Morrowind
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QwertyQuit - C3pa

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qwertyquit

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About this mod

Beast Races overhaul with MWSE abilities.

Requirements
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Changelogs
Description:
Beast Races overhaul with scripted abilities powered by Lua. The new abilities are balanced and compensate for the lack of closed helmets and boots. Some abilities use up your stamina and it's not a good idea to use them in battle or you need to prepare in advance. Others will only be used under the right conditions.
Even if you do not play as beastfolk, their representatives will have all these abilities. Which will make them stronger opponents or allies.
Note that over half of the features require MWSE and OpenMW will not support them until the engine developers make
it possible!




Khajiit

Earth counterparts are: jaguars, panthers, pumas, lions, cheetahs, tigers, lynxes and other wild cats. By lore, almost all representatives of this race look like cats, and only Ohmes and Ohmes-rath differ. Their home province of Elsweyr is the southernmost and one of the hottest provinces in Tamriel. Cats are nocturnal, and the temperature in the desert drops sharply from +40-50 °C at day to +5 °C at night and smooth +20-30 °C in jungles. So I see no point in bonuses or penalties to frost and fire, since fur is highly flammable, but the inhabitants of these regions have adapted to such conditions, and severe cold is not typical. As for the rest, it's a scent, high jump and soft fall.

  • Eye of Fear (power): Demoralize Humanoid 100 for 30 sec on target, Demoralize Creature 100 for 30 sec on target
  • Cat Paws (ability): Jump 5 for Suthay-raht and Westly's Dagi-raht; Jump 2 for TR Cathay-raht, Westly's Cathay-raht and Senche-raht. Only available for breeds with cat feet.
  • Grace of Suthay-raht (ability): Fortify Agility 10, Fortify Speed 10
  • Fall Damage (MWSE): Suthay-raht and Westly's Dagi-raht receive fall damage mitigation 75% and blocking <10. TR Cathay-raht, Westly's Cathay-raht and Senche-raht take 50% damage reduction and blocking <5. The rest receive minor mitigation 25%
  • Claw Damage (MWSE): Different for breeds and customizable. Beast claws deal health damage directly.
  • Eye of Night (MWSE), Night Eye 50, Drain Fatigue 3 per 1 sec. Disabled when <10 stamina points remaining. Activated via hotkey and customizable.
  • Scent (MWSE): Detect Animal 200 on land, Drain Fatigue 5 per 1 sec. Disabled when <10 stamina points remaining. Activated via hotkey and customizable. If you use Enhanced Detection, then you will get more detections of humanoids, dead and undead.




Argonians (Saxhleel, or People of the Root)

Argonians morphology are partly reptiles and partly amphibians. Since, according to lore, the aral of their lives is Black Marsh and they lead an adult lifestyle characteristic of amphibians, then I decided to give them the appropriate abilities. This means that they can swift swim and breathe underwater, scent prey, disguise themselves and spit with neurotoxin, which leads to poisoning and paralysis. It is important that the cold/heat does not directly harm many amphibians, but slowed down the metabolism up to biostasis. Also, most amphibians do not like the direct sunlight and dryness, unlike reptiles. This means that the Argonians have no bonuses or penalties associated with frost and fire and can be killed by extreme heat or cold just like Earth amphibians.

  • Venom Spit (power): Poison 1-5 for 15 sec on target, Paralyze for 5 sec on target, Blind 1-10 for 30 sec on target, Sound 1-10 for 30 sec on target, Damage Fatigue 40 on self for 5 sec
  • Amphibious (ability): Water Breathing, Swift Swim 50
  • Hist's Blessing (ability): Resist Poison 100, Resist Common Disease 75, Paralysis Resistance 25
  • Camouflage (MWSE): Chameleon 20 in water.
  • Eye of Water (MWSE): Night Eye 20 underwater.
  • Claw Damage (MWSE): Customizable. Beast claws deal health damage directly.
  • Scent (MWSE): Detect Animal 150 on land and underwater, Drain Fatigue 5 per 1 sec. Disabled when <10 stamina points remaining. Activated via hotkey and customizable. If you use Enhanced Detection, then you will get more detections of humanoids, dead and undead.
  • Puzzle Canal (MWSE): Removes natural alteration abilities from Argonians inside Vivec Puzzle Canal. So, Argonians can complete Pilgrimage of Seven Graces like any other race.


Showcase:
And as a bonus, this showcase. Courtesy of Darkelfguy.




Installation:
Paste files into "Data Files" folder and activate ESP in Launcher or use some manager.


Uninstallation:
Unactivate mod via Launcher and clear the save file using Wrye Mash and Enchanted Editor or just start a new game. Then delete the mod files.


Conflicts:

Any other race mods editing beast races and OpenMW.


Requirements:


Recommendations:


Credits:
Special thanks to:
  • C3pa - co-author. GREAT help in Lua scripting, checking the balance and general testing.
  • Morrowind Modding Community Discord - G7, Hrn, Axe, OJ and Stripes for help with the code.
  • Westly, AlienSlof, Xenn, Boethiah539 - patches upon users request.
  • Darkelfguy - showcase.

For inspiration:


Permission:

Anything is free to use, but please indicate authors in the credits.