Morrowind
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EndinessDragoon

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EndinessDragoon

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An openmw mod that keeps a vanilla flavoring of Morrowind but, still gives modern amenities to the birthsigns. This mod adds 13 new birthsigns to the character generation which is lore-friendly.

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Every birthsign has been given a purpose and is now useful to the player. A lot of the time in vanilla Morrowind, players would choose to min-max their characters with the Lady or pick the Atronach sign as it is the most broken sign. There were other choices the player could make, but none really felt like they were useful in the long term unless it was these two choices. This mod aims to alleviate this by giving each birthsign two variations of the lunar cycles. i.e. Masser and Secunda phases which grants different bonuses on which you choose. The other spells and abilities were inspired by the spells from the Doomstones in Oblivion.

The Apprentice - Masser: The Apprentice now gives passive Magicka Regeneration that is more akin to modern elder scrolls titles. Based on the players willpower and intelligence the formula is fair and can now regenerate magicka even while waiting. As such the Apprentice, has a 5% chance to fail a spell, but also has a Power which can be activated to alleviate that drawback once per day this spell will disable the sound effect while active. Since the Regeneration of magicka is obviously a strong power, the Apprentice is now the weakest at it's Fortify Magicka Bonus at 0.50X INT. The Masser version also confers drawbacks to that of the original with a weakness to poison, Magicka and Normal Weapons by 25%.

The Apprentice - Secunda: The Secunda version, holds a spell that can be activated to regenerate magicka. This spell adds an effect that is scripted to remove health based on the formula for your Willpower and Intelligence, but confer regeneration to your magicka while active. Similar in nature to Skyrim's "Equilibrium spell. The Weakness' of this sign are changed to the elements of Fire, Frost, Shock.

The Atronach - Masser: The Atronach is more unique in now it only grants 30% Spell Absorption, Everything else is the same, however, The Atronach during certain cycles of the year loses its power during the 6th month, and the 12th month, by draining your magicka every night from 12-6am. Meaning the Atronach will have to change the way they play during these cycles. They will lose their Spell Absorption, and half of their Magicka Fortification, but will instead gain a powerful effect giving them a Fire, Frost, and Shock cloak during these 6 hours. This will benefit Sorcerers, and Spellswords the most as it befits their playstyle the most.

The Atronach - Secunda: The same as above but confers a 15% Reflect and 15% Spell Absorb effect instead of the flat 30%.

The Lady - Masser: The Lady adds a Spell Absorption effect while you have a Restore Health effect active on your character. The Lady would be controversial to most if I took away her most favored Attribute for Endurance, so the Lady is one of the lucky ones that were left unchanged for the most part. I added a Common disease Resistance, but subtracted 5% from the Personality buff. 

The Lady - Secunda: Same Spell Absorption effect, but Instead of the Endurance, players can choose to start with a higher Luck stat which affects everything, so it can be useful for any build, it also fortifies Mercantile and Speechcraft instead of Personality by 10 Points each.

The Lord - Masser: The Lord now gives a Passive Health Regeneration Buff akin to the Apprentices Magicka Regen, but the formula is based on STR and END. The lord also gets a 25% resistance to Normal Weapons and a Buff to Medium and Heavy armor by 15 Points. The weakness has been nerfed to only 75% weakness to fire.

The Lord - Secunda: The Secunda version gives a spell that regenerated health based on the formula but, costs both Fatigue above 25%, and lowers your strength and endurance each time you cast it. This spell is more powerful than the passive one, but will require some extra planning if you intend to use this spell often. Also confers a bonus to unarmored and light armor instead of heavy and medium. Meaning even a Thief styled class can find use in this sign.

The Lover - Masser: I personally think the Lover was one of the better balanced Birthsigns, It had a Passive that was excellent, but also had a power that was useful, but had a cost to use. Added a new ability called Lover's Bower that is added to the player when he has a Conjuration summon active. It increases Personality, and luck by 20 points. Mooncalf has stayed the same other than adding a resistance to Paralysis by 50%, but the power has remained the same.

The Lover - Secunda: Same Conjuration ability as above. The power has changed to be more of a seductive kiss, on an ally to increase their combat capabilities. The cost is still the same at 200 Points of fatigue.

The Mage - Masser: The Mage was one of the most boring birthsigns in the base game, while only giving a .50X bonus to INT it is now one of the more roleplay accessible. The Mage now gets a 1X INT, 15 Points Drain to Personality, and  Resistance to Magicka 25%. Thats not all, the Mage gets a bonus when having a Staff Equipped on their character. It increases your spell points by 0.5X INT Fortifies Willpower by 15, and gives a light effect to see in the dark. Think of Gandalf from Lord of the Rings.

The Mage - Secunda: Same staff Bonus as above, but this one drains your STR by 10 Pts, but also gives a 10 Ft Telekinesis passive.

The Ritual - Masser: The Ritual is a fun one. Because Turn Undead is broken in OPENMW I had to use Demoralize Creature Instead, the Blessed Spells now have a Weakness to Fire effect, and a Fire Damage Effect. Making it perfect for a Paladin type Build. They Also gain a Spell to restore attributes that have been damaged. No more do you have to worry about those pesky greater bonewalkers! Also gives a spell to heal oneself once per day.

The Ritual - Secunda: Similar in nature to Skyrims Ritual is summons the undead to fight for you. This also drains your willpower, so think about what order you need to use spells. They also gain an extremely powerful buff to apply to your undead. Using it will transfer your power to them. Essentially sacrificing your strength to make your undead stronger. Perfect for the Necromancer type build. Can heal a target once per day.

The Serpent - Masser: The Serpent adds a paralysis effect to the poison. It is an extremely powerful spell, but can hurt you depending on the situation. But it also adds a power, that once per day that can (in combination with your spells) make the spell more reliable to use.

The Serpent - Secunda: The style of this spell changed a bit to be a bit more of a defensive spell. Burdening and absorbing the life from your victim. A powerful spell that again, can cause you harm depending on the situation. Using the power also makes this spell more reliable.

The Shadow - Masser: The Shadow retains the Invisibility effect with new effects added, like an early game Mark Spell, Night Eye, and even waterwalking. This sign focuses on utility to remain useful. If you cast this spell at the beginning of a dungeon and sneak past all the enemies, then take the artifact you are after then, recall back to safety. Useful for early game speedrunners. This sign also confers a 20% Chameleon effect when Sneaking boosting their sneaking ability, but also drains their stamina while sneaking. 

The Shadow - Secunda: The Secunda sign focuses on combat. It fortifies your attack and strength by 25 PTS meaning its perfect for Assassin type builds to cast the power, sneak up on a target and deliver a quick death. The Passive Chameleon is the same as Masser.

The Steed - A basic sign but fun regardless. The Steed adds more bonuses than just Speed, like Athletics and Swift Swim but also confers a sanctuary and restore fatigue effect while running. This type of playstyle befits a nimble Warrior, or Thief that can dodge more attacks while on the move.

The Steed - Secunda: The Secunda sign is similar but focuses on jumping. The Charitoad ability gives more mobility with jumping, giving a feather, jump and fortify acrobatics effect. While jumping it gives bonus is a boost to Attack, and Strength. This type of playstyle is perfect for the Scout or Warrior that uses a Spear to keep enemies out of reach.

The Thief - Masser: The Thief is based on quick evasion in combat giving an Agility, Sanctuary, and Detect Animal Bonus. The Thief also isn't based on Combat, he wants to commit Heists and make great getaways. The Thief gains a Feather and Fortify Agility when NOT having a weapon or spell readied. Meaning a Thief needs to focus on maneuvering to make a getaway not using a spell or weapon to escape.

The Thief - Secunda: This sign is more in line with actually remaining undetected, giving boosts to luck and security, along with a detect key ability. The Passive of not holding a weapon remains the same.

The Tower - Masser: I always liked the tower, it was a really balanced Birthsign that had a lot of good utility. Grants the tower the ability to boost the repair skill by 20 pts for 120 seconds. The Beggars Nose Spell remains unchanged, but I changed the tower key to a Lesser Power that costs a bit of magicka but always succeeds, also added a range of 25 to the tower lock spell, so now it is 50-75 points of unlock.

The Tower - Secunda: The Secunda version is similar to Oblivion's Tower sign, I made it to where the spell that replaces Beggars nose, Reflects Damage back to enemies for 30 seconds, once per day.

The Warrior - Masser: The warrior was another boring birthsign in the base game, and wasnt really ever selected unless you wanted to roleplay. The Warrior now grants a Last Stand Mode, where if you enter below 25% health you will gain and Shield and Agility buff until you heal. You also gain a regular STR bonus a Small Sanctuary Bonus, and a Fortify Attack just as Vanilla, however, you will have Stunted Magicka just like the Atronach. Meaning Warriors will have a harder time keeping their magicka topped off.

The Warrior - Secunda: This sign is the same as the masser except for instead of a stunted magicka effect you will always have a 25% chance to fail ANY spell you cast. As a result the STR effect is stronger than the Masser effect. This leads to why most Warriors would rather bash a skull in than worry about magic they are going to fail at casting anyway.

I plan on making a Class Change Mod, along with a Race mod as well, to compliment these changes.

Enjoy! :)