Morrowind
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Meta Barj0

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troctsch

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About this mod

MAB0's exploitable prevents the game to be broken too early.
It mitigates side effects of the 'pause mode' associated with very short and very strong magic effects and does not allow to exploit the game in those aspects.
The adopted approach is radically different from other similar mods. See the long description for more details

Requirements
Permissions and credits
Changelogs
Exploitable
A
 MWSE-lua mod by Meta Barj0

Introduction
MAB0's exploitable is a modular and extensible anti-exploit mod.
It is well known that the game can be very broken quite easily and quickly by cleverly using some fortification effects mixed with characteristics of the 'pause mode' while accessing the inventory, discussing with a NPC, enchanting, brewing, bartering...

MAB0's exploitable addresses these issues by adopting a new approach.
This mod needs the latest version of mwse (2.1), shipped with MGE XE
and is ESP free

What does MAB0's exploitable does?

MAB0's exploitable prevents very short and very strong magic effects on player or the targeted NPC to last forever when the game is in the 'pause mode'.

How does MAB0's exploitable does differ from other anti-exploit mods?
A common approach for anti-exploit mods is to replace current statistics (potentially fortified) of the player by base ones.
Though it makes sense to some extents, I think this approach is quite frustrating as it makes most of fortify effects useless in the game. For instance, all your constant fortify skill/stat/attribute effect enchantments become useless.
Exploitable proceeds differently. It allows time to pass even when the game is in the 'pause mode' for specified effects. For example, if you cast a 1 second fortify alchemy with a 100 magnitude on your character, the effect will last 1 second even if you are in the 'pause mode'.
The interesting facts are :
  • It does not invalidate constant enchantments you could have made to enhance your skills/attributes, they'll last forever as intended.
  • In late game you could have your own long and powered fortification spells that are not invalidated by classic anti exploit mods.
  • It is configurable using the MCM. So far there are 4 modules you can enable/disabled at will (though there is some limitations, see below). Any change in the configuration require you to load your game to take effect.
Limitations of MAB0's exploitable
Due to the engine limitations, there is some glitches when using that MAB0's exploitable mod :
  • magic effect that are invalidated (removed) while the game is in the 'pause mode' are not refreshed in some menus, thus stats, skills and magic effect icons are still displayed though not effective anymore. However a brief return in the 'world mode' immediately refreshes that.
  • The disposition bar suffers the same issue, but only for charm effect applied to the targeted npc. It is correctly refreshed for
    attributes effects applied to the player. Fixed in the 1.1.0 version.
  • Under certain circumstances, some icons could disappear when effects are invalidated (removed) in the 'pause mode'. It does not mean that effects that shouldn't be removed are removed. It is purely graphical and the tooltip is still here though the icon is transparent somehow.
  • The mercantile exploit fix does not change the initial proposed sell price of an item if you add an item to sell while under the effect of  a fortify mercantile/personality/fatigue and those effects fade while you haven't sold those items. Though IMHO, it is a very minor glitch.
  • Configuration is quite confusing as some modules share same effect used to exploit the game. For instance, the alchemy exploit fix and the enchantment exploit fix share both intelligence and luck attribute fortify effects. Thus, if you activate only the enchantment module and do some alchemy, any intelligence and luck fortify effect could be removed in real time while you brew some potion/poison.
Translation considerations
MAB0's exploitable is shipped with some tools and in particular, locale tools. Moreover, there is a file containing localized strings for the mod. As today, only English and French sentences are written so feel free to add your own language if you'd like to contribute. MAB0's exploitable will automatically detect your game language.

Modding considerations
This mod has been designed in a very modular way. One could simply for instance take this mod and create its own sub module to track other effects than those in MAB0's exploitable original. It is also possible to overload the default vanilla effect tracked and implement your very own behavior for an existing effect. A practical example exists in the mercantile and the disposition sub module of MAB0's exploitable.

Recommended mods
MAB0's manipulated : A mod that considers mental manipulation effects against non combating humanoid as crimes if witnessed
MAB0's ingestion : An anti exploit mod allowing the player to consume only one alchemical item at a time

MAB0's unstacked : An anti-exploit mod that prevents spell effect to stack under certain circumstances.

Poison Crafting by Greatness7 An awesome mod made by an awesome guy. Inspired me to create MAB0's exploitable. Just, think about to deactivate the built-in alchemy anti-exploit setting to enjoy both of these mods.

Many thanks
  • Bethesda to have made such a great game
  • NullCascade and all mwse-lua contributors, for such an awesome tool and for their patience to answer my many questions
  • The entire morrowind modding community that is a source of inspiration
  • Nexusmods.com to host all that shiny stuff