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===============================================================================
| Balanced Passive Races and Birthsigns |
| A Morrowind Mod, Version 1.0.1 |
| by Necrolesian |
===============================================================================

---------
Summary |
---------

This mod is a rebalance of the game's races and birthsigns, based on the
related portion of BTB's Game Improvements, with each race and birthsign having
only permanent abilities rather than powers or spells.

-------------
Description |
-------------

In creating BTBGI, BTB strove to make each race and each birthsign unique,
interesting and useful, as opposed to many being generic, mostly
indistinguishable clones and some being worse than useless. See BTB's original
documentation, included in the archive, where he goes into great detail about
his changes and the reasoning behind them.

However, I had two general complaints that this mod seeks to address. These
complaints are not specific to BTB's changes - the same issues exist in the
vanilla game.

First, a few races have multiple weapon skills and/or multiple armor skills
among their skill bonuses. This might make sense in the abstract, especially
for a warlike, martial race like the Nords. But in practice, you're likely to
only be using one primary weapon type and one primary armor type, which means
that, in any given playthrough, the additional weapon and armor skill boosts
are wasted.

This mod adjusts the skill boosts as needed to ensure that no race has bonuses
to more than one weapon skill (not including Marksman and Hand-to-Hand) or more
than one armor skill (not including Unarmored). Racial skill bonuses are not
modified from BTB's version except as needed to ensure this, so by and large
they're the same as in BTBGI.

I endeavored to make the distribution of weapon and armor skill bonuses
balanced, and to choose replacement skill boosts that make sense for the race
in question and that are balanced with respect to other races. The archive
includes a spreadsheet detailing the skill bonuses for each race in vanilla,
BTBGI and this mod, and the skill distribution in each.

My second complaint was that all races (in BTBGI) and many birthsigns have
once-a-day powers that are only useful when actively used by the player. Some
players, including myself, forget that they have these once-a-day powers, and
so the powers end up going unused, and therefore useless.

This mod removes all racial and birthsign powers. (BTBGI had already removed
all spells from the races and birthsigns, converting them to either powers or
abilities.) Instead new permanent abilities are added, or new effects added to
existing abilities, on top of the changes made by BTB.

In selecting the new abilities, my objective was to make each roughly equally
useful. In many cases these new abilities will have a significant impact on
gameplay, but not so powerful that they break the game. I endeavored to make
races and birthsigns even more unique than in BTBGI. Like in BTBGI, none of the
races or birthsigns have negative effects (except The Atronach's Stunted
Magicka).

In addition, the race descriptions for a few races (Argonian, Bosmer, Dunmer,
Imperial, Nord and Redguard) have been updated to adjust or remove text that
was no longer accurate given the changes made by this mod.

Note that this mod does not (further) change racial base attributes relative to
BTBGI. BTB's base attributes are *very* well balanced, and I saw no need to
muck around with them. The archive includes a spreadsheet detailing the base
attributes in vanilla and in BTBGI (and my mod).

------------------
Racial Abilities |
------------------

This section will present a detailed list of changes between vanilla, BTBGI,
and this mod in terms of racial abilities. (For changes regarding base
attributes and skill bonuses, see the spreadsheets included in the archive.)

For Fortify Maximum Magicka, the boost to the magicka multiplier is 1/10 the
magnitude. For example, a magnitude of 20 means that max magicka is increased
by 2.0 times intelligence.

Powers in vanilla and BTBGI will be listed here for the purpose of comparison,
but they have all been removed in this mod.

Altmer
------

Abilities:

---------------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-------------------------|---------|-----|-------|
| Fortify Maximum Magicka | 15 | 20 | 20 |
| Resist Common Disease | 75 | 75 | 75 |
| Weakness to Magicka | 50 | | |
| Weakness to Fire | 50 | | |
| Weakness to Frost | 25 | | |
| Weakness to Shock | 25 | | |
| Reflect | | | 25 |
---------------------------------------------------

The new Reflect effect is powerful, but not game-breaking. Note that The Ritual
birthsign now also has Reflect 25; if combined, they would give Reflect 50,
which is just as powerful as The Atronach's Spell Absorption 50.

This change will also make you think twice about using offensive magic against
Altmer NPCs.

Power:

-----------------------------------------------------
| Effect | Vanilla | BTB |
|---------------------|---------|-------------------|
| Fortify Alteration | | 10 for 60 on Self |
| Fortify Conjuration | | 10 for 60 on Self |
| Fortify Destruction | | 10 for 60 on Self |
| Fortify Illusion | | 10 for 60 on Self |
| Fortify Mysticism | | 10 for 60 on Self |
| Fortify Restoration | | 10 for 60 on Self |
-----------------------------------------------------

Argonian
--------

Abilities:

-------------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-----------------------|---------|-----|-------|
| Resist Common Disease | 75 | 75 | 75 |
| Resist Poison | 100 | 100 | 100 |
| Water Breathing | | X | X |
| Swift Swim | | 25 | 25 |
| Chameleon | | | 10 |
-------------------------------------------------

The Chameleon effect is a pretty major change, making Argonians even more
unique, and providing another incentive to play as one. Argonians lack any
stealth-related skill boosts, but 10 points of Chameleon helps make up for
that, making a sneaky Argonian character more attractive.

It also makes sense, as some reptiles have the ability to blend in to their
environment. In-game, this ability is called Argonian Camouflage.

Note that The Shadow birthsign now also has Chameleon 10; if combined, they
will give Chameleon 20, which is quite powerful for a stealth-oriented
character.

Power (spell in vanilla):

----------------------------------------------------------------
| Effect | Vanilla | BTB |
|------------------|-----------------|-------------------------|
| Water Breathing | For 120 on Self | |
| Damage Health | | 1 for 60 on Touch |
| Damage Fatigue | | 2 for 60 on Touch |
| Damage Agility | | 10-20 in 10 ft on Touch |
| Damage Speed | | 10-20 in 10 ft on Touch |
| Damage Strength | | 10-20 in 10 ft on Touch |
| Damage Willpower | | 10-20 in 10 ft on Touch |
----------------------------------------------------------------

Bosmer
------

Abilities:

-------------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-----------------------|---------|-----|-------|
| Resist Common Disease | 75 | | 75 |
| Resist Paralysis | | 100 | 100 |
| Sanctuary | | | 20 |
-------------------------------------------------

The new Sanctuary ability gives Bosmer more staying power against non-mages. It
also makes Bosmer NPCs harder for *you* to hit. You don't want to be swinging
away at them with a weapon skill of 15, and if you have magical alternatives,
Bosmer are good enemies to use them on.

Power 1:

-----------------------------------------------------------------
| Effect | Vanilla | BTB |
|-------------------|---------------------|---------------------|
| Command Creature | 5 for 600 on Target | 10 for 60 on Target |
-----------------------------------------------------------------

Power 2:

--------------------------------------------------
| Effect | Vanilla | BTB |
|------------------|---------|-------------------|
| Fortify Agility | | 25 for 60 on Self |
| Fortify Marksman | | 25 for 60 on Self |
--------------------------------------------------

Breton
------

Abilities:

---------------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-------------------------|---------|-----|-------|
| Fortify Maximum Magicka | 5 | 10 | 10 |
| Resist Magicka | 50 | 50 | 50 |
| Resist Paralysis | | | 75 |
---------------------------------------------------

Resist Magicka does not protect against paralysis, so this change makes Bretons
even more defensive. If paralysis is your go-to effect for disabling hostiles,
you might want to switch tactics against Bretons.

Power:

------------------------------------------------------------
| Effect | Vanilla | BTB |
|------------------|-------------------|-------------------|
| Shield | 50 for 60 on Self | |
| Fire Shield | | 20 for 60 on Self |
| Frost Shield | | 20 for 60 on Self |
| Lightning Shield | | 20 for 60 on Self |
------------------------------------------------------------

Dunmer
------

Abilities:

-------------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-----------------------|---------|-----|-------|
| Resist Fire | 75 | 75 | 75 |
| Resist Blight Disease | | | 75 |
-------------------------------------------------

Having lived in the shadow of Red Mountain for so long, the Dunmer have
developed a resistance (but not immunity) to the blight. This makes them unique
among the races, and gives them a distinct advantage against blighted
creatures.

Power:

-----------------------------------------------------------------
| Effect | Vanilla | BTB |
|-----------------------|-------------------|-------------------|
| Sanctuary | 50 for 60 on Self | 50 for 60 on Self |
| Summon Ancestor Ghost | | For 60 on Self |
-----------------------------------------------------------------

Imperial
--------

Abilities:

-------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-----------------|---------|-----|-------|
| Resist Shock | | 75 | 75 |
| Restore Fatigue | | | 1 |
-------------------------------------------

Thanks to high-quality conditioning, Imperials are better able to withstand
extended physical exertion than the other races. They can run, swim, jump and
fight for longer without getting winded.

With BTBGI, the extra 1 point per second of fatigue regeneration will very
likely be enough to be able to run indefinitely without getting tired. Without
BTBGI, long-distance running will still wear you out unless you have rather
high endurance, but you'll be able to go quite a bit longer.

Power 1:

--------------------------------------------------
| Effect | Vanilla | BTB |
|----------------|---------------|---------------|
| Absorb Fatigue | 200 on Target | 200 on Target |
| Absorb Health | | 50 on Target |
| Absorb Magicka | | 50 on Target |
--------------------------------------------------

Power 2:

------------------------------------------------------------------
| Effect | Vanilla | BTB |
|--------|------------------------|------------------------------|
| Charm | 25-50 for 15 on Target | 10 for 60 in 50 ft on Target |
------------------------------------------------------------------

Khajiit
-------

Abilities:

----------------------------------------
| Effect | Vanilla | BTB | Necro |
|--------------|---------|-----|-------|
| Resist Frost | | 50 | 50 |
| Night Eye | | 50 | 25 |
| Jump | | | 8 |
| Slowfall | | | 10 |
----------------------------------------

This is a big change for Khajiit players, providing a significant increase in
mobility (and decreasing the need for a Levitate spell). Khajiit are cats,
after all, who can jump significant heights and always land on their feet.

The magnitude of a Jump effect is the number by which your normal jump height
is *multiplied*, so this change means you jump 8 times higher than normal. It
also means this has an increasing effect as your Acrobatics skill increases. So
if you're wondering about the unusual magnitude (not a multiple of 5), this is
why. Magnitude 10 is too much, and I thought 5 wasn't enough.

The Slowfall effect exists to ensure that you don't take falling damage by just
jumping vertically and landing at the same height you jumped from.

This change will allow you to bypass the end of the chargen process, by jumping
over the wall outside the Census and Excise office. This is bad because you
won't be able to save your game until you go talk to Sellus Gravius like you're
supposed to. So just proceed through chargen like normal.

Power 1 (spell in vanilla):

---------------------------------------------------------
| Effect | Vanilla | BTB |
|---------------|-------------------|-------------------|
| Night Eye | 50 for 30 on Self | |
| Jump | | 25 for 60 on Self |
| Slowfall | | 1 for 66 on Self |
| Fortify Speed | | 25 for 60 on Self |
---------------------------------------------------------

Power 2:

---------------------------------------------------------------------
| Effect | Vanilla | BTB |
|---------------------|----------------------|----------------------|
| Demoralize Humanoid | 100 for 30 on Target | 100 for 60 on Target |
| Silence | | For 60 on Target |
---------------------------------------------------------------------

Nord
----

Abilities:

------------------------------------------
| Effect | Vanilla | BTB | Necro |
|----------------|---------|-----|-------|
| Resist Frost | 100 | 100 | 100 |
| Resist Shock | 50 | 50 | 50 |
| Fortify Attack | | | 20 |
------------------------------------------

The Fortify Attack ability fits pretty well with a martial race like the Nords.
It can also serve as a substitute for all those weapon skill bonuses that Nords
used to have, allowing more effective use of weapons you're not skilled in.

It also perfectly balances out Bosmer's Sanctuary 20. Nord players have an
advantage against Bosmer NPCs compared to other player races, and Nord NPCs
will present a unique threat to Bosmer players by cancelling out their
Sanctuary advantage.

Power 1:

---------------------------------------------------------------
| Effect | Vanilla | BTB |
|--------------|-------------|--------------------------------|
| Frost Damage | 25 on Touch | |
| Shock Damage | | 25-50 in 25 ft on Touch |
| Blind | | 25-50 for 60 in 25 ft on Touch |
---------------------------------------------------------------

Power 2:

-----------------------------------------------------------------
| Effect | Vanilla | BTB |
|-----------------------|-------------------|-------------------|
| Shield | 30 for 60 on Self | 25 for 60 on Self |
| Resist Normal Weapons | | 25 for 60 on Self |
-----------------------------------------------------------------

Orc
---

Abilities:

-------------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-----------------------|---------|-----|-------|
| Resist Magicka | 25 | 25 | 25 |
| Resist Fire | | 25 | 50 |
| Resist Normal Weapons | | 25 | 25 |
| Resist Shock | | | 25 |
-------------------------------------------------

The increase in Resist Fire magnitude and the addition of Resist Shock make
Orcs even more of a defensive race, contrasted with Nords who are more
offensive with their Fortify Attack. It also balances out the elemental
resistances among the races, in my opinion.

Power:

--------------------------------------------------------------
| Effect | Vanilla | BTB |
|-------------------|--------------------|-------------------|
| Fortify Health | 20 for 60 on Self | |
| Fortify Fatigue | 200 for 60 on Self | |
| Fortify Attack | 100 for 60 on Self | 25 for 60 on Self |
| Drain Agility | 100 for 60 on Self | |
| Fortify Endurance | | 50 for 60 on Self |
--------------------------------------------------------------

Redguard
--------

Abilities:

-------------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-----------------------|---------|-----|-------|
| Resist Poison | 75 | 75 | 75 |
| Resist Common Disease | 75 | | |
| Resist Fire | | | 25 |
| Spell Absorption | | | 15 |
-------------------------------------------------

The Resist Fire can be explained by the Redguards' long occupancy of the
scorching deserts of Hammerfell, and I think it further balances out elemental
resistances (Resist Fire 75 for Dunmer, 50 for Orcs, 25 for Redguards).

The Spell Absorption effect makes Redguards more unique and gives them an
advantage other races don't have. It's mainly a defensive trait, making this
martial race of warriors particularly suited to go up against wizards. The
magnitude is high enough to be noticeable, without being so high as to be
unbalanced.

It would also be quite useful to a Redguard magic user, if you can overcome the
Redguards' lack of magicka bonus and low intelligence. A magicka-boosting
birthsign would be ideal in this case, especially The Mage which also boosts
intelligence. If it's a favored attribute, you can start with an intelligence
of 50 and magicka of 100.

Speaking of birthsigns, though, this trait would obviously combine to great
effect with The Atronach and its Spell Absorption 50. This wouldn't quite
result in Spell Absorption 65, because Spell Absorption isn't additive; it
would result in two separate chances to absorb, one at 15% and the other at
50%. But a Redguard Atronach would still be uniquely protected against magic.

Power:

--------------------------------------------------------------
| Effect | Vanilla | BTB |
|--------------------|-------------------|-------------------|
| Fortify Health | 25 for 60 on Self | |
| Fortify Agility | 50 for 60 on Self | 25 for 60 on Self |
| Fortify Strength | 50 for 60 on Self | 25 for 60 on Self |
| Fortify Speed | 50 for 60 on Self | 25 for 60 on Self |
| Fortify Endurance | 50 for 60 on Self | 25 for 60 on Self |
| Fortify Willpower | | 25 for 60 on Self |
| Fortify Acrobatics | | 25 for 60 on Self |
--------------------------------------------------------------

---------------------
Birthsign Abilities |
---------------------

This section will detail the changes to birthsigns between vanilla, BTBGI and
this mod.

Like with races, any powers in vanilla or BTBGI will be listed for the purpose
of comparison, but remember that all powers have been removed in this mod.
Birthsigns that don't have powers in BTBGI have not been changed in this mod
compared to BTBGI, though are still listed here for comparison to vanilla.

The Apprentice
--------------

Abilities:

---------------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-------------------------|---------|-----|-------|
| Fortify Maximum Magicka | 15 | 10 | 10 |
| Weakness to Magicka | 50 | | |
| Resist Magicka | | | 15 |
---------------------------------------------------

Going further than BTB did, this birthsign now provides the opposite effect of
vanilla's Weakness to Magicka, though with a more modest magnitude. It now
provides a straightforward boon to mages of all races.

An obvious synergy is with Bretons' Resist Magicka 50 (and to a lesser extent
with Orcs' Resist Magicka 25). A Breton Apprentice will have Resist Magicka 65,
which is very good protection against non-elemental magic.

In otherwise vanilla Morrowind (i.e. without BTBGI), the Cuirass of the
Savior's Hide will bring a Breton up to Resist Magicka 100 constant effect,
with or without this birthsign. BTBGI gimps the Cuirass down to Resist Magicka
25, so a Breton with the Cuirass is down to 75 magnitude. This birthsign boosts
that to 90. It's possible to acquire Resist Magicka 100 constant effect in
regular BTBGI (without this mod), but this mod makes it somewhat easier for a
Breton Apprentice, who will need fewer items to pull it off.

Power:

--------------------------------------------------------
| Effect | Vanilla | BTB |
|--------------|---------|-----------------------------|
| Shock Damage | | 50 in 10 ft on Touch |
| Sound | | 50 for 60 in 50 ft on Touch |
--------------------------------------------------------

The Atronach
------------

Abilities:

-------------------------------------------------
| Effect | Vanilla | BTB/Necro |
|-------------------------|---------|-----------|
| Fortify Maximum Magicka | 20 | 10 |
| Spell Absorption | 50 | 50 |
| Stunted Magicka | X | X |
-------------------------------------------------

This birthsign has not been changed from BTBGI, but giving it to a Redguard
(who now has Spell Absorption 15) has interesting potential. It doesn't quite
result in Spell Absorption 65 - rather, it results in two separate chances to
absorb, 15% and 50% - but it does provide a Redguard unique protection against
magic.

The Lady
--------

Abilities:

-----------------------------------------------
| Effect | Vanilla | BTB | Necro |
|---------------------|---------|-----|-------|
| Fortify Endurance | 25 | | |
| Fortify Personality | 25 | 20 | 20 |
| Fortify Willpower | | 20 | 20 |
| Fortify Acrobatics | | | 10 |
| Fortify Unarmored | | | 10 |
-----------------------------------------------

A few birthsigns now feature skill boosts, and this is one of them. I thought
the two affected skills were appropriate for an ability named "Lady's Grace,"
and the unarmored boost in particular is enhanced by BTBGI, which increases the
effectiveness of the unarmored skill.

Power:

-------------------------------------------------
| Effect | Vanilla | BTB |
|---------------|---------|---------------------|
| Calm Humanoid | | 100 for 30 on Touch |
-------------------------------------------------

The Lord
--------

Abilities:

-------------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-----------------------|---------|-----|-------|
| Weakness to Fire | 100 | | |
| Fortify Endurance | | 20 | 20 |
| Resist Normal Weapons | | | 15 |
-------------------------------------------------

Synergizes well with the Orcs' abilities. An Orc Lord will have Resist Normal
Weapons 40, which is pretty formidable, especially combined with an Orc's magic
resistance. Not to mention an endurance of 70, which will result in higher
health.

Power (spell in vanilla):

-----------------------------------------------------------
| Effect | Vanilla | BTB |
|-----------------|------------------|--------------------|
| Restore Health | 2 for 30 on Self | 2-3 for 60 on Self |
| Restore Fatigue | | 25 for 60 on Self |
-----------------------------------------------------------

The Lover
---------

Abilities:

--------------------------------------------
| Effect | Vanilla | BTB | Necro |
|------------------|---------|-----|-------|
| Fortify Agility | 25 | 20 | 20 |
| Resist Paralysis | | | 75 |
--------------------------------------------

I think the Resist Paralysis effect combines well with Fortify Agility to
create a character with unimpeded movement (helpful in a lover). Will combine
with a Breton's Resist Paralysis 75 to result in immunity.

Power:

-----------------------------------------------------------
| Effect | Vanilla | BTB |
|----------------|------------------|---------------------|
| Paralyze | For 60 on Target | For 30 on Touch |
| Damage Fatigue | 200 on Self | |
| Absorb Magicka | | 2-3 for 30 on Touch |
-----------------------------------------------------------

The Mage
--------

Abilities:

-------------------------------------------------
| Effect | Vanilla | BTB/Necro |
|-------------------------|---------|-----------|
| Fortify Maximum Magicka | 5 | 10 |
| Fortify Intelligence | | 20 |
-------------------------------------------------

Unchanged from BTBGI. Provides a straightforward and more useful boost to a
natural mage class, and can also be used to good effect to make a decent magic
user of a traditionally non-magic-oriented race, especially Redguards with
their Spell Absorption 15.

The Ritual
----------

Abilities:

-----------------------------------
| Effect | Vanilla | BTB | Necro |
|---------|---------|-----|-------|
| Reflect | | | 25 |
-----------------------------------

This is the first of three birthsigns that had no permanent abilities at all in
either vanilla or BTBGI. When combined with the Altmer's Reflect 25 it provides
Reflect 50, which is quite powerful both defensively and offensively against
magic users.

Power 1 (spell in vanilla):

-------------------------------------------
| Effect | Vanilla | BTB |
|-------------|---------------------|-----|
| Turn Undead | 100 for 30 on Touch | |
-------------------------------------------

Power 2 (spell in vanilla):

--------------------------------------------
| Effect | Vanilla | BTB |
|-------------|----------------------|-----|
| Turn Undead | 100 for 30 on Target | |
--------------------------------------------

Power 3:

-----------------------------------------------------
| Effect | Vanilla | BTB |
|-----------------|-------------|-------------------|
| Restore Health | 100 on Self | 100 on Self |
| Restore Magicka | | 100 on Self |
| Reflect | | 50 for 60 on Self |
-----------------------------------------------------

The Serpent
-----------

Abilities:

--------------------------------------
| Effect | Vanilla | BTB | Necro |
|------------|---------|-----|-------|
| Night Eye | | | 15 |
| Swift Swim | | | 25 |
--------------------------------------

This birthsign provides another option for constant Night Eye without having to
play as a Khajiit. If you're using a good lighting overhaul, this is a great
utility birthsign, freeing you from having to carry around light sources and
allowing you to save your magical resources for other spells.

This probably isn't the best birthsign for a Khajiit, as Night Eye 40 is not
much more useful than Night Eye 25.

Swift Swim 25 is also a benefit to any player. An Argonian Serpent would be
particularly at home in the water: a very speedy swimmer with Swift Swim 50,
who can breathe water and see better underwater to boot.

Power (spell in vanilla):

------------------------------------------------------------
| Effect | Vanilla | BTB |
|-----------------|-------------------|--------------------|
| Poison | 3 for 30 on Touch | |
| Damage Health | 1 for 30 on Self | |
| Absorb Strength | | 25 for 60 on Touch |
| Absorb Health | | 1 for 60 on Touch |
| Absorb Fatigue | | 2 for 60 on Touch |
------------------------------------------------------------

The Shadow
----------

Abilities:

-------------------------------------
| Effect | Vanilla | BTB | Necro |
|-----------|---------|-----|-------|
| Chameleon | | | 10 |
-------------------------------------

The Shadow is an obvious choice for a stealth-focused character, whether a
sneak thief or a backstabber. Chameleon 10 is enough to provide a noticeable
benefit when sneaking around, without being game-breaking.

Any race will benefit from this birthsign, but Argonians stand out due to their
inherent Chameleon 10. An Argonian with The Shadow will have Chameleon 20,
which will greatly enhance their ability to go unseen.

Power:

--------------------------------------------------------------
| Effect | Vanilla | BTB |
|-----------------------|----------------|-------------------|
| Invisibility | For 60 on Self | For 60 on Self |
| Fortify Unarmored | | 25 for 60 on Self |
| Resist Normal Weapons | | 25 for 60 on Self |
--------------------------------------------------------------

The Steed
---------

Abilities:

---------------------------------------------
| Effect | Vanilla | BTB | Necro |
|-------------------|---------|-----|-------|
| Fortify Speed | 25 | 20 | 20 |
| Feather | | 100 | 100 |
| Fortify Athletics | | | 20 |
---------------------------------------------

This is perhaps the least creative of the changes from BTBGI in this mod. It
just makes The Steed more of what it already was: a speed boost.

Power:

---------------------------------------------------
| Effect | Vanilla | BTB |
|-------------------|---------|-------------------|
| Fortify Athletics | | 25 for 60 on Self |
---------------------------------------------------

The Thief
---------

Abilities:

--------------------------------------
| Effect | Vanilla | BTB/Necro |
|--------------|---------|-----------|
| Sanctuary | 10 | 10 |
| Fortify Luck | | 20 |
--------------------------------------

A Bosmer Thief would have Sanctuary 30, and their boosted luck would make their
own strikes more likely to connect (among many other benefits). This would make
an interesting warrior or archer build, though the luck boost is universally
useful.

The Tower
---------

Abilities:

----------------------------------------------
| Effect | Vanilla | BTB | Necro |
|--------------------|---------|-----|-------|
| Detect Animal | | 200 | 200 |
| Detect Enchantment | | 200 | 200 |
| Detect Key | | | 200 |
| Fortify Security | | | 20 |
----------------------------------------------

This is the ultimate situational awareness birthsign, which is definitely
enhanced by Morrowind Code Patch, which allows the Detect Animal effect to also
detect NPCs. Now you'll know that there's an NPC behind that door who has
enchanted stuff, and those hidden keys in ancestral tombs won't be able to hide
from you.

The boost to security is also very useful, especially to a thief character (or
to any character who wants to be able to get at locked up stuff without using
Alteration magic).

Power 1 (spell in vanilla):

-------------------------------------------------
| Effect | Vanilla | BTB |
|--------------------|--------------------|-----|
| Detect Animal | 200 for 60 on Self | |
| Detect Enchantment | 200 for 60 on Self | |
| Detect Key | 200 for 60 on Self | |
-------------------------------------------------

Power 2:

------------------------------------------------------
| Effect | Vanilla | BTB |
|------------------|-------------|-------------------|
| Open | 50 on Touch | |
| Fortify Security | | 25 for 30 on Self |
------------------------------------------------------

The Warrior
-----------

Abilities:

------------------------------------------
| Effect | Vanilla | BTB/Necro |
|------------------|---------|-----------|
| Fortify Attack | 10 | 10 |
| Fortify Strength | | 20 |
------------------------------------------

The archetypal fighter's birthsign. Makes you a big brute with a big stick who
hits like a ton of bricks and can carry lots of loot. That said, the strength
boost is universally useful, and would be very convenient for one of the weaker
races (Altmer and Bosmer have a strength of 20 now!) to compensate for their
weakness. And if you're playing a Bosmer marksman specialist, keep in mind that
the damage from marksman weapons, just like other weapons, is modified by
strength.

Nords under the sign of The Warrior, benefiting from Fortify Attack 30, will
rarely miss with their weapons, and will do more damage with each swing.

--------------
Installation |
--------------

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.

-----------------
Recommendations |
-----------------

This mod requires only Morrowind; it doesn't even require Tribunal or
Bloodmoon. However, there are a number of other mods that work very well with
this one and that I strongly recommend.

1. Morrowind Code Patch: 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.

- Attribute uncap: Allows base attributes to be increased beyond 100.
Otherwise, attribute boosts from birthsigns would ultimately be wasted.

- Skill uncap: Allows skills to be raised beyond 100. Some birthsigns now
include Fortify Skill effects. Without MCP's skill uncapper, those skill boosts
would ultimately be wasted once you get to 100 skill, and would reduce your
maximum level if the affected skill is a major or minor skill.

- 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. Without this patch, the Khajiit's inherent
Slowfall would eliminate falling damage from any height.

- 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 the ability from The Tower birthsign much more useful.

2. BTB's Game Improvements - Necro Edit: This mod is based on BTBGI's race and
birthsign edits, and using the rest of BTBGI is strongly recommended in order
to balance many other aspects of the game. Some changes made by BTBGI fit very
well with this mod; for example, it increases the effectiveness of the
unarmored skill, making The Lady's unarmored boost more useful.

I recommend the Necro Edit version of BTBGI; be sure to use the "No RAB" BTBGI
plugin with this mod.

3. Stealth Improved: Among other things, Stealth Improved reduces the
effectiveness of Chameleon in avoiding detection, which works well with this
mod's Chameleon abilities for Argonians and those with The Shadow birthsign.

4. Blighted Blight and Creeping Blight: Blighted Blight restores the
possibility of catching blight diseases when out in a blight storm, while
Creeping Blight implements the possibility of blight storms outside of Red
Mountain before the Main Quest is complete. Together, these mods make the
Dunmer's inherent blight resistance more useful by making the blight more
threatening.

5. Let There Be Darkness and True Lights and 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 (and The Serpent's)
constant Night Eye mostly useless.

I use LTBD to lower ambient lighting with TLAD settings, and the "TLAD Lights"
MWSE mod to improve light sources.

---------------
Compatibility |
---------------

This mod will conflict with other race and birthsign mods. It's compatible with
BTBGI Necro Edit, though you should use the "No RAB" BTBGI plugin, which omits
BTBGI's race- and birthsign-related edits.

--------------
Known Issues |
--------------

There are no known issues with this mod, as such; I'm not aware of anything
not working correctly. However, there are a few effects that this mod can grant
as constant abilities that some people find annoying or undesirable to have as
a constant effect, and this is a good place to discuss them.

1. Night Eye: Khajiit have Night Eye 25, and those who choose The Serpent
birthsign have Night Eye 15 (those who choose both will have Night Eye 40).
With respect to Khajiit, the magnitude has been lowered from BTBGI (which gave
them 50 points Night Eye) so well-lit areas shouldn't look too bright.

But some people don't like any permanent Night Eye, and if you're one of them,
it's pretty easy to change. Just open the plugin with Enchanted Editor or
TESAME, and delete the reference to the spell "eye of night." This will revert
the Khajiit special to a spell as in vanilla. For The Serpent, you'll need to
edit the "Star-Cursed" birthsign and remove the "necro_serpent_night_eye"
special.

2. Chameleon: Argonians and those who choose The Shadow birthsign have
Chameleon 10 (those who choose both will have Chameleon 20). The Chameleon
effect will result in characters being very slightly translucent. This is most
noticeable with Argonian NPCs, though it can also be seen on an affected player
character in third person.

I'm not bothered by this, but some find this slight translucency to be visually
distracting. If you really don't like it, there are a couple ways to address
it. The first way is to use the mod Chameleon, which will eliminate the visual
effect (and will also cause certain NPCs and creatures who are supposed to be
translucent to be fully visible instead).

The second way is to remove it from the mod. For Argonians, edit their race
record and remove the special "necro_arg_chameleon". For The Shadow, Chameleon
is the only effect for that birthsign, so you'll need to edit the mod in the CS
and assign it a different special.

3. Detect Animal/Enchantment/Key: Those who choose The Tower birthsign will
have permanent Detect Animal, Detect Enchantment and Detect Key, 200 feet.
Normally this just displays little red, blue and yellow circles on the local
map and minimap, but users of Enhanced Detection (or the Lite/Less Lite
version) will continuously see ED's new VFX for creatures (and NPCs with the
related MCP patch), enchantments and keys.

These effects don't bother me, but if you don't like having them on all the
time, and you don't want to stop using Enhanced Detection, you can easily
change this part of the mod. In Enchanted Editor or TESAME, just delete the
reference to the spell "beggar's nose spell". This will revert it to a spell as
in vanilla.

4. Water Breathing: Argonians have constant Water Breathing. Contrary to a
common perception, this does not break the Temple quest that sends you to the
Puzzle Canal - it's still possible to complete - but it does require you to
complete it in a manner other than what was intended. (Hint: What matters is
your current health.)

However, if you really don't want constant water breathing, you can delete the
reference to the spell "argonian breathing", which will revert it to a spell
(and remove Swift Swim), as in vanilla. Or, to keep Swift Swim, you can edit
the spell in the CS and change its type from an ability to a spell, or just add
a new Swift Swim ability.

-----------------
Version History |
-----------------

Version 1.0.1 - 2021-06-04
- Bosmer: Detect Animal 200 feet changed to Sanctuary 20 points, due to a
Morrowind bug that happens when a race has a Detect Animal ability.
- Imperial: Sanctuary 20 points changed to Restore Fatigue 1 point.
- Orc: The special "Resist Normal Weapons" renamed to "Resist Weapons" (the
effect itself is unchanged).
- Khajiit: Night Eye magnitude lowered from 50 to 25, so well-lit areas
won't look too bright.
- The Serpent: Night Eye magnitude lowered from 25 to 15.

Version 1.0 - 2020-04-05
- Initial release.

---------
Credits |
---------

This mod would obviously not exist without BTB and the enormous amount of work
he put into BTB's Game Improvements. While I changed quite a few things in this
mod compared to BTBGI, this is still more BTB's work than it is mine. I'm just
standing on the shoulders of a giant.

---------
Contact |
---------

Feel free to contact me on the Nexus with any comments or suggestions. You can
also find me on Discord as Necrolesian#9692.

-------
Usage |
-------

You can use this however you want, as long as you credit BTB.