Morrowind

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BigBenJumanji

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BigBenJumanji

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About this mod

An insanely customizable armor, clothing, and weapon rebalance. Affects items from ANY mod. Pluginless. Requires MWSE.

Requirements
Permissions and credits
Changelogs
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Overview
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Rebalance items the way you've always dreamed of!
All of the customization with none of the painstaking effort!
Any changes you can think of are just a few config sliders away!
Automatically applies your changes to any mod you install!

How the rebalance works:

1. This mod detects each item's slot/subtype, weight class, and tier.
2. This mod sets each item's stats based on the item's detected categories.

If you tweak any configuration settings, they take effect the next time you load a save.
If you disable or uninstall this mod, items will revert to normal after you restart the game.

The default detection settings are designed with vanilla Morrowind's balance in mind.
If a mod drastically deviates from vanilla's balance, the stat-based detection will be wrong.
You can add new search terms to improve detection, but this works best for outliers, not entire mods.

IMPORTANT: If you're installing this mod mid-playthrough, consider enabling the "Repair Damaged Items" setting.

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In addition to Morrowind, Tribunal, and Bloodmoon, I've made sure the
default detection settings work well with the following mods:

Tamriel_Data
OAAB_Data
More Deadly Morrowind Denizens
Weapons Expansion Project - Cleaned and Capitalized

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You can exclude specific items from rebalance if needed. I recommend you do this for:

* Extremely strange items like "Stendarr's Hammer" and "Azura's Star".
* Items with drastically different stats like "Telvanni Cephalopod Helm".

I've already scoured the listed mods for these items and added them to the default exclusion list.

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This mod does not change the charge cost or max charge of enchanted items.

If you're curious about how items are being changed:
1. Enable logging in the mod config menu, restart the game, then load a save. 
2. Open the "MWSE.log" file in your base Morrowind install directory.
3. Search for items by item name or item ID.

Random Cool Features:
* You can make bound armor AR scale with your light armor skill.
* You can turn off magic weapons automatically bypassing weapon resistance.
* You can use search terms to change armor sets to different weight classes.

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Summary of Default Settings
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I've divided armor and weapons into 6 tiers of quality, and clothing into 4 tiers of quality.
Armor and weapon tiers are referred to as: Iron, Steel, Dwemer, Ebony, Daedric, and Artifact.
Clothing tiers are referred to as: Common, Expensive, Extravagant, and Exquisite.

Tier 1 (Iron) = inexpensive starter gear
Tier 2 (Steel) = commonly available in shops
Tier 3 (Dwemer) = rarely sold, but not too uncommon
Tier 4 (Ebony) = not sold, harder to obtain than tier 3
Tier 5 (Daedric) = best unenchanted items, difficult to obtain
Tier 6 (Artifact) = best in the game, usually tied to quests

If two items have the same slot/subtype, weight class, and tier, they will have the same stats.

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Tribunal and Bloodmoon item tiers are based on Mort's rebalance mods:

Beware the Sixth House
Tribunal Rebalance
Bloodmoon Rebalance

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Rebalance Goals:
* Armor: All weight classes should be viable, distinct, and have a consistent stat progression.
* Weapons: All weapon subtypes should be viable and have a consistent stat progression.
* Clothing: Keep everything basically the same as vanilla, just fix minor inconsistencies.

Armor Rebalance Summary:
* Early-game and mid-game armors have higher ARs.
* Armor weight doubles as you progress from T1 to T5.
* Ebony and Daedric weigh less. Dwemer has much higher AR.
* Many enchant capacities were increased, often doubled or tripled.
* Glass and Daedric have lower ARs, offset by other changes (enchant / weight).
* Tower Shields and non-Tower Shields have identical (higher) stats.

Weapon Rebalance Summary:
* Spears, Blunt Weapons, and Long Blades are faster.
* Clubs, Maces, Broadswords, Tantos, and Thrown Weapons deal more damage.
* Warhammers, Claymores, War Axes, and Wakizashis weigh less.
* Enchant capacities were scaled up to match Longswords.
* Staff enchant capacities were scaled up around the Ebony Staff.
* Spears, Short Blades, Ranged Weapons, and Staffs have more health.
* Warhammers no longer have reach. Staffs all have 1.8 reach.
* Attack types are either pretty good, or obviously bad.

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Armor Rebalance Key Stats
Spoiler:  
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MAX EFFECTIVE AR (skill level 100, max condition, no artifacts):

 60 Unarmored
120 Light
180 Medium
240 Heavy

ARMOR SET WEIGHT:

 30- 54 Light
 60-108 Medium
120-216 Heavy

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Armor Rebalance
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Comparison to Vanilla
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AR = effective AR at 100 skill level
Weight = armor set weight (sum of all pieces)
Enchant = armor set enchant (sum of all pieces)
Health = armor set health (sum of all pieces)

            | AR         | Weight     | Enchant    | Health       |
Netch Lethr |  17 ->  20 |  50 ->  30 |  45 -> 100 |  550 -> 1100 |
Nordic Ring |  33 ->  30 |  ?? ->  60 |  ?? -> 150 |  ??? -> 1650 |
Iron        |  33 ->  40 | 120 -> 120 | 108 -> 200 | 3190 -> 2200 |

            | AR         | Weight     | Enchant    | Health       |
Chitin      |  33 ->  40 |  30 ->  30 |  86 -> 100 | 1140 -> 1100 |
Bonemold    |  53 ->  60 |  94 ->  60 | 139 -> 150 | 1760 -> 1650 |
Steel       |  50 ->  80 | 123 -> 120 | 174 -> 200 | 1710 -> 2200 |

            | AR         | Weight     | Enchant    | Health       |
Drk Brthrhd | 100 ->  80 |  19 ->  42 |  81 -> 200 | 2000 -> 2200 |
Orcish      | 100 -> 120 | 100 ->  84 | 209 -> 300 | 3340 -> 3300 |
Dwemer      |  67 -> 160 | 118 -> 168 | 153 -> 400 | 2200 -> 4400 |

            | AR         | Weight     | Enchant    | Health       |
Snow Wolf   | 117 -> 100 |  34 ->  48 | ??? -> 200 | 1320 -> 3300 |
Indoril     | 150 -> 150 | 104 ->  96 | 104 -> 300 | 4950 -> 4950 |
Ebony       | 200 -> 200 | 236 -> 192 | 350 -> 400 | 6600 -> 6600 |

            | AR         | Weight     | Enchant    | Health       |
Glass       | 166 -> 120 |  54 ->  54 | 115 -> 300 | 5900 -> 4400 |
Royal Guard | 183 -> 180 | 100 -> 108 | 144 -> 450 | 4800 -> 6600 |
Daedric     | 266 -> 240 | 354 -> 216 | 522 -> 600 | 8800 -> 8800 |

For armor sets that are missing pieces, I estimated the vanilla value.

Stats Summary
Spoiler:  
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AR = effective AR at 100 skill level
Wgt = armor set weight (sum of all pieces)
Enc = armor set enchant (sum of all pieces)
Hlth = armor set health (sum of all pieces)

AR  Wgt Enc Hlth
 20  30 100 1100 T1 Light
 30  60 150 1650 T1 Medium
 40 120 200 2200 T1 Heavy

AR  Wgt Enc Hlth
 40  30 100 1100 T2 Light
 60  60 150 1650 T2 Medium
 80 120 200 2200 T2 Heavy

AR  Wgt Enc Hlth
 80  42 200 2200 T3 Light
120  84 300 3300 T3 Medium
160 168 400 4400 T3 Heavy

AR  Wgt Enc Hlth
100  48 200 3300 T4 Light
150  96 300 4950 T4 Medium
200 192 400 6600 T4 Heavy

AR  Wgt Enc Hlth
120  54 300 4400 T5 Light
180 108 450 6600 T5 Medium
240 216 600 8800 T5 Heavy

Armor Materials (Weight Class + Tier)
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L = light, M = medium, H = heavy

L1 Nordic Fur + Netch Leather + Boiled Netch Leather*
L2 Chitin + Wolf
L3 Dark Brotherhood
L4 Snow Wolf
L5 Glass

M1 Imperial Chain*
M2 Bonemold + Bear + Imperial Dragonscale*
M3 Orcish + Dreugh*
M4 Indoril + Adamantium + Snow Bear
M5 Royal Guard + Stalhrim

H1 Iron
H2 Steel + Imperial Steel + Imperial Templar + Imperial Silver* + Nordic Iron* + Nordic Trollbone*
H3 Dwemer + Nordic Mail
H4 Ebony + Her Hand's
H5 Daedric

Armor sets marked with an asterisk are missing at least two pieces in vanilla Morrowind.

AR Calculation
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ArmorAR =
  WeightClassAR *
  TierAR

2 Light
3 Medium
4 Heavy

10 Iron
20 Steel
40 Dwemer
50 Ebony
60 Daedric
80 Artifact

ARMOR SET AR (100 SKILL):

Lig Med Hea
 20  30  40 Iron
 40  60  80 Steel
 80 120 160 Dwemer
100 150 200 Ebony
120 180 240 Daedric
160 240 320 Artifact

Weight Calculation
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ArmorWeight =
  SlotWeight *
  WeightClassWeight *
  TierWeight

1 Gauntlet
2 Other
6 Cuirass
20 TOTAL

1 Light
2 Medium
4 Heavy

1.5 Iron + Steel
2.1 Dwemer
2.4 Ebony
2.7 Daedric + Artifact

GAUNTLET WEIGHT:

Lig Med Heav
1.5 3.0  6.0 Iron + Steel
2.1 4.2  8.4 Dwemer
2.4 4.8  9.6 Ebony
2.7 5.4 10.8 Daedric + Artifact

OTHER WEIGHT:

Lig Medi Heav
3.0  6.0 12.0 Iron + Steel
4.2  8.4 16.8 Dwemer
4.8  9.6 19.2 Ebony
5.4 10.8 21.6 Daedric + Artifact

CUIRASS WEIGHT:

Ligh Medi Heav
 9.0 18.0 36.0 Iron + Steel
12.6 25.2 50.4 Dwemer
14.4 28.8 57.6 Ebony
16.2 32.4 64.8 Daedric + Artifact

ARMOR SET WEIGHT:

Li Med Hea
30  60 120 Iron + Steel
42  84 168 Dwemer
48  96 192 Ebony
54 108 216 Daedric + Artifact

Enchant Calculation
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ArmorEnchant =
  SlotEnchant *
  WeightClassEnchant *
  TierEnchant

 1 Greaves + Pauldron
 2 Boots
 5 Cuirass + Gauntlet
10 Helm
20 Shield
50 TOTAL

2 Light
3 Medium
4 Heavy

1 Iron + Steel
2 Dwemer + Ebony
3 Daedric + Artifact

GREAVES + PAULDRON ENCHANT:

L M He
2 3  4 Iron + Steel
4 6  8 Dwemer + Ebony
6 9 12 Daedric + Artifact

BOOTS ENCHANT:

Li Me He
 4  6  8 Iron + Steel
 8 12 16 Dwemer + Ebony
12 18 24 Daedric + Artifact

CUIRASS + GUANTLET ENCHANT:

Li Me He
10 15 20 Iron + Steel
20 30 40 Dwemer + Ebony
30 45 60 Daedric + Artifact

HELM ENCHANT:

Li Me Hea
20 30  40 Iron + Steel
40 60  80 Dwemer + Ebony
60 90 120 Daedric + Artifact

SHIELD ENCHANT:

Lig Med Hea
 40  60  80 Iron + Steel
 80 120 160 Dwemer + Ebony
120 180 240 Daedric + Artifact

ARMOR SET ENCHANT:

Lig Med Hea
100 150 200 Iron + Steel
200 300 400 Dwemer + Ebony
300 450 600 Daedric + Artifact

Health Calculation
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ArmorHealth =
  SlotHealth *
  WeightClassHealth *
  TierHealth

 25 Gauntlet
 50 Other
100 Shield
150 Cuirass
550 TOTAL

2 Light
3 Medium
4 Heavy

1 Iron + Steel
2 Dwemer
3 Ebony
4 Daedric
5 Artifact

GAUNTLET HEALTH:

Lig Med Hea
 50  75 100 Iron + Steel
100 150 200 Dwemer
150 225 300 Ebony
200 300 400 Daedric
250 375 500 Artifact

OTHER HEALTH:

Lig Med Heav
100 150  200 Iron + Steel
200 300  400 Dwemer
300 450  600 Ebony
400 600  800 Daedric
500 750 1000 Artifact

SHIELD HEALTH:

Ligh Medi Heav
 200  300  400 Iron + Steel
 400  600  800 Dwemer
 600  900 1200 Ebony
 800 1200 1600 Daedric
1000 1500 2000 Artifact

CUIRASS HEALTH:

Ligh Medi Heav
 300  450  600 Iron + Steel
 600  900 1200 Dwemer
 900 1350 1800 Ebony
1200 1800 2400 Daedric
1500 2250 3000 Artifact

ARMOR SET HEALTH:

Ligh Medi Heavy
1100 1650  2200 Iron + Steel
2200 3300  4400 Dwemer
3300 4950  6600 Ebony
4400 6600  8800 Daedric
5500 8250 11000 Artifact

Value Calculation
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ArmorValue =
  SlotValue *
  WeightClassValue *
  TierValue

1 Gauntlet
2 Other
6 Cuirass
20 TOTAL

2 Light
3 Medium
4 Heavy

    4 Iron
   15 Steel
  200 Dwemer
  750 Ebony
 3000 Daedric
10000 Artifact

ARMOR SET VALUE:

Ligh Medi Heav
 160  240  320 Iron
 600  900 1200 Steel
  8k  12k  16k Dwemer
 30k  45k  60k Ebony
120k 180k 240k Daedric
400k 600k 800k Artifact

GMST Changes
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iBaseArmorSkill 30 (TOUCHED)

fLightMaxMod 0.6 -> 0.295
fMedMaxMod 0.9 -> 0.595

iBootsWeight 20 (TOUCHED)
iCuirassWeight 30 -> 60
iGauntletWeight 5 -> 10
iGreavesWeight 15 -> 20
iHelmWeight 5 -> 20
iPauldronWeight 10 -> 20
iShieldWeight 15 -> 20

fUnarmoredBase1 0.1 (TOUCHED)
fUnarmoredBase2 0.065 -> 0.06

TOUCHED = This GMST was intentionally touched, but the value is unchanged from vanilla.
This causes the value shown here to overwrite the value from non-MWSE mods.

Armor Formulas
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If <= iXyzWeight * fLightMaxMod Then Light
If <= iXyzWeight * fMedMaxMod Then Medium
Else Heavy

Effective AR = Construction Set AR * Armor Skill / iBaseArmorSkill * Current Condition / Max Condition

Total AR = Chest * 0.3 + (Shield + Head + Legs + Feet + Right Shoulder + Left Shoulder) * 0.1 + (Right Hand + Left Hand) * 0.05
* These percentages (30% Chest, 5% Hand, 10% Other) seem to be the chance a given armor slot is hit by an incoming attack.
* For incoming attacks: The game chooses one armor slot, damages that armor piece, and levels the corresponding skill.
* Shield slot CAN be chosen when shield is equipped, even when shield is hidden (e.g. using a two-handed weapon).
* Shield slot is NEVER chosen when shield is not equipped (it always chooses another slot instead).
* When you block, your shield takes damage instead of the randomly chosen armor slot.

Incoming Damage - Damage Taken = Armor Condition Damage
Outgoing Damage * 0.1 = Weapon Condition Damage

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Weapon Rebalance
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Comparison to Vanilla
Spoiler:  
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Speed = effective speed of best attack
Damage = damage of Daedric weapon's best attack
Weight = weight of Iron weapon
Enchant = enchant capacity of Daedric weapon

           | Speed        | Damage         | Weight   | Enchant   |
Dagger     | 2.50 -> 2.50 |  8-12 -> 10-20 |  3 ->  3 |  6 ->   6 |
Tanto      | 2.50 -> 2.50 |  9-20 -> 10-30 |  4 ->  6 |  6 ->  12 |
Wakizashi  | 2.25 -> 2.25 | 10-30 -> 11-32 | 10 ->  7 | 13 ->  12 |
Shortsword | 2.00 -> 2.00 | 10-26 -> 11-34 |  8 ->  8 | 12 ->  12 |
Rapier     | 1.55 -> 1.85 |  ?-?? ->  6-36 | ?? -> 14 | ?? ->  18 |
Katana     | 1.50 -> 1.70 |  3-44 ->  6-38 | 18 -> 15 | 18 ->  18 |
Saber      | 1.40 -> 1.60 |  ?-?? ->  7-40 | 15 -> 16 | 16 ->  18 |
Longsword  | 1.35 -> 1.50 |  1-44 ->  7-42 | 20 -> 17 | 18 ->  18 |
Broadsword | 1.25 -> 1.40 |  ?-?? ->  7-44 | 12 -> 18 | 15 ->  18 |
Club       | 1.50 -> 1.60 | 10-12 ->  7-40 | 12 -> 16 | 12 ->  18 |
Mace       | 1.30 -> 1.40 |  3-30 ->  7-44 | 15 -> 18 | 15 ->  18 |
War Axe    | 1.25 -> 1.25 |  1-44 ->  1-48 | 24 -> 20 | 15 ->  18 |

           | Speed        | Damage         | Weight   | Enchant   | Reach      |
Spear      | 1.25 -> 2.00 |  6-40 -> 15-45 | 14 -> 14 | 15 ->  24 | 1.8 -> 1.8 |
Long Spear | 1.25 -> 1.80 |  ?-?? -> 15-45 | ?? -> 16 | ?? ->  24 | 2.2 -> 2.2 |
Halberd    | 1.25 -> 1.80 |  ?-?? -> 16-48 | 14 -> 16 | ?? ->  24 | 1.8 -> 1.8 |
Staff      | 1.75 -> 1.80 |  3-16 ->  5-16 |  8 ->  8 | 21 -> 120 | 1.8 -> 1.8 |
Dai-katana | 1.35 -> 1.50 |  1-60 ->  5-60 | 20 -> 20 | 21 ->  24 |            |
Claymore   | 1.25 -> 1.30 |  1-60 ->  5-66 | 27 -> 23 | 21 ->  24 |            |
Warhammer  | 1.00 -> 1.15 |  1-70 ->  1-72 | 32 -> 26 | 16 ->  24 | 1.5 -> 1.0 |
Battle Axe | 1.00 -> 1.00 |  1-80 ->  1-80 | 30 -> 30 | 16 ->  24 |            |

           | Speed        | Damage         | Weight   | Enchant   |
Crossbow   | 40/m -> 40/m | ??-?? -> 50-50 | 10 -> 10 | 15 ->  18 |
Short Bow  | 30/m -> 30/m |  ?-?? ->  1-54 |  4 ->  4 |  6 ->  18 |
Long Bow   | 30/m -> 30/m |  1-50 ->  1-60 |  8 ->  8 | 10 ->  18 |
Bolt       | 40/m -> 40/m |  ?-?? -> 10-10 | .1 -> .1 |  6 ->   3 |
Arrow      | 30/m -> 30/m | 10-15 ->  1-12 | .1 -> .1 |  4 ->   3 |
Thrown     | 60/m -> 60/m |  2-12 ->  1-24 | .2 -> .2 |  4 ->   6 |

Weapon Subtypes (Speed + Damage + Weight)
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Spd = effective speed of best attack
Dmg = damage of Daedric weapon's best attack
Wt = weight of Iron weapon

Spd  Dmg   Wt
2.50 10-20  3 Dagger
2.50 10-30  6 Tanto
2.25 11-32  7 Wakizashi
2.00 11-34  8 Shortsword
1.85  6-36 14 Rapier
1.70  6-38 15 Katana
1.60  7-40 16 Saber
1.50  7-42 17 Longsword
1.40  7-44 18 Broadsword
1.60  7-40 16 Club
1.40  7-44 18 Mace
1.25  1-48 20 War Axe

Spd  Dmg   Wt
2.00 15-45 14 Spear (construction set speed = 1.60)
1.80 15-45 16 Long Spear (construction set speed = 1.45)
1.80 16-48 16 Halberd
1.80  5-16  8 Staff
1.50  5-60 20 Dai-katana
1.30  5-66 23 Claymore
1.15  1-72 26 Warhammer
1.00  1-80 30 Battle Axe

Spd  Dmg   Wt
40/m 50-50 10 Crossbow
30/m  1-54  4 Short Bow
30/m  1-60  8 Long Bow
40/m 10-10 .1 Bolt
30/m  1-12 .1 Arrow
60/m  1-24 .2 Thrown

Spear, Long Spear, Halberd, and Staff have an interesting thrust animation.
The thrust animation is 1.25x faster than most other animations when not charged,
but the same speed as other animations when fully charged. So for my calculations:

1.60 construction set speed = 2.00 effective speed
1.45 construction set speed = 1.80 effective speed

Ranged speeds are measured in fully-charged shots per minute.
These values were gathered by hand, so they are approximate.

Weapon Materials (Weight Class + Tier)
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L = light, M = medium, H = heavy

L1: Corkbulb 
M1: Iron
H1: 

L2: Chitin 
M2: Steel + Silver + Imperial + Nordic + Bonemold + Huntsman + Goblin + Riekling
H2: 

L3: 
M3: Dwarven + Nordic Silver
H3: Orcish

L4: Dreugh
M4: Adamantium
H4: Ebony

L5: Glass
M5: Stalhrim
H5: Daedric + Bound

Damage Calculation
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WeaponDamage =
  SubtypeDamage *
  WeightClassDamage *
  TierDamage

0.8 Light
0.9 Medium
1.0 Heavy

0.40 Iron
0.50 Steel
0.67 Dwemer
0.83 Ebony
1.00 Daedric
1.52 Artifact

Speed Calculation
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WeaponSpeed = SubtypeSpeed

Reach Calculation
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WeaponReach = SubtypeReach

1.0 other subtypes
1.8 Spear + Staff
2.2 Long Spear

Weight Calculation
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WeaponWeight =
  SubtypeWeight *
  WeightClassWeight *
  TierWeight

0.5 Light
1.0 Medium
1.5 Heavy

1.0 Iron
1.2 Steel
1.4 Dwemer
1.6 Ebony
1.8 Daedric
2.0 Artifact

Enchant Calculation
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WeaponEnchant =
  SubtypeEnchant *
  WeightClassEnchant *
  TierEnchant

1 Bolt + Arrow
2 Dagger + Thrown
4 Tanto + Wakizashi + Shortsword
6 one-handed melee + ranged
8 two-handed melee

0.5 Light
1.0 Medium
1.5 Heavy

1.0 Iron
1.0 Steel
1.5 Dwemer
1.5 Ebony
2.0 Daedric
2.0 Artifact

Health Calculation
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WeaponHealth =
  SubtypeHealth *
  WeightClassHealth *
  TierHealth

 600 Dagger + Staff
 800 one-handed melee + ranged
1200 Club + Mace + two-handed melee
1800 Warhammer

0.5 Light
1.0 Medium
1.5 Heavy

1.0 Iron
1.5 Steel
2.0 Dwemer
3.0 Ebony
4.0 Daedric
5.0 Artifact

Value Calculation
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WeaponValue =
  SubtypeValue *
  WeightClassValue *
  TierValue

 0.1 Bolt + Arrow
 0.2 Thrown 
10.0 Dagger + Staff
20.0 one-handed melee
30.0 two-handed melee + ranged

0.5 Light
1.0 Medium
1.5 Heavy

   2 Iron
   8 Steel
 100 Dwemer
 400 Ebony
1500 Daedric
5000 Artifact

Subtype Comparison
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1H weapons are like 2H weapons except:

* 75% Damage
* 67% Weight
* 67% Health
* 75% Enchant
* 67% Value

Tantos, Wakizashis, and Shortswords are like other 1H weapons except:

* 60% Weight
* 67% Enchant

Daggers are like Tantos except:
* 67% Max Damage
* 50% Weight
* 75% Health
* 50% Enchant
* 50% Value

Staffs are like Halberds except:

* 33% Damage
* 50% Weight
* 50% Health
* 500% Enchant
* 33% Value

Short Bows are like Long Bows except:

* 90% Damage
* 50% Weight

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Clothing Rebalance
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Comparison to Vanilla
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BELT + GLOVE + SHOES + ROBE:

            | Enchant  | Value    |
Common      |  1 ->  1 |  2 ->  1 |
Expensive   |  5 ->  5 | 10 -> 10 |
Extravagant | 20 -> 20 | 40 -> 40 |
Exquisite   | 40 -> 40 | 80 -> 80 |

SHIRT + SKIRT + PANTS:

            | Enchant  | Value      |
Common      |  1 ->  1 |   4 ->   2 |
Expensive   |  7 ->  8 |  15 ->  15 |
Extravagant | 30 -> 30 |  60 ->  60 |
Exquisite   | 60 -> 60 | 120 -> 120 |

AMULET + RING:

            | Enchant    | Value      |
Common      |   1 ->   2 |   2 ->   3 |
Expensive   |  15 ->  15 |  30 ->  30 |
Extravagant |  60 ->  60 | 120 -> 120 |
Exquisite   | 120 -> 120 | 240 -> 240 |

Enchant Summary
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BG = Belt + Glove + Shoes + Robe
SS = Shirt + Skirt + Pants
AR = Amulet + Ring

BG SS AR 
 1  1   2 Common
 5  8  15 Expensive
20 30  60 Extravagant
40 60 120 Exquisite

Weight Calculation
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ClothingWeight =
  SlotWeight *
  TierWeight

0.1 Ring
1.0 Amulet + Belt + Glove
2.0 Shirt + Skirt + Pants
3.0 Shoes + Robe

1.0 All Tiers

Enchant Calculation
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ClothingEnchant =
  SlotEnchant *
  TierEnchant

 5.0 Belt + Glove + Shoes + Robe
 7.5 Shirt + Skirt + Pants
15.0 Amulet + Ring

0.1 Common
1.0 Expensive
4.0 Extravagant
8.0 Exquisite

Value Calculation
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ClothingValue =
  SlotValue *
  TierValue

 5.0 Belt + Glove + Shoes + Robe
 7.5 Shirt + Skirt + Pants
15.0 Amulet + Ring

 0.2 Common
 2.0 Expensive
 8.0 Extravagant
16.0 Exquisite

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Installation
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Extract files into "Morrowind/Data Files".

This mod requires MWSE, which is included as part of MGE XE.
After installing MGE XE, run "MWSE-Update.exe" in your base Morrowind install directory.

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