Morrowind
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Bluevexlo

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bluevexlo

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About this mod

The mod aims to balance vanilla Morrowind races and birthsigns in order to offer more challenge and interesting choices while, more or less, keeping the original concept.

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Description: 
This mod is my first experience with modding I underwent in order to personalise the default Morrowind races and birthsigns to my taste, making them more balanced and interesting while not completely changing them. I decided to share my mod with the community as perhaps someone may appreciate my take on the game.

Installation: 1) Place the ESP file into your Morrowind Data Files directory.
                     2) Make sure the mod is allowed in the Morrowind launcher.exe data files.

Compatibility: The mod should be compatible with any other mods which do not alter races and birthsigns.

Changelog:

RACES:

Nord: Shock resistance:   50%  ---> 20%
          Cold  resistance:  100%  ---> 50%

Altmer: Maximum magicka: 150% more magicka ---> 120% more magicka
             Weakness to fire:          50% ---> 40%
             Weakness to magicka: 50% ---> 40%

Argonian: New: Aquatic Affinity ---> swim speed bonus of 5pts

Bosmer: New: Hunter's Instinct spell  ---> Detect Animal (and NPCs with the Code Patch) 100pts, 60s, 30 magicka (always succeeds)
               New: Toxin Familiarity ability ---> resist poison 20%

Breton: Dragon Shield: 50 shield ---> 40 shield
             Magicka resistance: 50% ---> 40%
             Maximum magicka: 50% more magicka ---> 40% more magicka

Dunmer: Fire resistance: 75% ---> 50%

Imperial: New: Imperial Resolve ability: ---> Willpower fortified by 5pts

Khajiit: New: Heat Tolerance: ---> Fire resistance 10%

Orc: Berserk: Fortify health            20  ---> 50
                       Fortify fatigue         200 ---> 100 
                       Fortify attack          100 --->  30
                       Drain agility             100 --->  30
            (new) Fortify Strength        20

Redguard: Adrenaline Rush: Fortify Agility      50 --->  20
                                                Fortify Strength  50 --->  20
                                                Fortify Speed      50 --->  20
                                                Fortify Health      25 --->  50
       (new) Desert Ruggedness ability (old poison and disease resistances removed): Resist poison                   50%
                                                                                                                                                 Resist common disease 50%
                                                                                                                                                 Resist paralysis                  5%
BIRTHSIGNS:

The Tower: Beggar's Nose: spell cost 5 ---> 20
                    New ability: Insurmountable: ---> resist normal weapons 10%
                                                                            resist paralysis               20%
                    Tower Key: Open: 50pts ---> 65pts

The Ritual: Blessed Word : spell cost 10 ---> 25
                   Blessed Touch: spell cost  5  ---> 15
            
            Mara's Gift (health restore unchanged): new: restore fatigue 150
                                                                                new: restore magicka 75

The Apprentice: Maximum magicka: 150% more magicka ---> 120% more magicka
                            Weakness to magicka: 50% ---> 20%
           (new)       Weakness to fire/frost/shock:    10%
           (new)       Weakness to normal weapons:    5%

The Mage: (new) Weakness to magicka:                  5%
                   (new) Weakness to normal weapons:    5%

The Thief: new spell: Thief's Cunning: Fortify security and sneak by 10pts for 60s, spell cost: 30 (always succeeds)

The Steed: Charioteer: speed bonus 25 ---> 15
                   New ability: The Steed's Vigor: restore fatigue 1pt per second

The Lady: Lady's Favor: fortify personality  25 ---> 15
                 Lady's Grace: fortify endurance   25 ---> 15

The Lover: Mooncalf: fortify agility 25 ---> 15
                   Lover's Kiss: Paralyze duration 60s ---> 30s

The Shadow: Moonshadow: invisibility duration 60s ---> 80s
                       New spell: Shadows' Boon: chameleon 10 pts, sanctuary 5pts, fortify sneak 5pts for 60s, spell cost: 30 (always succeeds)

The Serpent: Star-Curse: (new) Poison self                   1pt for 20s
                                                     Damage health self:    1pt for 30s   ---> 1pt for 20s
                                                     Poison touch:               3pts for 30s ---> 4pts for 20s
                                                     Spell cost:                     5 ---> 10
            
             New power: Fickle Chance: Fortify luck on self 0-40pts for the duration of 1 day of game time
                                                            Drain luck on self   0-40pts for the duration of 1 day of game time
Note: In accord with the sign's lore this power is intended as a one time per game day gamble. Please do not cheese around unwanted results by waiting/resting around for 24hours (or less).
Additionally, it is not intended to be self dispeled, try to restrict yourselves from dispeling yourself when this power is up.

The Lord: Blood of the North: spell cost         15  ---> 20
                                                   spell duration 30s ---> 35s
                 Trollkin: weakness to fire: 100% ---> 50%
      (new) weakness to shock/frost:   15%
      (new) weakness to poison:           20%

The Warrior: (new) Warrior's Might: fortify strength by 5pts, endurance by 10pts,fortify fatigue 25, duration 60s, spell cost 30 (always succeeds)

The Atronach: Wombburn: Maximum magicka: 200% more magicka ---> 160% more magicka
              (new) Weakness to normal weapons: 10%