Morrowind
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MisterFallouty

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MisterFallouty

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About this mod

This mod will overhaul both the races and the skills. Some will be drastic changes, some will be slight reworks. But most of all: I hope these will be; satisfactory, fun and overall quite logical, as potential close to both vanilla and the lore.

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Hello Everybody! It's your favorite MF'er here (hehe) back at it again with a new moooooooooooooooood, fo' you! (if you pardon my Redguard speak for a moment here).

((A note, to not waste your time before I do start: This is for OpenMW. I do not know if omwaddon's are compatible with vanilla and vice versa, but I thought I should say this pre-hand, you can try to. but i can't guarantee that it'll work))

Also shout-out to the original picture (and for being the only good arena poster picture around that wasn't completely pixelated to all hell): 

https://www.deviantart.com/spartan22294/art/Oblivion-The-Arena-poster-811326233 


Did you ever want a Racial overhaul that makes what you play matter and not only matter here, but also feel rather unique all at the same time; be relatively more loreful?

Did you also ever want a skill overhaul that better reflects their respective attributes? ((lmao, a mage attribute for a thief skill))

Have you ever wanted your orc's to be dumb and hated, but yet; be a mighty enduring powerhouse with his axe?

Have you ever wanted your High-Elf's to be the true physical glass-cannon, master of the arcane arts?

Have you ever wanted your Lizard's to be truly amphibious?

Have you ever wanted your Cat's to be truly feline?

Did you ever go to the effect of: ""Aw gee wizz, Rick. I sure wish, I had better descriptions for some races and Artistic  in depth descriptions for others.""

Did you ever want to feel like you've punched something and  been punched at?

Did you ever use a racial power in the past, only to go: ""That sure was powerful alright ((that mere 5 seconds for 5 points in command))""  or ""Well, that was nice. Never to use it once again in the playthrough after you have used it that one time""

Tired of Grinding them skills against Caius, like a goofy-guber? 

If you ever said Yes: to one of these. then this mod is for you. if you said yes to every single one of these: then this mod is definitely for you.

The many Goals of this mod: Was to sculpt the play-style in certain directions of the races. To dissuade some races from certain skills/classes, while persuading some races to go down certain skills/classes that they would excel at. I wanted the skills (and the races) to actually mean something, to have a real impact on the way you play and to make it feel, that some races truly excelled or did pitifully at said X (Like for example: The Bosmer at archery and the ability to befriend nature with ease at awhim or the Orc's being a true warrior race, whose really only good for/far exceeds in fightin')   I always wanted to also add another layer of challenge to encounters. To think strategically about certain locations that I would go into and what tactics I should use against those in them. I was tired of slicing and dicing, orcs with near ease like the other races or Ko'ing the redguards with once again ease just like everyone. I also wanted to promote the usage of other skills/items in combat rather than simply using X or *maybe* Y. 
 
The specific changes:

(Edit: 2024-02-21, roughly-outdated. Please re-read V5.5's description

Hand to Hand damage has been overhauled to do massive health damage when ko'ed and do more fatigue damage overall 

Orc's have been given a whole host of buffs and malus's. Their Power has had that stupid drain agility debuff removed, way more health has been added to it and it has slightly more fatigue. (it's still a one time use per day)
Orc's have fortify 100 in strength and 100 in endurance. alongside 50's for armorer, block, axe and medium armor. they have fortify 100's in health and fatigue. finally they have a resist of 60% for normal weapons. but   they have a 50% weakness to magicka. a malus of (drain attribute of 30 for both personality and intelligence and now have stunted magicka.


The High-Elve's are the opposite in this regard; they stout a whooping 80 in resist magicka and a 100 in fortify maximum magicka. while they have  +50's in all the magical arts. however it comes at the cost of a malus 40 of strength, 30 endurance and a equally high weakness of 50% to normal     weapons. 

 The Argonian's get 100%'s immunities in Paralysis, Poison and Disease, get a 25% to fire resistance. can passively breathe underwater, Swim-swiftly for 50.  Agility, spear, unarmed and unarmored have been boasted to 50. get a sanctuary of 40. they finally get a constant regen of 1 to magicka and  2 for health. for their malus; they get a 25% weakness to frost (and the inability to still wear a full set of armor).

The Khajiits get plus 50's in; Alchemy, unarmed, unarmored, agility, speed, security, sneak, athletics and acrobatics. get a sanctuary of 20. a get a jump and slowfall of 10. their "racial power" has been replaced with a special constant ability of night-eye 80 and 100's for all the detects (that being key,  enchantment and creature) ((the downside, is that they cant still wear a full set of armor))

Bretons get a constant 50 in spell absorption and 50's in maximum magicka, conjuration, mysticism and restoration.

Dunmer get a 100% resist fire and 50% weakness to frost. their power always succeeds and is now a spell. (Like all racial powers, some former special powers. have been turned into spells that cost 0 to cast)

The imperials get a 80+ in speechcraft and mercantile, personality is a +50 and luck is +100, 
their first power is a spell that detects key's and enchantments for 50%, they also get a light for 50
their second power is another spell that is 100 in charm and calm for humans

Nord's are 100% immune to frost, they get a 10 resist to normal weapons, fortify 50 for both fatigue and health. 50's for strength, endurance, blunt, heavy armor and axe but are 50% weaker to fire.

Redguards have had their racial power's combat attributes increased to 50 for 60 and a +25 for health (it's still a one use), redguards get a constant restore of 1 fatigue and fortify 100, their light armor and long blade's skills have been increased to 50.

Wood-elfs get a 0 cast spell that makes creatures their friends and allies to aid them in combat virtually till they die/expire. they get a detect creature   or of 50 for 100.  they get a short blade of 50, and 60's for both sneak and marksmen.