Morrowind
0 of 0

File information

Last updated

Original upload

Created by

Aracelliy

Uploaded by

Aracelliy

Virus scan

Safe to use

Tags for this mod

Documentation

Readme

View as plain text

=====================================================================================
Better Enchantments
Author: Aracelliy
Version 1.0
=====================================================================================

=====================================================================================
REQUIREMENTS:
=====================================================================================

* Morrowind, Tribunal, and Bloodmoon.
* Tamriel Rebuilt only if you use the TR version.

=====================================================================================
ABOUT THIS MOD:
=====================================================================================

Improves enchantments by converting most of the anonying and mostly useless Cast On Use
enchants into Constant Effects enchants. But with more discretion thatn other mods.
And some balancing tweaks for unique weapon/armor enchants.

The general rules used when changing enchantments from Cast On Use to Constant Effect:

* For the most part, only Cast On Use enchants that were self buffs have been changed.
Cast On Use enchants that are on target/touch and generally offensive, have been left alone.
This is a little less drastic of a change than other Cast On Use B Gone mods.

* Restore Fatigue and Restore Health have been changed to Fortify Fatigue and Fortify Health.
Except for some cases, such as low level Restore Healths that are useful for starting off
and high level uniques that have kept their Restore Fatigue/Health but into toned town
constant effect.

* Cure Poison/Disease etc. have been replaced to Resist Poison/Disease etc. in some cases. Some
still exist as on use for players who don't use Alchemy or Restoration. But most are now
constant effects.

* Some enchants will be stronger and some will be weaker. Generally Cast On Use enchants that
had less valuable effects have only been slightly toned down (i.e. utility effects like Detect
or Feather) and more valuable effects (such as Shield effects or Fortify Attributes) have been
toned down more (generally halved) when converting them to constant effect. The exception here
is a few high level uniques/rare items.

* Sanctuary and Chamaleon have been toned down a lot but there is quite a few sources of
them on constant effect now that you can still get a respectable amount if you get them on
various pieces.

* Bound Weapon/Armor effects have been removed on weapons and armor items. So Fiend/Devil weapons
no longer have Bound Weapon. They've all been replaced with Fortify Attack to still make them
valuable. I've never though Bound spells made much sennse on armor and weapons and they were
almost an exploit that give a disproportionate power increase and made Conjuration feel less
valuable overall.

* Some Cast On Use weapons (mainly anything that isn't a staff) are now Cast On Strike instead.

* A small number of uniques have been slightly rebalanced, there are some examples below.

See below for more specific details.

=====================================================================================
EXTRA DETAILS:
=====================================================================================

There are a lot of enchants changed but here is a sample of some of the changes and
some of the uniques. The rest are for you to find out :)

Some example non-unique changes:

Flamemirror Robe

Cast When Used -> Constant Effect
Resist Fire 20-40 pts for 60 secs on Self -> Resist Fire 15%
Reflect 20-30 pts for 60 secs on Self -> Reflect 5pts

Founder's Belt

Cast When Used -> Constant Effect
Fortify Fatigue 5-20 pts for 30 secs on Self -> Fortify Fatigue 10pts
Fortify Health 5-20 pts for 30 secs on Self -> Fortify Health 10pts
Poison 1-25 pts for 1 sec on Target -> Resist Poison 15%

Shadowweave Ring

Cast When Used -> Constant Effect
Chameleon 20 pts for 10 secs on Self -> Chameleon 5pts
Sanctuary 20 pts for 10 secs on Self -> Sanctuary 5pts

Some uniques that have been changed:

Chrysamere

Cast When Used -> Constant Effect
Resist Fire 5−20% for 30 secs on Self -> Resist Fire 15%
Restore Health 5−20 pts on Self -> Restore Health 2pts
Reflect 5−20% for 30 secs on Self -> Reflect 5pts

Black Hands Dagger

Cast When Strikes
Absorb Health 10-25 pts for 30 secs on Touch -> Absorb Health 5-10 pts for 15 secs on Touch
Blind 10-50% for 30 secs on Touch -> Blind 30-40% for 15 secs on Touch

Reasoning:
Black Hands Dagger is one of the most powerful DPS weapons in the game and with such a powerful Absorb Health also one of the easiest for defense. So the Absorb Health was reduced by half in magnitude and duration (and it's still one of the highest DPS weapons) and the Blind effect range was brought in to make it more reliable. It's still very strong even with the nerfs.

Soul Drinker

Cast When Strikes
Soultrap for 30 secs on Touch
NEW: Absorb Health 1-5 pts on Touch

Reasoning:
Generaly a good dagger but not much use for any pure mage. Adding Absorb Health increases it's damage and defensive capability.

Shimsil

Cast When Used -> Constant Effect
Fortify Sneak 5 pts for 30 secs on Self -> Fortify Sneak 5pts
Chameleon 10-30 pts for 30 secs on Self -> Chameleon 10pts

Fury

Constant Effect
REMOVED: Blind Blind 20% on Self
NEW: Drain Endurance 10 pts on Self
Drain Heavy Armor 20 pts on Self -> 10pts on Self
Drain Medium Armor 20 pts on Self -> 10pts on Self
Drain Light Armor 20 pts on Self -> 10pts on Self
Drain Unarmored 20 pts on Self -> 10pts on Self
Fortify Attack 20 pts on Self

Reasoning:
This was always a weird one. Removed the Blind and reduced the drain on skills, but also added drain endurance (which will hurt a bit if you use state-based HP) but now it's a good source of Fortify Attack.

Magebane

Cast When Used -> Constant Effect
Resist Magicka 20-40% for 10 secs on Self -> Resist Magicka 15%

Stormkiss

Cast When Used -> Cast When Strikes
Shock Damage 1-25 pts on Target -> Shock Damage 5-15 pts on Target

Reasoning:
Cast when used on a melee weapon? Seriously? Not as strong as the Cloudcleaver and overall less DPS but much better now.

Bonebiter Bow of Sul-Senipul

Cast When Used -> Constant Effect
Damage Agility 20 pts on Target -> Fortify Attack 7pts on Self

Reasoning:
Using Damage Agility before shooting out of sneak doesn't make any sense, also in the general spirit of removing cast when used, now it has Fortify Attack which will be very strong early game.

Shortbow of Sanguine Sureflight

Cast When Used -> Constant Effect
Fortify Marksman 7 pts for 30 secs on Self -> Fortify Marksman 5pts

=====================================================================================
INSTALLATION:
=====================================================================================

Extract the archive into your Morrowind installation directory. The mod should
contain the following files:
.\Data Files\Better Enchantments.esp
.\Data Files\Better Enchantments TR.esp (NOTE: Only install this if you are using Tamriel Rebuilt).

=====================================================================================
VERSION HISTORY
=====================================================================================

1.0.0 [2019-09-02]:
* Initial release.

=====================================================================================
INCOMPATIBILITIES:
=====================================================================================

Incompatible with anything that also modifies enchants, but this does NOT touch weapon
or armor records. So you can safely use this with other weapon/armor overhauls.