Morrowind

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biltjan

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biltjan

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About this mod

Improves Illusion effects as you level up in Illusion. Permanently calm/fear/rally/frenzy enemies, "steal" visions with blind, light reduce enemies willpower, charm makes buying things cheaper, sound applied after silence, chameleon applied after invisibility, drain speed applied after paralyze.

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Overview
  • Improves Illusion effects as you level up your Illusion skill.
  • Gain perks a la Oblivion for every 10 level in Illusion (adjustable).
  • Fully adjustable, adjust values, illusion level requirements, and turn off features you don't like.
  • Default value made for balanced gameplay. Illusion is now stronger but not overpowered.
  • Works on any spells, including your custom-made spells.
  • Can be installed/removed in the middle of a play-through.
  • Vanilla-plus vibes.
  • Enemies with high-level Illusion will gain the bonus effects as well (balanced!).
  • My personal favorite perks: getting chameleon after breaking invisibility, permanently calm people, charming merchants into lowering their prices.

Features
Below are the Illusion effects improved:
Rally - Permanent Rally
  • Default Illusion requirements: 10
  • Rally now permanently increase enemy's Flee value.
Frenzy - Permanent Frenzy
  • Default Illusion requirements: 20
  • Frenzy now permanently increase enemy's Fight value (they will be hostile even after effect ends).
Light - Enfeebling Light
  • Default Illusion requirements: 30
  • Light will drain Willpower when casted on others (not on self). Permanently rally/frenzy/calm/fear enemies with high willpower is harder. Cast light to them beforehand to help you manipulate them.
  • Does not count as assault/crime unlike Drain Willpower spell. People will not turn hostile when you cast light on them.
Blind - Stolen Vision
  • Default Illusion requirements: 40
  • When you blind an enemy, you gain fortify attack for a while (stack-able). Make your attacks more accurate while reducing your opponent's!
Calm - Permanent Calm
  • Default Illusion requirements: 50
  • Calm now permanently decrease enemy's Fight (they won't attack you again unless you attacked them or their friends again).
Charm - Alluring Trade
  • Default Illusion requirements: 60
  • Charm reduce the target's mercantile value through drain mercantile. Get a better bargain through charm!
  • Does not count as assault/crime unlike Drain Mercantile spell. People will not turn hostile when you charm them.
Demoralize - Permanent Demoralize
  • Default Illusion requirements: 70
  • Demoralize now permanently increase enemy's Flee value (they will run fear you permanently when aggro-ed, unless rallied).
Silence - Deafening Silence
  • Default Illusion requirements: 80
  • After silence effect ends, you apply additional sound effect.
Paralyze - Paralyzing Torpor
  • Default Illusion requirements: 90
  • After paralyze effect ends, you apply a massive Drain Speed, giving you time to run away.
Invisibility - Persisting Shadows
  • Default Illusion requirements: 100
  • When your invisibility breaks, you gain an extra chameleon after a very brief delay.
  • Constant effect invisibility's duration counts as 0.
Extra Notes
  • This is a part of my Magicka Awakening series, I hope to add more variety to other school of magic as well, while keeping a vanilla feel (nothing too crazy). I plan to release it 1 by 1 before merging everything together (if it ever comes to that). Future changes will still be reflected in this mod (files will be updated).
  • Requires MWSE (included with MGE XE), to install just use mod manager or copy paste it to your Data Files. Since it requires MWSE, it is currently not compatible with OpenMW.
  • It should work alongside other mods that changes/adds Illusion spells/effects. But it might be not balanced.
  • If you want to know more about the formula you can read the mod config.
  • Do tell me if you find any issues and if you have suggestions.
  • If you downloaded my previous mod, Permanent Calm Pacifist Option, you can disable that mod and just use this. Using both won't conflict but the effect will be applied twice (make them even more calm!)
  • I will keep the Permanent Calm mod up if you just wanted a small change to the calm spell.