Morrowind
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ManaUser

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About this mod

A set of mods mostly, but not all could be considered "tweaks," but the only thing they really have in common is that they're fairly small, esp-only mods

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Mini-Mods by ManaUser
 
This is a collection of simple mods I made mostly for my own use. Many of them didn't seem quite worth releasing by themselves, so I packaged them together. Most but not all could be considered "tweaks", but the only thing they really have in common, is that they're fairly small, esp-only mods.
 
Here's a short description of each. (Trib) (BM) (Both) and (Either) after a mod indicate which expansion(s) it requires.
 
Ahnassi.esp
Lets players take the Ahnassi romance a little farther. Nothing too explicit. One new quest, complete with Khajiity dialog.
 
Barb Fix.esp
Adjusts the skills of Barbarian equipped fur or netch leather so that they will actually wear it.
 
Big Women.esp
Makes women of some races look a little a little stronger. Namely Orcs, Redgaurds, Nords Imperials and High Elves. Purely aesthetic. The first three because they're supposed to be tough races, the last because they look ridiculously thin.
 
DB Armor Reducer.esp (Trib)
Takes that expensive armor away from the lower level Dark Brotherhood assassins. Mid level assassins have partial suits. It made no sense for a level 1 character to have that kind of gear, and it was unbalancing for the PC to get it at that level too.

Detect Gold.esp
Makes the Detect Key spell effect detect gold too.
Works perfect in OpenMW. In morrowind.exe is a little buggy where gold in containers is concerned. The spell will still detects gold after it has been removed. Kind of experimental. In the Miscellaneous section there is a variant esp where coins are renamed Septims and Dumacs.

Detect Weighted 0.001 Gold.esp
Detect Weighted 0.01 Gold.esp
Detect Weighted 0.02 Gold.esp

Detect Weighted 0.1 Gold.esp
Detect Weighted 1.0 Gold.esp
(OpenMW only) An alternative to Detect Gold.esp, in addition of making the Detect Key spell effect detect gold too it gives gold pieces a weight. The weight is from 1/1000 (basically placebo) units per coin to 1 unit per coin (insane, 100 gold pieces weight more than a Daedric Curiass). For reference Dwemer Coins weight 0.05 units. In the Miscellaneous section there is are variant esp files where coins are renamed Septims and Dumacs. Use one esp at time.

Disease.esp
Adds some new diseases and makes some types of healthy creatures (namely cliff racers) less likely to attack.
 
Grave Goods.esp
Makes urns in tombs more interesting. You can now find the odd bit of jewelry, or other items from time to time, plus a chance of more interesting "dusts" instead of bonemeal.
 
Healing.esp
Healers now live up to their name and can heal you directly instead of just selling potions. Some healers offer a bigger selection of healing spells than others, based on their experience level.
UPDATE: Healers can run out of magicka, but also might give you charity healing if you're in desperate need and can't afford it.
 
Hide The Skooma.esp
This mod makes your character automatically "hide" their drugs when talking to honest traders. That way you can still sell other items without having to drop your contraband. Also traders in criminal factions now have no qualms about buying them.
 
It's me, you idiot.esp
Gets rid of that darn "Who's there?" greeting. I never saw the point of that, and 9 times out of 10 it shows up inappropriately anyway.
 
Khajiit Eyes.esp
This changes the Khajiits' Eye of Night spell into an always-on ability. If you have an existing Khajiit character, use this console command: Player->AddSpell Eye_of_Night

Mixed Guards 2.esp (Both)
It always seemed odd that some of the unique NPC guards were female, but none of the rank-and-file (except Redoran guards) were. This mod makes some of the generic guards women. This version uses static replacements instead of leveled lists, which caused too many problems. NOTE: This is not a sexy guards mod. All guards have sensible armor.
 
Pelagiad Fix.esp
Pelagiad was one of the first areas Bethesda built, which I suspect is why they goofed. Ever seen part of the fort DISAPEAR? That's because it's technically "in" a cell one over from where it appears. This mod fixes that.
 
Riekling Knock Off.esp (BM)
(Based on Unboarable Rieklings by Neoptolemus)
This is a fun little mod that makes reikling raiders and their boars work more like two creatures. They can be killed separately and if you hit them hard enough the rieklink may be knocked off.
 
Show Ammo Dmg.esp (Both)
The game doesn't show the damage rating of arrows and bolts, but they have one. It's added to bow's damage when you hit. I've renamed all the arrows and bolts with their damage rating after their name. Example: Glass Arrow 1-6, Iron Bolt 2-3
 
Show Ammo Dmg - NoExp.esp
As above but only does arrows and bold from the original game.
 
Silver Weapon Crate Fix.esp
You know that crate with exactly one of each silver weapon in it? I always suspected it was a testing object that accidentally got placed in the game world or something. Anyway, it looks out of place to me. This turns it into a more normal weapon crate. The new create usually includes a magic weapon though, just to be a little interesting.
 
Sleep.esp
Replaces the standard Sleep spell with one that works better. It's totally legit (cost based on spell effects) but costs less than the original. It may be harder to cast though, as it's multi-school Destruction/Restoration now.

Sol-Weather Tweak.esp (BM)
Previously southern Solstheim had snow on the ground texture, but it never actually snowed. Now there's a 15% chance.
 
Stolen Goods Fix.esp (Both)
(Previously this was partly broken, now fixed.) Allows you to freely collect "stolen" items from the evidence chest after you pay your fine or leave jail. But don't think this is a good way to get a discount, because it also doubles fine for theft to twice the value of the item. Morrowind's handling of stolen items is so broken that this was the best solution I could come up with.
 
Stolen Goods Fix - No Exp.esp
As above but doesn't change the chests at For Frostmoth or the Royal Palace in Mournhold.
 
Suran Ferry.esp (Either)
Adds a boatman west of Suran. He can take you either way across the river or drop you off at Suran. Also fixes two minor problems on the north dock. A barrel that was "levitating", and a step that was too high to get up without jumping. Update: Now works as expected with PTE.
 
Tome of Spellmaking.esp
This puts a Tome of Spellmaking in each Mage's Guild. It works like an NPC spellmaker except it costs magicka instead of gold. If you're Telvanni, look for a surprise in your stronghold.
(Note from Ezze. I used this mod as base for Tome of Spell Making n Hammer of Enchanting)
 
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Note: Elemental Shields have been removed. I decided the damage effect was too poorly implemented to make use of. In particular I discovered it would hurt archers shooting the caster... that makes no sense.
 
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All mods created by ManaUser
 
Feedback is always welcome, especially if you find a bug or problem of some kind.
 
You may use these mods in any way you like, credit is appreciated but optional. And in case "use in any way" isn't clear enough, you  specifically may also re-upload these mod anywhere you like.