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.
- Requirements
- Permissions and credits
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%