.
Spoiler:  
Show
This mod probably shouldn't be taken seriously. Refer to the screenshot to see how it looks in-game. Warning: disturbing image of Fargoth.

Credits:
SpaceDevo is the one to blame for showing me how to scale nodes.

Class artwork replacer - ESO art
Replaces class/levelup images with artwork from ESO loading screens.

(Note: please don't Banhammer me.)
Spoiler:  
Show
Stuff to keep in mind about how the game handles these:
1. At level up, the artwork is selected randomly.
2. If a mod introduces more playable classes, their image will default to the warrior's one. This seems to be hardcoded (please correct me if I'm wrong).

Credits:
Whoever created the original artworks for ESO loading screens
bashlykkazan - putting all ot this into something easy to download

Kagouti Sound Fix
In vanilla Morrowind, kagouti have incorrectly assigned sound files. Neither MPP nor PfP have corrected this terrible oversight, so here's the fix.

Mod description headers
A set of mod description headers in Daedric for the lazy, busy, or artistically challenged n'wah. Covered: Requirements, Features, Installation, Conflicts, Permissions, Credits. I used these for Magicka Expanded description (magic school icons not included). Uploading this along with the source file and detailed description on how to get that effect in GIMP 2.8.
Spoiler:  
Show
If you want to use these, I recommend hosting the end result on imgur or GitHub (public repository only).
Open permissions, though some credit would be nice.

Credits:
Dongle - Oblivion font
OperatorJack - thanks to him there's also an optional Cyrodilic transcription

More white hair for Dunmer
Adds six playable white variants of male Dunmer hairstyles with lots of earrings, because we need (okay, I need) more white-haired Dunmer. It does not affect the NPCs. The meshes are based on Westly's hair. There are two versions: for MacKom's heads/Races Redone, and for Westly's replacer.
(Note: this mod needs a vanilla-friendly version, and optimization. I'll get to this after a longer while...)
Spoiler:  
Show
I've redrawn all the textures for better quality, attached a bunch of earrings, and fixed some of the meshes for MacKom's version, so that the hair doesn't go through the ears. There are also other minor mesh improvements regarding MacKom's version.

Requirements and installation:
1. Drop Textures into your Data Files.
2a. If you have MacKom's head replacer or Races Redone, drop the contents of Data Files (MacKom) into your Data Files. Base mod isn't technically required, though it may look VERY weird with other head replacers.
2b. If you have Westly's Pluginless Head Replacer Complete, drop the contents of Data Files (Westly) into your Data Files. Base mod is required for ear texture.

Credits:

Westly (along with Ren, Idkrr, Throttle Kitty, Darksharp, Peggy, and Mandamus) - meshes and base textures
Kafeid - some earring meshes and base textures
Mr.Magic - fitting Westly's meshes to MacKom's heads

New Beast Bodies Argonian Hand Fix
Bugfix for LizTail's New Argonian Bodies; in the original mesh, there is a problem with vertex weights that causes distortion of one of the claws. Use it if you have any of the following Argonian mods:
New Beast Bodies - Mature Version
New Beast Bodies - Clean Version
Wey's Argonians/Races Redone
Improved Argonians

Potions Renamed
I'm probably reinventing the wheel with this, but I couldn't find a mod that renamed vanilla built-in potions precisely the way I wanted, so I ended up making this one. Potions in your inventory are now sorted by their effect, from the weakest to the strongest variant.

(Note: come to think of it, it'd be nice to have a lua version for compatibility reasons...)
Spoiler:  
Show
Potions that come in bargain (I), cheap (II), standard (III), quality (IV), and exclusive (V) variants:
Potion of [effect] - [number indicating quality]
Example:
Potion of Fire Shield - I
Potion of Fire Shield - II
Potion of Fire Shield - III
Potion of Fire Shield - IV
Potion of Fire Shield - V

Fortify/restore primary attribute (like Strength, Speed, Willpower, etc.) potions:
P. of Fortify [primary attribute] - [number indicating quality]
P. of Restore [primary attribute] - [number indicating quality]
Example:
P. of Fortify Agility - I
P. of Fortify Agility - II
P. of Fortify Agility - III
P. of Fortify Agility - IV
P. of Fortify Agility - V

Potions that come in one quality variant only:
Potion of [effect]
Examples:
Potion of Fortify Attack
Potion of Mark

Spoiled potions:
Spoiled Potion of [effect]
Example: Spoiled Potion of Cure Disease

Notes:
- names of beverages (Flin, Mazte, Sujamma, etc.) are unchanged.
- names of unique potions (like Sinyaramen's Potion) are unchanged.
- Bloodmoon and Tribunal add only beverages or special potions, so none of expansion-added potions are renamed.
- potions of Feather and Swift Swim come in four variants only. The numbering is adjusted as follows: bargain (I), cheap (II), quality (III), exclusive (IV).
- in names of all Fortify/Restore Intelligence potions, the attribute's name has been shortened to Int. for a consistent naming pattern. I couldn't include the full attribute name because of item name character limit.
- fortify/restore primary attribute potions follow the pattern "P. of [Fortify/Restore] [primary attribute] - [number indicating quality]", while fortify/restore derived attribute (Health, Magicka, Fatigue) potions follow the pattern of "Potion of [Fortify/Restore] [derived attribute] - [number indicating quality]". Compare "P. of Restore Willpower - II" vs "Potion of Restore Health - II". This has been done for two reasons: first, because of the name length limit, and second, to separate these two types of potions (so that you don't need to look for healing potions among all those restore primary attribute potions).
- generally speaking, effect name was used in potion names; however, there are a few exceptions. Effect name of some potions was too long ("Potion of Lightning Shield" vs Potion of Shock Shield; "Potion of Spell Absorption" vs Potion of Absorb Spell), vanilla name looked better ("Potion of Reflect" vs Potion of Reflection), or vanilla name was distinctive in some way ("Potion of Almsivi Intervention" vs Potion of Fool's Luck; "Potion of Levitate" vs Potion of Rising Force).
- this mod does NOT affect player-made potions, though I might eventually get to making a mod for that at some point too.

Propylon Chamber Replacer
Removes the fucking particles from propylon chamber mesh. Based on the mesh from Morrowind Optimization Patch.

Scrib Mesh Tweak
Removes the black spots on scrib heads, because I couldn't stand them. Compatible with texture replacers.

Solstheim Delayer
Requires Bloodmoon
Stops "An Island to the North" from forcing itself into your journal, without preventing you from playing Bloodmoon entirely. This mod also removes the "Solstheim" topic from most of the NPCs. There is a version for Tamriel Rebuilt 18.09 as well; all generic responses to "Solstheim" topic are blocked, but not the ones keyed to a specific NPC.

(Note: I suggest trying out Half11's version. Or Anonytroll's, if you really don't like Solstheim.)
Spoiler:  
Show
The quest that gets you to Solstheim is quite annoying if you do not plan to go there, but need Bloodmoon active because some mods require it. This mod makes changes to a few dialogue lines, giving them more specific speaker conditions and slightly altering their quest stage results, so that you won't get any journal entry unless you actually ask about Solstheim.

Method I (recommended for outlanders and Imperial sympathizers)
Go see Caius Cosades and ask him about latest rumors. You get no journal update, but Solstheim topic becomes available. You can now ask him about it, and get journal updates.

Method II (recommended for nationalist Dunmer)
Just go straight to Khuul and ask around about latest rumors. You get no journal update, but Solstheim topic becomes available. Now ask some more, you will get journal updates and directions to S'virr.

Useful Dagoth Brandy
I was somewhat disappointed with the effects of Ancient Dagoth Brandy, so I've changed them to something more fitting for a drink that is "a rare nectar beyond compare, distilled ages before your ancestor's ancestors". What's more, now it fortifies Intelligence instead of damaging it, because it made no sense, seeing as the most powerful ash creatures are magic users.
Spoiler:  
Show
Overview of all effects:
Resist Fire - 50 points for 720 seconds
Fortify Intelligence - 50 points for 720 seconds
Fortify Attack - 50 points for 720 seconds
Drain Agility - 25 points for 120 seconds
Drain Personality - 100 points for 1440 seconds
Weakness to Blight - 100 points for 720 seconds

I'm working on adding the possiblity to brew a less potent version.

Changes to existing mods
Authors of all the source mods used below:
- have given general permission to use their work,
- have given me permission to use their work after I messaged them,
- and/or have not been active in the modding community for years and I have no way to contact them.


Level-independent Health formula tweak (based on Level-independent Health by Bell-chan)
Does it require original mod? NO
Contains 1 starting script

Changes the player character's Health to [3 Endurance + 0,6 Strength + 0,2 Speed + 0,2 Agility]/2, entirely independent of the level. This way low-level characters have more Health than normally, and high-level characters have less health than they would have.

Spoiler:  
Show
Example Health values:
Male Dunmer, vanilla: END 40, STR 40, AGL 40, SPD 50 -> 89 Health
Male Dunmer, halved attributes (see above): END 20, STR 20, AGL 20, SPD 25 -> 44 Health
Male Dunmer (with Lady birthsign), CREL: END 100, STR 100, AGL 30, SPD 30 -> 206 Health
Male Dunmer (without any attribute bonus) CREL: END 30, STR 30, AGL 30, SPD 30 -> 66 Health

Credit: Bell-chan for the original mod. All I did was alter the formula used to calculate maximum Health and change description.

Slower Magicka Regen (based on Oblivionized Magicka Regeneration by Andylam222)
Does it require original mod? NO
Contains 1 starting script

Makes your Magicka regenerate at a constant rate (rather than starting very slowly and regenerating rapidly later) and cleans up the original mod.

Spoiler:  
Show
In the original version, once your character gets a high enough Intelligence boost, they can regenerate 500-1000 Magicka within seconds. Hence the tweak. Fair warning - the regeneration rate is SLOW!

The original version contained a lot of dirty edits, now it's clean.

Credit: Andylam222 for the original mod. All I did was change a few lines of the script, clean the mod, and add description.

Installation (unless specified otherwise)
Copy the file(s) into your Morrowind/Data Files folder & check the .esp in your Data Files or Wrye Mash (or any other mod manager you use).

Removal
ESP only: delete the .esp file(s) from your Morrowind/Data Files directory.

Compatibility
Please use common sense and TESAME to determine if these mods are compatible with your mod list or not.

All .esp files have been cleaned with TESAME.