Morrowind
0 of 0

File information

Last updated

Original upload

Created by

mort

Uploaded by

mortimermcmire

Virus scan

Safe to use

Tags for this mod

37 comments

  1. spockthewok
    spockthewok
    • member
    • 38 posts
    • 0 kudos
    Hey great mod, really like how this works with your other mods to help the difficulty progression make a lot more sense. Been testing my load order recently and have found a few things that are worth mentioning:

    1. Dagoth Gilvoth, Odros, Tureynul, Uthol & Vemyn have all had their speed multiplied by 10 (from 4 to 40), this makes them move really, really fast. (Present in both the full & modular versions)

    2. There is a soft incompatibility with the popular Sixth House mod 'The Tribe Unmourned' by von djangos: loading your mod after it makes it so none of the unique voice lines show up and loading yours before it overwrites all your rebalance changes. Just a warning for anyone looking for Sixth House mods to use.
    1. mortimermcmire
      mortimermcmire
      • member
      • 222 posts
      • 42 kudos
      1. intentional, you can kite them forever without a speed increase
      2. as a general rule if you plan on joining the 6th house don't use this mod, there's no sense in making them harder if you're going to be one of them :P
    2. SpaceDevo
      SpaceDevo
      • member
      • 1,961 posts
      • 78 kudos
      I'd recommend setting their Speed to 9 or 10. Ash Vampires have a strange reaction to Speed increase, with 9 being akin to around 100 for the player, unlike other creatures. That way they're still fast, but not zipping around at the speed of sound and walking into walls during their idle wandering.

      As for compatibility with TTU: just use an object-merger. Merging is a must-have for any mod list.
    3. spockthewok
      spockthewok
      • member
      • 38 posts
      • 0 kudos
      1. SpaceDevo is right, ash vampires should have their speed set between 1-10. They move at the speed of light when at a speed of 40.
      2. Managed to get Tribe Unmourned compatible in the end by removing the creature edits from it using TESAME and merging the scripts into your mod. Doesn't allow you to join the Sixth House as far as I'm aware, it just fleshes out dialogue for them.
    4. SAJNM
      SAJNM
      • member
      • 139 posts
      • 4 kudos
      For additional content and compatibility I recommend using this mod with
      <a href="https://www.nexusmods.com/morrowind/mods/45165">The Rise of the Tribe Unmourned</a>

      Looking forward to v2.0
  2. cpassuel
    cpassuel
    • member
    • 35 posts
    • 0 kudos
    Nice, no more vampires on steroids. Is it safe to upgrade from 1.2 to 1.3 (I'm at the beginning of the main quest) ?
    1. mortimermcmire
      mortimermcmire
      • member
      • 222 posts
      • 42 kudos
      Yes, as long as you haven't encountered any ash vampires yet you'll be fine
    2. cpassuel
      cpassuel
      • member
      • 35 posts
      • 0 kudos
      Ok thanks, I'm at the begining coming back to Morrowind after few years. I plan to increase difficulty setting while levelling my car, will this affect also your mod making it even harder ?
    3. mortimermcmire
      mortimermcmire
      • member
      • 222 posts
      • 42 kudos
      yes
    4. cpassuel
      cpassuel
      • member
      • 35 posts
      • 0 kudos
      Ok :/ I was pretty sure of it
    5. cpassuel
      cpassuel
      • member
      • 35 posts
      • 0 kudos
      Ok I was pretty sure of it
  3. Oxusman
    Oxusman
    • premium
    • 34 posts
    • 0 kudos
    Going to miss the Usain Bolt level ash vamps.
  4. KillerK
    KillerK
    • member
    • 9 posts
    • 0 kudos
    This looks fantastic! I intend to use this on future full playthroughs.

    On my current playthrough, I'm literally in the middle of finishing the main quest - I've already gotten Sunder and Keening, and all I have left is Tureynulal and Dagoth Ur. Would installing the mod now cause me problems because I've already done most of it? Also, what difficulty slider would you recommend (Against the vanilla 6th house at the moment I have difficulty at 100 and my level 46 mage has not had any trouble.) I don't want to keep it at 100 though if this mod makes Dagoth Ur really hard even on normal mode.

    If there wouldn't be any technical problems with installing the mod now (bugs/crashes etc.) I might in the future just install this mod right before the final quest - I don't really think every single ash creature ought to be super powerful (ash zombies and slaves being the lowest on the totem pole I think ought to be fairly weak).

    Also, is this mod compatible with MCA and Divine Dagoths? I have both installed. I've noticed the new 6th House baddies added by MCA (dreamer champions and sharpshooters specifically) are actually quite tough at 100 difficulty.
    1. SpaceDevo
      SpaceDevo
      • member
      • 1,961 posts
      • 78 kudos
      Also, is this mod compatible with MCA and Divine Dagoths?
      As far as I know, MCA and BtSH don't touch any of the same objects, since the former mostly just adds new content instead of tweaking vanilla creatures. As for Divine Dagoths, you just have to load it after this mod and use an object merger like TES3Merge to get both the stat changes and new models.
  5. Zaksta
    Zaksta
    • supporter
    • 282 posts
    • 4 kudos
    Has anyone tried Darknut's GDR with the npc rebalance loader below/after? I'd imagine any new npcs added by GDR will have lower stats than the ones touched by this mod
    1. SpaceDevo
      SpaceDevo
      • member
      • 1,961 posts
      • 78 kudos
      To get this and DNGDR to work together, you'll definitely need to use an object-merger. For TESTool, this plugin would need to have Sunder removed from Dagoth Vemyn to preserve DNGDR's relocation of it during the merge process.

      As for TES3Merge, you can probably get the two mods to work as they are if you load this mod before DNGDR. That way DNGDR's creature inventories will overwrite those of BtSH, but you'll still (hopefully) get this mod's stat changes since DNGDR doesn't seem to edit those.
  6. Zaksta
    Zaksta
    • supporter
    • 282 posts
    • 4 kudos
    Greetings! Two quick questions, please:
    If I am interested in using the stat and spells module of your mod do you forsee any issues with installing the plugin midway through a playthrough? I'd like the option to test the new values with my load order when I progress far enough into the main quest.
    Do you forsee any save compatibility issues with your upcoming 2.0 release of this mod? i.e new game for the new version
  7. RedFurryDemon
    RedFurryDemon
    • supporter
    • 639 posts
    • 32 kudos
    Would it be possible to incorporate the Ash Vampire fix from Morrowind Patch Project into this mod? It lowers their Fight to 50 from 90, so the player can talk to them before fight (each of these guys has unique dialogue).

    EDIT: Another thing I've noticed is that the new .esp has been renamed, so it's better to be careful when installing the new version, delete the old file and rename the new one manually. Otherwise Wrye won't redate it correctly.
    1. ACNAero
      ACNAero
      • member
      • 33 posts
      • 2 kudos
      "It lowers their Fight to 50 from 90, so the player can talk to them before fight (each of these guys has unique dialogue)."

      Just posting to say that I 2nd this change request. It would make a great change that would fit in with the mod.
    2. petina
      petina
      • supporter
      • 17 posts
      • 2 kudos
      it should be noted odros' dialogue makes him having keening on his person, as in this mod, make no sense, seeing as he refers to it being "well hidden"
    3. SpaceDevo
      SpaceDevo
      • member
      • 1,961 posts
      • 78 kudos
      The original spot for Keening wasn't exactly "well-hidden" either.
    4. TheLordDagoth
      TheLordDagoth
      • member
      • 33 posts
      • 0 kudos
      Well I mean from a certain perspective it could be very well hidden on his person. nomthayin?
    5. mortimermcmire
      mortimermcmire
      • member
      • 222 posts
      • 42 kudos
      good idea, added it in 1.2
  8. Kolodets
    Kolodets
    • member
    • 195 posts
    • 0 kudos
    hmmm, this one seems to make sense
    thanks
  9. ManfredvonScarlet
    ManfredvonScarlet
    • supporter
    • 13 posts
    • 2 kudos
    This is great and I have been waiting for this but is this compatible with Darknut's GDR? Will 2.0 be compatible as well alongside Endusal and Tureynulal Redone?
    1. mortimermcmire
      mortimermcmire
      • member
      • 222 posts
      • 42 kudos
      It only changes stats. Load this before gdr and use the rebalance only modular option to be extra safe.

      2.0 will explicitly be compatible alongside those mods, theyre fantastic.
    2. SimonPetrus
      SimonPetrus
      • supporter
      • 175 posts
      • 0 kudos
      looking forward to it
  10. DigitalEddie
    DigitalEddie
    • member
    • 25 posts
    • 0 kudos
    My only concern with this mod is how it might make the Main Quest have weird difficulty spikes - Illunibi might now be harder to deal with than anything else up until you attack Red Mountain. Maybe some of the content for the 4th and 5th trials should also get a boost?

    Or, maybe Illunibi should be made slightly easier than every other 6th House Base, given the previous quest merely deals with random undead.