About this mod
An insanely customizable armor, clothing, and weapon rebalance. Affects items from ANY mod. Pluginless. Requires MWSE.
- Requirements
- Permissions and credits
- Changelogs
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
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
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
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)
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
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
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
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
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
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
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
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
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)
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)
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
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
WeaponSpeed = SubtypeSpeed
Reach Calculation
WeaponReach = SubtypeReach
1.0 other subtypes
1.8 Spear + Staff
2.2 Long Spear
Weight Calculation
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
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
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
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
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
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
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
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
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
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