Morrowind

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Necrolesian

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Necrolesian

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45 comments

  1. MR1194
    MR1194
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    Should I merge leveled lists via TES3 Merge after I install this mod via Wrye Mash? So, the the installation sequence would be: Wrye Mash install -> TES3 Merge for merging afterwards?
  2. TenShadows
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    Kunirai has double adamantium greaves.
  3. jubaka
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    Awesome mod! Just my thoughts here, but I feel that adding the Dire Frost Atronach to leveled lists is odd, mainly because there are no "Dire" versions of the Fire and Shock atronach's..

    Maybe remove them from the esp for less Bloodmoon creatures only?
  4. Dario1980
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    This is a really good mod.

    For anyone wondering about the differences between this mod and Dragon32's mod (https://www.nexusmods.com/morrowind/mods/35237) you can read the following post: (https://forum.nexusmods.com/index.php?showtopic=8626838/#entry79933578)

    Said this.....

    1) The tribunal plugin was a very good idea. I plaud on you for having the patience to release that one. I still hope you will release the plugin mentioned here: https://forum.nexusmods.com/index.php?showtopic=8626838/#entry88207908 , because I would be one of the people using it.

    2) Curiosity: what's the reason behind the blood axe nerf? Did you nerf it in Bloodmoon too, or the nerf targets only Vvardenfell? Honestly I would appreciate more if it wasn't nerfed :P

    3) Am I wrong, or you're kinda forced to use Mort's tribunal rebalance (and bloodmoon rebalance too, if you use the other plugin)?

    4) While I totally understand the reasoning behind Adamantium Armor integrated, I think it would be cool if someone could sell it. Just a way to have some money sink. Beside, if you don't agree, do you know any mod that offers some good money sink?
    1. Necrolesian
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      Oh the version without the BM creatures like wolves and bears? That already exists, it's the "fewer BM creatures" version. It still keeps the undead and the Dire Frost Atronach, but doesn't include the more familiar real-world creatures.

      For the Blood Axe I edited the enchantment record directly so it'll apply to the ones on Solstheim too. The original enchantment is clearly insane. It's damage strength 4 for 30, which means strength is reduced by 4 each second for the 30 second duration, so at the end you'll have lost 120 total points of strength (pretty much guarantees your strength is drained to 0 and you can't move without dropping everything or restoring it on the spot). It's one of several examples of the game devs apparently confusing damage and drain attribute. Elvul's Black Blindfold is another example. I think those will actually be fixed in the next PFP version?

      You don't have to use Mort's rebalance mods, you still have to be at a certain level to encounter the expansion creatures. But, the expansions were designed for characters who had basically completed Vvardenfell and were very powerful. And some creatures can be encountered at a slightly lower level than they can be in the expansions. So the rebalance mods are a good idea to use. But not mandatory if you like a challenge.

      You can actually use the Adamantium Armor official plugin (or the UMOPP version obviously) along with this mod, and you'll be able to buy the armor in addition to finding one of each piece in dungeons.
    2. Dario1980
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      It was the fewer BM plugin I was looking for. I had thought you had not released it yet.

      For the Blood Axe I edited the enchantment record directly so it'll apply to the ones on Solstheim too. The original enchantment is clearly insane. It's damage strength 4 for 30, which means strength is reduced by 4 each second for the 30 second duration, so at the end you'll have lost 120 total points of strength (pretty much guarantees your strength is drained to 0 and you can't move without dropping everything or restoring it on the spot). It's one of several examples of the game devs apparently confusing damage and drain attribute. Elvul's Black Blindfold is another example. I think those will actually be fixed in the next PFP version?

      I think the issue with the weapon can be avoided if you simply do not try to kill these guys on melee :P. This is to me a slightly questionable tweak (even if I understand where you are coming from).
    3. Necrolesian
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      I think the proper place for that change is in PFP. Once the new PFP is out that fixes it I can remove the edit from this mod. But it's clearly an error on the part of the game devs.

      For right now if you don't want it you can edit the plugin in Enchanted Editor/TESAME and delete the enchantment record.
    4. Dario1980
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      Understood. Thanks.
      One question: I'm planning to use Necrocraft with this mod. Do you think I'll be seeing oddities from
      Spoiler:  
      Show
      the creatures added by necrocraft guarding the necromancers? I'm talking about infighting happening between Necrocraft's creatures and the creatures added by this mod..
    5. Necrolesian
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      I don't think so? My first thought is no, it should be fine, because creatures don't tend to fight each other in Morrowind. And this mod doesn't really add "new" creatures, it just adds creatures to leveled lists so in tombs for example you might see liches instead of the vanilla Vvardenfell undead. So if Necrocraft adds liches or similar creatures to tombs, you might end up seeing both. But I don't think they'd fight each other, unless Necrocraft does something weird.
  5. Branwen
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    The centurion archers are definitely OP. They can one-shot you to death and they spawn in early level dwemer ruins, just murdering you before you can do anything about them. Have to constantly toggle god mode just to survive an encounter with them. One small ruin had three of the fucklesticks.

    Is there a way to remove them from the mainland?
  6. Branwen
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    At first glance I thought "That's fantastic!" and then "Oh... but BW creatures on Morrowind?....eh.", back to "Oh, a BW creature reduced option? Fantastic mod!"
  7. mym
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    Hi Necrolesian,
    Thank you very much for this mod.
    Don't you think that Meldor selling an almost full set of adamantium armor is a bit OP?
    I would prefer finding each piece separately and at high level.
    1. Necrolesian
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      That was in part my motivation for making Adamantium Armor Integrated, which is integrated into this mod. It's possible to find the handplaced armor pieces at any level, but at least they're very rare on Vvardenfell.
  8. SenseiMewtwo12345
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    Some of the enemies added to Vvardenfell by this need to be rebalanced a little bit to work for gameplay. For example, you get sent on quests to Dwemer ruins very early on in the game at times, and yet Centurion Archers seem to not just be present, but their darts have even been buffed to do 40-100 damage. My level 30-something character is STILL getting instakilled by them, and I can only fight them by summoning a ton of minions.
    1. Necrolesian
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      Centurion Archers should start appearing at level 8 on certain lists, usually level 10. But this mod doesn't touch their darts. It doesn't modify any creatures or weapons at all.
  9. AbbaddoN33
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    Does this mod add goblins from Tribunal? If it add them, where do it? If it doesn't, could you add them? It seems to me that in tombs and caves it would be the ideal for them. Maybe in the open field, but only at night ... ;)
    1. Necrolesian
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      No it doesn't add goblins, for a couple reasons. First, they're important in the Tribunal plot so my thinking was to keep them exclusive to Mournhold. And second, I don't think just adding goblins to leveled creature lists would be a good idea. To really add goblins to Vvardenfell properly, I think it would require either adding new dungeons or transforming a few vanilla caves into goblin tribe headquarters.
    2. AbbaddoN33
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      I understand you :) Anyway, i love your mod. Thanks!
  10. praisejebus732
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    This is great! Like some others I'm not sold on the Bloodmoon creatures on Vvardenfell--to me, it doesn't fit with the setting, and the game does explain the absence of horses and other imported animals because of susceptibility to blight and the harsh climate, etc. Solstheim is also supposed to be very remote, actual in-game placement notwithstanding.

    The Tribunal-only version addresses this, but it also cuts the integration of the other Bloodmoon stuff--the equipment, ingredients, drink, etc., that makes sense to be on the island either because of pre-quarantine trade, travel, or from smuggling. It also cuts the sensible integration of the Bloodmoon undead creatures, which the dungeons really need.

    It's another request after already making accommodations, but if you could be persuaded... I would love to see a happy medium between the full and Tribunal-only version: no Bloodmoon bears, wolves, and bristlebacks in the creature lists, but include everything else.
    1. Necrolesian
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      It'll probably be a few weeks, but I might do that in an update. It would be a third plugin, based on the full version but just with some of the BM creatures removed. I'm also inclined to keep the Dire Frost Atronach in addition to the undead.
    2. praisejebus732
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      Thanks for all the updates! The "fewer BM creatures" version is pretty much exactly what I'm looking for. I think the skeleton, daedra, and dwemer variants fit in perfectly, and this pairs really nicely with Half's Synthesis Series to beef up the vanilla creature variety.

      For an absolutely "purist" approach, there are two creatures I would cut from the levelled lists: the Durzog and the Bonewolf. This sacrifices some of the creature variety but I think would blend better with the vanilla game's world-building.

      I know that ESO retcons the Durzogs as native to Vvardenfell and mainland Morrowind, but after some quick googling TR seems to have taken a different approach. They've stripped them from the mainland levelled lists and they seem to think the Durzog is a non-native species, maybe imported from another province. Anyway, it seems kind of murky from a lore POV but more importantly to me the game's wiki dialogue doesn't acknowledge them, so it's a bit disjunctive to see Durzogs pop up in some of the regions.

      Similarly, with the bonewolf, there isn't dialogue to acknowledge their presence on Vvardenfell. I think they'd make great unique enemies for a necromancer's dungeon (or a Dunmer who really liked wolves and "exotics"?) but it's unusual to see them in normal Velothi tombs. Maybe Dunmer are importing wolf corpses? Who knows!
    3. Necrolesian
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      Durzogs could have been imported by goblins. I think it makes sense though that the goblins would train native Morrowind creatures. And creatures from other provinces tend to be more mundane, real-world creatures, while durzogs are more "alien" like other Morrowind creatures.

      And bonewolves were kept just for a little more variety, especially in Mournhold. There is a bit of a contradiction though in the fewer BM creatures version, with regular wolves removed.
    4. AbbaddoN33
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      Edit: Wrong Place...