Morrowind
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Created by

Rev Elevenclaw

Uploaded by

ReverendFelix

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About this mod

A revision of Vistekis' Smokable Pipes Mod.

Go here if you want to DL and endorse the original; https://www.nexusmods.com/morrowind/mods/22788

Permissions and credits
Changelogs
Mission statement;
I really love the concept of this mod. However, I felt it didn't really capture the essence of "gettin' high". So I changed the effect to better reflect the nature of weed. The script had some errors that I repaired. Many little changes are applied everywhere to tighten things up a bit. All in all, I'm quite happy with the results. I hope you be will too.

Like it or leave it...

The ultimate goal of this mod revision is to shine a better light on the benefits marijuana. I do not encourage anyone to smoke it unless you feel it's right for you, by yourself. This mod is just for fun, and a nice immersive way to deal with some of Morrowind's challenges.

The new;
In this version, you may smoke whenever you want. Smoking gives 1 point of health and magicka regeneration, and a 25 point levitation. The effect lasts for 4 minutes and 20 seconds:) I have also changed the base effects of the Pipeweed to reflect the effects experienced from smoking. As a bonus, the first effect is cure common disease. So you can eat it for that if you need to. Radagast now has his own little set up in the Balmora Mages Guild. I created a bit of dialogue as well, to make him feel more lore friendly. He has been made much higher level too. He has a key to his crate on him, and the crate has a really nasty curse on it. Note that stealing from his stock will probably cause him to not be able to restock whatever you took. But, do as you will... You filthy n'wah!!!

Anyway, I had a lot of fun revising this mod. And I really learned a lot about Morrowind modding in general. This is my first mod release for Morrowind. It benchmarks my entry into the TES3 mod author community. Plenty more to come...

Enjoy!!!

Requirements;
Morrowind.exe
Smokable Pipes mod, for resources (included)

Installation;
Unzip the file to a separate folder. Unzip the second file and install everything from it into your data files. Then install the esp and the meshes folder provided in the folder labeled 'New', into you data files. When asked to overwrite, say yes. Check the box in your favorite mod manager. Radagast should adhere to any body, clothing, etc mods you may have installed.

Load order is relatively unimportant in this case. Put it where Mlox tells you to, I suppose. If unsure, place it near the bottom. The worst that will happen is a minor cell record change. Merging is not really necessary, as it contains no real merged need.

Permissions;
The original mod has open permissions. Clause; credit given.
I'm providing the same, open permissions provided credit is given where it's due. I may expand upon it further eventually... So it may be best to use new ID's if using this, or the original mod, in you own work. You really should anyway.

Credits;
Vistekis, for the original mod.
Myself, (Rev Elevenclaw) for this revision.
Bethesda, for our love/hate relationship.
The entire TES modding community for obvious reasons.

Tools used;
Wrye Mash
Mlox
CSE
MWEdit
TES3View
Enchanted Editor
Notepad++
7zip
Nifskope

This mod is clean, stable, fully tested, and, inherently conflict free.* If you encounter any issues just let me know.

*(Any mod drastically changing the interior of the Balmora Mages Guild may require relocating Radagast and his new set up in the cs.)

I'd like to say thank you to FIMzzZzz. Your help on The Nexus Forums made this mod within my ability to finish.

Special shout out to my wife, for loving me no matter what!