Morrowind

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BigBenJumanji

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BigBenJumanji

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About this mod

Rebalances races around the Combat, Magic, and Stealth specializations. Removes all daily powers but adds more passive abilities to compensate.

Requirements
Permissions and credits
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Overview
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This mod rebalances all races around the Combat, Magic, and Stealth specializations. Vanilla 
Morrowind already does this to a lesser degree with the race's attributes and skills, but now every 
race has an obvious specialization. That specialization determines their "core" ability and one 
attribute that is guaranteed to start at 50. Races within a specialization have had their 
attributes and skills tweaked to help differentiate them from one another.

To make up for daily powers being removed, attributes and skills are slightly increased:
Starting attributes (including Luck) sum to 320, instead of 310 like in vanilla Morrowind.
Races have +10 to all listed skills. Skills sum to 70, instead of 45 like in vanilla Morrowind.

Stealth races having 50 Agility is balanced around Androl's Better Governing Attributes mod.
That mod moves Short Blade and Security under Agility, making that attribute more important
for stealth-focused characters.

This mod is designed to pair well with my Ben's Balanced Passive Birthsigns mod.

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Combat Specialization
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Nord (Combat 5/0/2)

50 Str, 30 Int, 40 Wil, 40 Agi, 30 Spd, 50 End, 40 Per
Athletics, Axe, Blunt Weapon, Hand-to-hand, Heavy Armor, Marksman, Medium Armor
Skill Changes: +Athletics, +Hand-to-hand, +Marksman, -Long Blade, -Spear

Fortify Attack 10 pts
Resist Frost 75%

Orc (Combat 6/1/0)

50 Str, 40 Int, 40 Wil, 30 Agi, 40 Spd, 50 End, 30 Per
Armorer, Athletics, Axe, Block, Enchant, Heavy Armor, Medium Armor
Skill Changes: +Athletics, +Enchant

Fortify Attack 10 pts
Resist Frost 25%
Resist Magicka 50%

Redguard (Combat 6/0/1)

50 Str, 30 Int, 30 Wil, 40 Agi, 50 Spd, 40 End, 40 Per
Acrobatics, Armorer, Athletics, Heavy Armor, Long Blade, Medium Armor, Spear
Skill Changes: +Acrobatics, +Armorer, +Spear, -Axe, -Blunt Weapon, -Short Blade

Fortify Attack 10 pts
Resist Fire 50%
Resist Poison 50%

Imperial (Hybrid 3/1/3)

50 Str, 40 Int, 30 Wil, 30 Agi, 40 Spd, 40 End, 50 Per
Block, Heavy Armor, Long Blade, Marksman, Mercantile, Restoration, Speechcraft
Skill Changes: +Heavy Armor, +Marksman, +Restoration, -Hand-to-hand, -Light Armor

Fortify Attack 10 pts
Resist Shock 75%

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Magic Specialization
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Breton (Magic 1/6/0)

40 Str, 50 Int, 50 Wil, 30 Agi, 30 Spd, 40 End, 40 Per
Alteration, Blunt Weapon, Conjuration, Illusion, Mysticism, Restoration, Unarmored
Skill Changes: +Blunt Weapon, +Unarmored, -Alchemy

Fortify Maximum Magicka 0.5x INT
Resist Magicka 75%

High Elf (Magic 0/6/1)

30 Str, 50 Int, 50 Wil, 40 Agi, 40 Spd, 30 End, 40 Per
Alchemy, Alteration, Conjuration, Destruction, Enchant, Illusion, Short Blade
Skill Changes: +Short Blade

Fortify Maximum Magicka 0.5x INT
Resist Fire 25%
Resist Frost 25%
Resist Shock 25%

Dark Elf (Hybrid 2/2/3)

40 Str, 50 Int, 30 Wil, 40 Agi, 50 Spd, 40 End, 30 Per
Destruction, Light Armor, Long Blade, Marksman, Medium Armor, Mysticism, Short Blade
Skill Changes: +Medium Armor, -Athletics

Fortify Maximum Magicka 0.5x INT
Resist Fire 75%

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Stealth Specialization
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Khajiit (Stealth 1/0/6)

30 Str, 40 Int, 30 Wil, 50 Agi, 50 Spd, 40 End, 40 Per
Acrobatics, Athletics, Hand-to-hand, Light Armor, Security, Short Blade, Sneak
Skill Changes: None

Sanctuary 10 pts
Resist Fire 25%
Resist Frost 50%
Restore Fatigue 1/sec
TOGGLE: Night Eye 25 pts

Wood Elf (Stealth 0/1/6)

40 Str, 30 Int, 40 Wil, 50 Agi, 50 Spd, 30 End, 40 Per
Acrobatics, Alchemy, Light Armor, Marksman, Mercantile, Sneak, Speechcraft
Skill Changes: +Mercantile, +Speechcraft

Sanctuary 10 pts
Resist Shock 50%
Resist Magicka 25%

Argonian (Hybrid 2/3/2)

40 Str, 40 Int, 40 Wil, 50 Agi, 30 Spd, 50 End, 30 Per
Athletics, Illusion, Light Armor, Mysticism, Security, Spear, Unarmored
Skill Changes: +Light Armor, +Security, -Alchemy, -Medium Armor

Sanctuary 10 pts
Resist Shock 25%
Resist Poison 100%
Restore Fatigue 1/sec
TOGGLE: Water Breathing

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Attribute Balancing
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When balancing attributes, I thought of attributes in terms of pairs.
Within each pair, you cannot have both attributes be 50 or both attributes be 30.
Imperial intentionally breaks this rule to compensate for them having 50 Personality.

Strength + Intelligence (most powerful attributes)
Willpower + Agility (least powerful attributes)
Speed + Endurance (defensive attributes)
NOT PAIRED: Personality

In addition to the above rule, I also had requirements based on the race's specialization:

Combat: 50 Strength. Intelligence and Agility cannot be greater than 40.
Magic: 50 Intelligence. Strength and Agility cannot be greater than 40.
Stealth: 50 Agility. Strength and Intelligence cannot be greater than 40.

I also tried to make every race distinct by giving them unique combos of strong and weak attributes.
Here is the number of times each attribute appears as above average (50) or below average (30):

Above Average: 4 Str, 3 Int, 2 Wil, 3 Agi, 4 Spd, 3 End, 1 Per
Below Average: 2 Str, 3 Int, 4 Wil, 3 Agi, 3 Spd, 2 End, 3 Per

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Skill Balancing
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When balancing skills, I made sure every skill appeared on at least two races.
Here is a complete list of the number of times each skill appears:

5 Athletics
4 Marksman, Light Armor, Medium Armor, Heavy Armor
3 Acrobatics, Long Blade, Short Blade, Illusion, Mysticism
2 Other Skills (17)

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Ability Balancing
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When balancing abilities, I assigned each effect a point value.
All races within the same Specialization get the same "core" ability.
Each race gets 6 points worth of abilities. Beast races get 2 additional points.
Resist Common Disease 75% is worth less than 1 point to me, so I just removed it entirely.
I consider Resist Poison to be the least useful resistance, so I reduced its cost accordingly.

+3 Fortify Attack 10 pts
+3 Fortify Maximum Magicka 0.5x INT
+3 Sanctuary 10 pts

+1 Resist Fire/Frost/Shock/Magicka 25%
+1 Resist Poison 50%

+1 Restore Fatigue 1/sec
+1 TOGGLE: Night Eye 25 pts
+1 TOGGLE: Water Breathing
-2 Beast Race

Here is a summary of how resistances are distributed across the races:

Fire: 75 Dark Elf, 50 Redguard, 25 High Elf, 25 Khajiit
Frost: 75 Nord, 50 Khajiit, 25 High Elf, 25 Orc
Shock: 75 Imperial, 50 Wood Elf, 25 Argonian, 25 High Elf
Magicka: 75 Breton, 50 Orc, 25 Wood Elf
Poison: 100 Argonian, 50 Redguard

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Installation
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Extract files into "Morrowind/Data Files" and enable Ben-PassiveRaces.esp

IMPORTANT: While this mod does not depend on the Tribunal or Bloodmoon .esm files, 
you must have the Tribunal and Bloodmoon expansions installed (or have a version of 
the game, like the GOTY edition, that includes both expansions).

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My Other Mods
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Ben's Build-Your-Own Rebalance
Ben's Skill-Independent Level-Up Multipliers
Ben's Super Customizable Magicka Regen
Ben's Super Customizable Max Health
Ben's Balanced Passive Birthsigns
Ben's Fatigue Rebalance
Ben's Movement Rebalance