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Modified version of BTB's Game Improvements, with all modules merged, plus BTB's edits from his modified versions of Morrowind Advanced and Service Requirements, with many changes and additions.

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BTB's Game Improvements - Necro Edit

This is a modified version of BTB's Game Improvements. All modules have been combined into a single plugin. BTB's edits that he included in his modified versions of Morrowind Advanced and Service Requirements have been incorporated. In addition, quite a number of changes have been made from the original BTBGI, and a number of new things have been added, principally buffs to vanilla creatures in line with those in Morrowind Advanced.
Introduction to BTBGI
BTB's Game Improvements is a massive game balance overhaul that touches on just about every aspect of Morrowind. Among its many changes are:
- Races and birthsigns are rebalanced so that each of them are uniquely useful, rather than some being ridiculously overpowered while others are worse than useless.
- Magic effects and spells are modified to provide a wider range of genuinely useful options while eliminating many exploits. Your starting spells are also generally more useful.
- Magic effect costs have been tweaked to balance their usefulness, both as spells and as potions.
- A number of effects have been disabled for spellmaking and enchanting, to prevent exploits.
- NPCs have quite a few new powerful spells to use against you.
- Ingredient values have been modified to reflect their rarity or difficulty in acquiring them.
- Ingredient effects have been rebalanced to make potion creation both more useful and more hazardous (due to negative effects being more common in created potions).
- The game's stock potions have been overhauled to make them all useful without being too overpowered, and to prevent certain exploits.
- Values of overpriced equipment have been drastically lowered.
- Equipment stats and especially enchantments have been painstakingly overhauled. No more is the game's equipment divided into a mountain of useless junk on the one hand and a few overpowered gems on the other hand.
- Many game settings have been modified to improve game balance or increase difficulty.
- Enchanted items will no longer regain charge over time, requiring the use of soulgems to recharge them.
- It's no longer possible to self-enchant items, or to make custom constant effect enchantments.
- Skill progression rates have been overhauled in many cases.
This is an extremely brief summary of BTBGI, and there are many more changes not mentioned here. I recommend checking out BTB's original documentation, included in the archive, and especially his excellent readme, for a lot more information about BTBGI, along with BTB's reasoning for many of his changes.
Changes from BTBGI
This section summarizes the more important changes compared to the original BTBGI. See changelog.txt in the archive for a detailed list of all changes from the original. Also see changes.txt for a full list of changes the mod makes to vanilla Morrowind.
First, all five modules of BTBGI - Character, Spells, Alchemy, Equipment and Settings - have been combined into a single plugin, with a number of changes made to each. Some of the important modifications to each module are listed below. (It's convenient to list changes by module even though the modules are no longer separate.)
- The Level Up Birthsign Remover script was removed. This script removed the attribute-boosting birthsigns on sleeping and re-added them after, so that their bonuses to attributes would not count toward the attribute cap of 100. With the "attribute uncap" feature of Morrowind Code Patch, this is no longer necessary.
- BTB changed the magnitude of all Slowfall effects to 1, due to a bug in vanilla Morrowind that eliminated all falling damage even with only 1 magnitude. An MCP feature has since fixed this bug, which means a Slowfall magnitude of 1 is no longer useful.
All magnitudes of premade Slowfall spells have been increased to 20, which is enough to ensure no falling damage with the MCP feature applied. This also applies to potions and enchantments.
In addition, spellmaking and enchanting have been reenabled for the Slowfall effect. BTB disabled them to prevent you from creating super-cheap custom spells at magnitude 1, but that consideration no longer applies.
- Most Light effects were on target instead of on self, which is of very limited usefulness. Now most Light effects are on self. This also applies to a few enchantments.
- BTB drastically increased the weight of alchemy apparatus, with higher quality apparatus being heavier. I thought this discouraged the use of alchemy, so I partly reversed these changes. The weight of apprentice apparatus has been left as BTB set it (rather heavy), with weight now decreasing rather than increasing with higher quality.
- The apparatus rebalance has been extended to Secret Master's apparatus, in case you're using a mod that places them in the game.
- In vanilla, some ingredients have a harmful first effect. BTB made it so that all ingredients have a positive first effect. I thought this didn't make sense (and some ingredients, like Bungler's Bane, are supposed to be harmful if eaten raw), so I partly reverted this change.
Now, some ingredients have negative first effects again, as in vanilla. The list of effects has not been changed for any ingredient, only their order in some cases.
- BTB didn't touch the cursed varieties of ingredients, which made it easy to tell when an ingredient is cursed. Now cursed ingredients are identical to their regular counterparts. Certain unique ingredients have also been adjusted in line with changes made to the normal ingredients they're based on.
- Constant effect Fortify Magicka enchantments are not very useful, as that effect only increases current magicka, not the maximum. Therefore, CE enchantments with this effect have been changed to Fortify Maximum Magicka instead, with a magnitude resulting in the same amount of added magicka with an intelligence of 50. This affects only two items in the game.
- A lot of high-end equipment is insanely overpriced in vanilla. BTB drastically reduced the values of a lot of this stuff, but some items were still worth too much. This is particularly notable with glass equipment, which is the highest quality stuff available for purchase.
BTB couldn't reduce glass equipment values too much because then it would be too cheap to buy. The result is that glass armor was a lot more expensive than daedric with BTBGI. My solution is to make unenchanted glass equipment no longer available for purchase, then tank the values.
The values of base (unenchanted) glass equipment have been significantly lowered. Some other equipment (like adamantium, dreugh, and some of the Bloodmoon stuff) has also seen value reductions.
- To go along with the above change, glass equipment is no longer available for purchase. Glass stuff for sale has been replaced with lower-quality equipment. This mainly affects a shop at Ghostgate, but also affects a Mournhold shop, plus three shops throughout Vvardenfell that sold Glass Daggers. This applies only to unenchanted equipment; enchanted glass stuff for sale has not been touched.
Note that there is a conflict with Patch for Purists here. PFP deletes a pair of Glass Bracers from Mournhold, Armory and replaces them with a new pair, and I can't touch PFP's new bracers without requiring PFP. Therefore, a small patch plugin is included in the archive that just deletes PFP's new bracers from that cell so they won't overlap with their replacements made by the main plugin.
Also, these changes make Glass Claymores and Bracers extremely rare, so one of each has been placed in the game.
- Enchant capacities, which BTB didn't touch, have been overhauled for consistency and balance. The mod basically includes my Enchant Capacity Rebalance mod. Changes are generally modest, and are within vanilla ranges for the most part. Enchant values for weapons, armor and clothing have been modified. See the documentation for details.
- In vanilla Morrowind, there's a bug that causes all enchanted weapons to ignore normal weapons resistance, regardless of whether they have the "ignores resist" flag set. An MCP feature fixes this bug, but in vanilla almost all enchanted weapons have the flag set anyway, even low-end stuff like iron or steel.
The "ignores resist" flag has been removed from all weapons made of a material that's lower quality than silver. This primarily applies to low-end enchanted stuff. The enchantment will still be effective, but the weapon swing itself will do no damage to, say, Ancestor Ghosts.
In addition, a number of weapons that wrongly did not have the flag set now do, notably adamantium weapons.
- A number of weapons made of silver did not have the "silver weapon" flag set. This flag is responsible for silver weapons doing double damage to werewolves. All such weapons now have the flag set. One weapon that wrongly had the flag set now no longer does.
- BTB reduced the amount the Mournhold Museum of Artifacts will pay for artifacts in line with their new values, but missed two of them. This oversight has now been rectified.
Also, the bounty received when talking to Torasa Aram about an artifact after having stolen it from the museum is now ten times the (new) base value of the artifact, across the board.
- Certain cursed or unique varities of equipment have been made identical to their regular counterparts. Also, two "uncursed" varieties of weapons added by PFP have been incorporated with their stats changed to match the regular versions of those weapons, so PFP users will no longer find the uncursed varieties to have different stats.
- A couple items with drain/damage enchantments that made absolutely no sense have been fixed. This includes Slave Bracers and Elvul's Black Blindfold.
- BTB placed the weapon Wings of the Bat Queen in the game, but the place where he put it didn't make a lot of sense. It's been moved to a more appropriate location.
- BTB made a number of edits for the purpose of preventing resting outside in the wilderness. To this end, he edited every exterior cell in the game in which resting was legal to make it illegal. He also edited five rest-related GMSTs to make it basically impossible to rest outside for any length of time even if you found a cell in which it was legal.
However, there is now an MWSE mod called No Rest Without Beds that does basically the same thing in a much cleaner way via lua. Therefore, the edits to all exterior cells have been removed from the plugin, along with the references to those five GMSTs.
- BTB changed the governing attributes of two skills: acrobatics and hand-to- hand. I didn't care for these changes, plus I use a leveling mod that transforms the leveling system in such a way as to make governing attributes less relevant. These changes have been removed from the plugin.
- BTB changed the skill progression rates for alchemy, reducing progress gained by creating potions and increasing progress gained by eating ingredients. This change has been reversed and then some, because I don't think eating a flower should make you better at alchemy.
Progress for making potions is now higher than in vanilla, while no progress toward the alchemy skill will be gained by eating ingredients.
- A few GMST edits have been added that make it harder to successfully bribe NPCs. In addition, a successful barter will no longer increase the merchant's disposition.
- BTB intended to prevent all natural growth of misc skills, but in fact misc skill growth was only substantially slowed. It's actually not possible to stop it entirely with a plugin, due to the way the formula works, but misc skill progression has now been slowed even more, to the point that noticeable growth should no longer occur.
- BTB lowered the sneak attack multiplier from 4.0 to 2.5, to cut back on the insane damage that could be done by sneak attacks with powerful weapons like battleaxes and warhammers. But there's now an MWSE mod called Sneaky Strike that makes the sneak attack multiplier vary depending on the type of weapon used, with a higher multiplier for fast weapons like daggers and a lower multiplier for slower weapons like battleaxes.
The sneak attack multiplier edit has been removed from the plugin, to allow Sneaky Strike to work as intended.
- In vanilla Morrowind, you can hold your breath for 20 seconds before you start to take drowning damage. With a GMST edit, BTB changed this to 15 seconds.
However, there's now an MWSE mod called Hold Your Breath which makes this value vary depending on your endurance, which means BTB's GMST change is no longer necessary. Therefore, it's been removed from the plugin.
- Changes to two GMSTs that affected the attribute multipliers gained on levelup have been removed from the plugin. The reason for this is that I'm using a mod that drastically overhauls the leveling system, making these GMST edits meaningless.
- BTB added restocking filled soulgems to certain merchants, but he had to use a rather convoluted method to do so. These new filled soulgems and the associated script have been removed. Instead, the relevant merchants now sell restocking Soul Trap scrolls, so those not skilled in Mysticism can fill their own soulgems. (The restocking empty soulgems BTB added to merchants have not been touched.)
- Rolled Paper (which with BTBGI has a drastically increased enchant capacity) has been added to various merchants, for use in creating scrolls through enchanting (which is cheaper than regular item enchanting due to a GMST edit and an MCP feature).
Diseases / Daedric Drops
In addition to the revised BTBGI modules, there have been several other additions to the mod. BTB's modifications related to diseases and daedric drops that he added to his edited version of Morrowind Advanced have been incorporated, with the following changes:
- BTB removed "Diseased" and "Blighted" from the names of diseased/blighted creatures. These changes have been reversed, because there's an MWSE mod called No Disease Labels that does the same thing and is more thorough.
- Among BTB's modifications to disease dialogues were a few changes that were made on the assumption that the player is using a state-based health mod. Those particular changes have been reversed, so the dialogue will be correct regardless of whether you're using such a mod.
- The changes to daedric drops (done so you won't end up being up to your eyeballs in daedric equipment dropped by certain creatures) are now identical to those in There Can Be Only One, for compatibility with that mod. This doesn't make much functional difference, except for the addition of a few creatures that BTB missed.
Creature Buffs
In addition to BTB's edits from his modified version of Morrowind Advanced, many creatures have been buffed in line with MWA's changes. (Other MWA changes, such as new equipment, creatures and so forth are not present.)
All of MWA's buffs to vanilla creatures are included, along with buffs to quite a number of additional creatures in line with MWA's changes. See the documentation for details.
Finally, BTB's faction edits that he included in his modified version of Service Requirements have been incorporated. These include changes to attribute and skill requirements, along with favored attributes/skills. No changes have been made on top of BTB's edits here.
"Alternate" Plugins
Two changes made in BTBGI were controversial enough that BTB created "alternate" versions of two of his modules omitting those changes.
First, BTBGI transformed the Khajiit Eye of Night spell into a permanent ability. Some people didn't like the resulting permanent Night-Eye effect, so BTB made an alternate version of his Character module that omitted that change, leaving Eye of Night a spell as in vanilla.
Second, the Settings module slowed down the growth of major, minor and misc skills, with misc skill growth stopped entirely (or at least that was the intent). This change was very controversial, so the alternate version of the Settings module omitted the major/minor/misc skill growth rate changes.
Both of these changes are found in this version of BTBGI, but no "alternate" plugins are included. The reason for this is that I don't want to have to maintain multiple plugins.
However, if you really don't like one or both of these changes and preferred BTB's alternate plugins, it's pretty easy to remove them from the mod yourself with Enchanted Editor.
If you don't like the Khajiit's permanent Night-Eye, open up the plugin in EE and delete the reference to the spell "eye of night". If you don't like BTB's changes to skill growth, then delete the references to the GMSTs fMajorSkillBonus, fMinorSkillBonus and fMiscSkillBonus.
Extra Stuff
The original BTBGI archive also includes a directory of "extra stuff," compatibility versions of various mods such as Better Clothes and CanadianIce Robe Replacer. These compatibility versions are not included here, since they're really not necessary. Just use tes3merge to resolve any conflicts.
However, there is one exception: Dark Brotherhood Armor Replacer Expanded. If you want to use that mod, you'll want to also download the original BTBGI archive and use BTB's compatibility version of it, which includes BTB's rebalance of DBARE's new equipment. (I recommend using Dark Brotherhood Armor Replacer instead, which does not include new equipment.)
Use a mod management tool such as Wrye Mash, or just copy the plugin to your Data Files directory and select it in the Morrowind Launcher.
If you're using Patch for Purists, which you really should be, also enable the "BTBGI PFP Patch" plugin, to fix an issue with PFP adding new Glass Bracers to a particular cell.
This mod requires Tribunal and Bloodmoon, and the PFP patch requires Patch for Purists.
Nothing else is technically required, but a number of changes made in this mod compared to the original BTBGI (in addition to a number of changes made by BTB in the original) are made assuming the use of certain other mods, especially certain MCP patches. See below for details.
Compatibility and Load Order
This mod touches many aspects of the game, and so has a relatively high potential for conflicts. Using tes3merge will resolve many conflicts.
Specific notes regarding conflicts and load order follow.
- Mort's rebalance mods (Tribunal Rebalance, Bloodmoon Rebalance, Beware the Sixth House): There are a few conflicts with these mods, but the conflicts are relatively minor. Specifically there are conflicts regarding Dark Brotherhood, Goblin and Riekling equipment, and with certain Sixth House creatures.
It's best to load Mort's rebalance mods after BTBGI, and to use tes3merge.
- Morrowind Anti-Cheese: There are a number of conflicts with this mod, but these are relatively minor. I suggest loading Anti-Cheese early in your load order, definitely before BTBGI, and I recommend putting it before Ownership Overhaul as well if you use that mod.
- More Deadly Morrowind Denizens: The main plugin has no conflicts with BTBGI, though there are a few conflicts with There Can Be Only One. The creatures addon does have a few minor conflicts with BTBGI.

I suggest having the main MDMD plugin load before BTBGI, and the creatures add-on load after BTBGI.
- There Can Be Only One: There are a few conflicts with both BTBGI and MDMD. This mod should load before BTBGI but after MDMD.
- Expansions Integrated: There's a minor conflict with the Blood Axe enchantment. There are also conflicts with MDMD and There Can Be Only One. Load this before MDMD and BTBGI.
In summary, the suggested load order of the above mods is the following:
Morrowind Anti-Cheese
Ownership Overhaul
Expansions Integrated
More Deadly Morrowind Denizens
There Can Be Only One
BTB's Game Improvements (Necro Edit)
Tribunal Rebalance
Bloodmoon Rebalance
Beware the Sixth House
MDMD - Creatures Addon
And don't forget to use tes3merge.

While tes3merge will solve the vast majority of conflicts, it probably won't handle everything perfectly. There are likely to be a few cases where one mod makes a change that's overridden by another mod, and tes3merge fails to add back the first mod's change. You might want to examine Merged Objects.esp in tes3view (and also check out other conflicts in your load order) to see if there's anything that needs manual fixing. In particular, you might want to look at: Dremora, Dremora Lord, Sorkvild the Raven, Sovisa Adas, Gentleman Jim Stacey, Severa Magia, and Divayth Fyr.
There are quite a few mods that I highly recommend for use with this version of BTBGI. This section is basically a miniature mod list.
1. Morrowind Code Patch (Beta): Everybody who plays the vanilla Morrowind engine (i.e. not OpenMW) should be using MCP anyway, but there are a number of patches in MCP that are highly recommended with this mod.
- Pickpocket overhaul: Balances the pickpocket mechanic to not be incredibly stupid.
- Slowfall overhaul: Fixes a bug where 1 point of Slowfall effect would be enough to eliminate all falling damage, plus fixes a couple other problematic aspects of the Slowfall effect.
The changes to Slowfall effects in this version of BTBGI assume the use of this feature. Without it, you could make extremely cheap and perfectly effective custom Slowfall spells.
- Healthy appetite: Makes it so that eating ingredients never fails. A huge realism improvement. This works well with changes made to Alchemy skill progression, where eating ingredients no longer grants any skill gain.
However, this feature can introduce balance issues of its own. You can eat lots of ingredients at once to give yourself ridiculous magnitudes of beneficial effects that can essentially make you an unkillable powerhouse. (Of course, this was always possible in vanilla with a high enough alchemy skill.)
To address this issue, if you use the Healthy Appetite feature, I also recommend a mod called MAB0's Ingestion (see below).
- Two-handed weapon removes shield: So you can't benefit from a shield's enchantment while equipping a two-handed weapon.
- Alchemy potion weight rebalance: So you can't easily make 0.1 weight potions.
- Enchanted item cooldown: Not using this feature is highly unbalanced; without it, you can achieve insane DPS with offensive cast on use enchantments.
- Enchanted item rebalance: So you won't have an insane number of charges at high enchant skill.
- Item recharging rebalance: Makes recharging items with soulgems a more viable option for all character types. This is especially important since BTBGI stops enchanted items from regaining charge over time, requiring the use of soulgems to recharge them.
- Soulgem value rebalance: To avoid ridiculously overvalued soulgems when filled with good souls.
- Arrow enchanting: Otherwise, you wouldn't be able to make use of the tweaks to projectile enchant capacities included in this mod.
- Enchanting increases item value: This is okay since you have to pay to enchant items with BTBGI anyway.
- Fortify maximum health: Otherwise Fortify Health is completely useless.
- Permanent barter disposition changes: With this version of BTBGI, successful barters will no longer increase merchant disposition, but a failed haggle will still lower it. With this feature, such decreases are permanent. Merchants are hard to please but easy to make angry.
- Exhaust NPCs with Damage Fatigue: Makes this effect more useful.
- Strength-based hand to hand damage: Makes hand-to-hand combat more viable, especially with high strength, which enhances the utility of some races' hand- to-hand skill bonuses.
- Spellmaker area effect cost: Makes the magicka cost of adding an area effect to a custom spell depend on the spell magnitude, increasing the cost of large area effects.
- Spellmaking matches editor: Fixes a bug that caused custom spells to cost more magicka than they should.
- Hidden traps: This feature is required by one of my other recommendations, so go ahead and enable this if you plan to use Locks and Traps Detection. (If you don't plan on using that mod for some reason, then I wouldn't recommend this patch.)
- Hidden locks: Also required by Locks and Traps Detection (without which I would not recommend this patch).
- Detect life spell variant: Gives the Detect Animal spell effect the ability to also detect NPCs (without this patch, it can only detect creatures). This makes this effect much more useful.
- Attribute uncap: This version of BTBGI removes the LUBR script that previously allowed birthsign bonuses to help an attribute exceed the cap of 100. This change is made assuming the use of this feature; without this feature, birthsign attribute bonuses would ultimately be wasted.
- Skill uncap: This one is more a matter of personal preference, but I like it, especially if using CCCP.
- Weapon resistance change: This mod's changes to the "ignores resist" flag of many low-end enchanted weapons assume the use of this feature. The enchantment of such weapons will still be effective, but the weapon swing itself will do no damage to creatures like Ancestor Ghosts. Without this feature, removing the flag will have no effect due to a bug.
- Allow scroll enchant price modifier: This feature, in combination with a GMST edit made by this mod, allows scrolls to be enchanted at a much lower cost than regular items (since scrolls can only be used once).
- Level-up skills tooltip: Recommended especially if you use CCCP; it will cause that mod to display more useful information.
- Mercantile fix: MCP's description does not fully explain what this feature does. This feature has the effect of making it significantly more difficult to exploit merchants. See the readme of my edited version of Economy Adjuster for more details about this. I highly recommend this feature to help balance the economy.
- Unarmored fix: Allows the unarmored skill to be effective when you're fully unarmored. This works well with this mod's increase in the effectiveness of the unarmored skill.
- Reflected spells fix: This is more of a gameplay change than a bugfix. With this feature enabled, when an absorb spell is reflected, the effect is reversed. In other words, cast Absorb Health on a reflected enemy and the enemy will absorb health from you instead.
Note: Do NOT use the "NPC AI casts zero cost powers" MCP feature with this mod, unless you really enjoy dying.
2. Patch for Purists: As always, PFP is highly recommended. All PFP fixes to relevant objects have been painstakingly incorporated into the mod, except where they're intentionally overridden.
A small patch plugin for PFP is included with this mod, to address an issue with the way PFP handles the Glass Bracers in Mournhold, Armory.
3. Helm of Tohan BTBGI Patch: If you use the official plugin Helm of Tohan (I recommend the UMOPP version), you should also use this small patch to bring the helm's stats in line with BTBGI's changes to the regular Adamantium Helm.
4. Area Effect Arrows Integrated: Adds the area effect arrows from the official plugin to Vvardenfell, without being confined to a single shop. Included is an integrated version of Area Effect Projectiles, which is BTB's edited version of AEA with various balance improvements.
I recommend using the "PAR Edit" version of AEP Integrated. Note that this version also requires Particle Arrow Replacer.
5. Enhanced Detection Lite: Adds a visual effect on screen when under a Detect Animal/Key/Enchantment effect, instead of just circles on the local map. This makes those effects more useful, not to mention more awesome. This is basically needed if you use Map and Compass, which disables the local map. I suggest using the "less lite" version, which also adds Detect Trap and Detect Door.
6. Let There Be Darkness: A good lighting overhaul not only makes the game look much better generally and makes lighting much more realistic, but it's also essential for making the Night-Eye effect at all useful. With vanilla lighting, there are very few circumstances in which you would need Night-Eye, which would render the Khajiit's constant Night-Eye mostly useless.
7. True Lights and Darkness - Necro Edit: I suggest using this along with LTBD for lighting. I use the MWSE lighting overrides in TLAD Necro Edit, along with the interior daylight.
8. Class-Conscious Character Progression: A leveling mod that radically overhauls the game's leveling system. There's too much to say about it here, but I removed a couple of BTB's edits because I'm using CCCP and therefore those edits are no longer useful.
CCCP also includes a state-based health feature, which makes the endurance attribute much more useful (and Drain Endurance effects more dangerous). If you don't use CCCP, I suggest using another mod that implements a state-based health system, like MWSE State-Based Health.
9. Quest Skill Reward Fix: Highly recommended if you use CCCP, because it allows that mod to detect certain scripted skill increases it wouldn't otherwise.
10. Magicka Based Skill Progression: Makes progression in the magic skills depend on how much magicka is expended. This is a definite improvement, but I recommend lowering the progress per magicka point in the MCM; the default value of 0.2 is too high. I use 0.066667 myself.
11. The Publicans: Gives you more places where you can rent a bed. This is important if you're using No Rest Without Beds (highly recommended).
12. Cinia: Adds the medium armor master trainer to the game.
13. Lua Lockbashing: Gives combat-focused characters an option for opening locked containers.
14. Hold Your Breath: Makes the length of time you can hold your breath underwater vary depending on your endurance. BTB's edit to the hold breath time has been removed from this mod, assuming the use of Hold Your Breath.
15. Creeping Blight: Implements the possibility of blight storms outside of Red Mountain before the main quest is complete. Works very well with Blighted Blight. Use the MWSE version.
16. Expansions Integrated: Adds some of the content from Tribunal and Bloodmoon (creatures, equipment) to Vvardenfell. Liches and Durzogs and Bears, oh my!
17. Economy Adjuster Crime - Necro Edit: This one is very highly recommended. The penalties for crime are piddling in vanilla Morrowind. You can murder a shopkeeper, pay the small fine, then take all his stuff to sell to the next shop over. This mod significantly increases the penalties for crime. Crime no longer pays (unless you get away with it, of course).
18. HardTrade: Also highly recommended. Makes merchants iron-fisted traders who are almost impossible to exploit the way you can in vanilla Morrowind, by buying for more than you sell for to clean them out. This mod really reduces your ability to become filthy rich by exploiting the economy.
19. Balanced Passive Races and Birthsigns: This one is a matter of personal preference. It's a modified version of the original BTBGI's Character module, with all once-a-day powers replaced with permanent abilities. It conflicts with this mod (which uses BTB's original races and birthsigns). If you want to use it, make sure it loads after BTBGI.
20. No Rest Without Beds: Strongly recommended. This mod prevents you from resting unless you're using a bed. A bunch of edits in the original BTBGI were removed assuming the use of this mod.
21. Service Requirements Lore: In general, makes merchants in factions refuse to serve you unless you're at least the same rank as them. There are a number of exceptions where it makes sense.
BTB's edited version of Service Requirements is no longer needed, as BTB's faction edits have been incorporated into this mod.
22. Ownership Overhaul: Makes lots and lots of stuff that should be owned actually owned, so you'll have to actually be sneaky if you want to make off with it.
23. Equipment Requirements: The link is actually to a different mod that includes my edited version of Equipment Requirements. Weapons and armor now have skill requirements to use. Now you can no longer go out and grab top-tier stuff at the beginning of the game just because you know where it is.
24. Sneaky Strike: Makes the sneak attack multiplier depend on the type of weapon you're holding, with faster weapons like daggers having higher multipliers. BTB's edit to the sneak attack multiplier has been removed from this mod assuming the use of Sneaky Strike.
25. Locks and Traps Detection: Makes whether or not you can detect a trap (and how much information you can see about a lock) depend on your security skill, among other things. A great improvement over the vanilla mechanic. This makes racial bonuses to security even more useful.
26. MAB0's Ingestion: Prevents you from consuming more than one potion and/or ingredient at a time. This is a significant balance improvement; you can no longer become stronger than god by chugging 20 Fortify Strength potions at once. It's also pretty much essential with MCP's Healthy Appetite feature, which makes eating ingredients never fail.
Note that, if you're *not* using Healthy Appetite, I don't recommend this mod due to a bug that happens when you fail to eat an ingredient.
Also note that this mod requires MAB0's Foundations.
27. MAB0's Manipulated: Can be used to make certain manipulative spell effects, most importantly Frenzy Humanoid, a crime. No longer can you use a spell to force a friendly NPC to attack you in front of witnesses with no consequences. This also requires MAB0's Foundations.
28. DragonDoor: Hostile NPCs will now follow you through loading doors, and can also summon other NPCs in the same cell for help depending on how the mod is configured.
29. Limited Leaping: Allows you to set restrictions on jumping so you can't just bunny-hop indefinitely. I suggest setting the cooldown time to one second (the minimum without disabling the cooldown requirement altogether), and the minimum fatigue requirement equal to the fatigue cost of jumping, which is 20 with BTBGI.
30. Blighted Blight: Restores the possibility of catching blight diseases when out in a blight storm. Works very well with Creeping Blight.
31. There Can Be Only One: Daedric equipment is now unique; there is only one of each piece in the entire game.
32. No Disease Labels: Removes terms like "Diseased" or "Blighted" from the names of creatures, so you'll no longer know in advance that a creature is diseased.
33. Map and Compass: Disables the world map and local map (and the minimap) and replaces them with a static paper map (and you can choose which one(s) to use). Allows you to get genuinely lost and greatly enhances roleplay and exploration.
34. Map Replacements: A set of alternative maps for Map and Compass that I very much prefer.
35. Morrowind Anti-Cheese: Makes a number of additional game balance changes. Make sure it loads before BTBGI.
36. Tribunal Rebalance: Rebalances the Tribunal expansion content as though it had been created at the same time as the main Morrowind content.
37. Bloodmoon Rebalance: Does the same for the Bloodmoon content.
38. Beware the Sixth House: Makes Sixth House enemies truly fearsome, worthy of being called endgame bosses.
39. More Deadly Morrowind Denizens: Most enemy NPCs in vanilla Morrowind are easy and boring, with the same old useless spells and the same old ho-hum equipment. Not anymore.
Version History
Version 2.0 - 2020-09-26
   - Combined all five BTBGI modules into one plugin.
   - Level Up Birthsign Remover script removed.
   - Slowfall magnitudes increased, assuming use of MCP slowfall fix.
   - Most Light effects are now on self.
   - Alchemy apparatus weight now decreases rather than increases with quality.
   - Some ingredients now have negative first effects.
   - Cursed/unique ingredients are now affected.
   - Constant effect Fortify Magicka enchantments changed to Fortify Maximum Magicka.
   - Lowered values for certain equipment that was still worth too much.
   - Unenchanted glass equipment is no longer for sale.
   - Overhauled weapon/armor/clothing enchant capacities.
   - "Ignores resist" and "silver weapon" flags now make sense, depending on the material a weapon is made of.
   - Certain cursed/unique equipment is now affected.
   - A couple nonsensical damage/drain enchantments have been fixed.
   - Wings of the Bat Queen has been moved to a more logical location.
   - Removed BTB's changes related to resting, governing attributes, sneak attack multiplier, hold breath time, and levelup attribute multipliers.
   - Alchemy skill progression has been modified to make more sense.
   - Bribing NPCs is harder.
   - BTB's restocking filled soulgems have been replaced with Soultrap scrolls.
   - Rolled Paper added to several merchants, for scroll enchanting.
   - Incorporated BTB's edits related to diseases and daedric drops in his edited version of Morrowind Advanced.
   - Removed BTB's changes to diseased/blighted creature names.
   - Edits related to daedric drops are now identical to those in There Can Be Only One.
   - Added vanilla creature buffs from Morrowind Advanced.
   - Buffed many additional vanilla creatures based on MWA's buffs.
   - Incorporated BTB's faction edits in his edited version of Service Requirements.
   - Changed the name of the mod because it's not just minor tweaks to a couple modules anymore.
   - A number of other changes not listed here. See documentation in the archive for a full/detailed list.
Version 1.0 - 2019-08-22
   - Initial release.
This version of BTB's Game Improvements would obviously not exist without BTB and the enormous amount of work he put into the original.
Morrowind Advanced was created by WormGod. Some of MWA's buffs to vanilla creatures are included in this version of BTBGI, plus additional edits inspired by MWA's buffs.
Feel free to contact me on the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
You can use this however you want, as long as you credit BTB.