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Ceb

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Cebbal

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About this mod

Open MW

I have friends that I want to try Morrowind, but i know it has a barrier of entry, so this mod was made to hopefully get them to stick with the game.

This is just a simple edit to base game races to drastically buff all races for unique play experiences and buffs the birthsigns to match. Adds a few new starter items.

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Changelogs
Here are all the changes made using the OpenMW construction kit.

These changes are mostly passive buffs for example the Redguard's boosted Long Blade of 10 is a passive effect on top of the race skill Long Blade of 15. This means a Redguard has +25 long blade. While i could edit their race skills, i decided to do passives so players could more easily break the 100 skill cap making their characters feel like they excel in those skills.





Race Changes:

Argonians - Water-related Naturalists
  • Trade Life for Chameleon and some Magicka
  • Gain health with a long duration regen power that allows for a full day of Waterbreathing
  • Passive Life Detect and insanely buffed swim speed
  • Passive boost to Alchemy, Unarmored, Spear, Illusion, and Agility


Breton - Tanky Magicians
  • Can naturally detect Enchanted items
  • Passive Enchant and Alteration boost
  • Can not have Intelligence Damaged
  • Dragonskin now provides some temporary Magicka
  • Slightly nerfed with weaknesses to Disease and Poison


Dark Elf - Mystical Assassins
  • The daily Sanctuary power now includes a Fire Shield
  • Passive offensive magic skills, marksman and shortblade
  • Summons an Ancestor Ghost for cheap
  • Boosted Willpower and +20% Max Magicka


High Elf - Glass-cannon Wizards
  • Can not have Willpower or Personality Damaged
  • Passive boosts to Alchemy, Alteration, Destruction, and Conjuration
  • A permanent 5 point Spell Absorption
  • A daily power with massive magical boosts but makes your frail


Imperial - Socialite Fighters
  • Voice of the Emperor now pacifies people
  • Star of the West now includes Sound
  • A powerful new spell that will make anyone attack you (letting you legally kill them) at high cost
  • Massive range of slight buffs to a variety of weapons and skills
  • Max Magicka Increase and slight Fatigue recovery
Khajiit - Sneak Thieves
  • Night Eye's Duration is slightly increased in addition to a minor permanent night eye
  • Eye of Fear now affects creatures too
  • Free spell that greatly enhances jumping and prevents fall damage
  • Passive Sneak, Security, and Acrobatics
  • Wide range of passive perks include life detection, fatigue restore, and slight accuracy buff


Nord - Tough Brawlers
  • Woad is no longer a shield spell, but a passive ability that boosts several defensive skills
  • Thunder Fist is now a powerful, repeatable spell that also shatters weapons and armor
  • A new Rallying Shout power to embolden yourself and allies
  • Passive Axes and Blunt Weapons and improved melee accuracy
  • Quick to anger and more brave, Nords can not have their Endurance or Personality damaged.


Orc - Artisan Soldiers
  • The Berserk Power has been reworked, additional positive and negative effects.
  • Increased capacity to use, improve, and repair medium and heavy armor.
  • Passive Strength and Agility, along with Spears and Axes
  • Insanely massive 250 Feather, significantly improving their carrying capacity
  • Minor 10% magicka increase and a resistance to paralysis


Redguard - Classic Adventurers
  • A new daily power increasing their mobility for a couple minutes
  • Swordmasters with boosted long blade and short blade
  • Unique rapid fatigue restore making them great for new players
  • Their Strength can no longer be damaged
  • Boosted Agility and a powerful weapon accuracy buff


Wood Elf - Nimble Archers
  • Beast Tongue is stronger and now has a calming effect on nearby creatures
  • Passive boosts to Marksman, Sneak, Spear, Light Armor, and Acrobatics
  • A slight 20% max magicka with a fire weakness but poison and shock resistance
  • Extremely mobile with a paralysis resistance, 5% dodge rate, and passive Agility
  • Passive 3pts of telekinesis to dart through doors, steal, and trigger traps at a distance
  • A small 50 Feather boost allowing them to steal more or carry ammo
  • Passively detect keys and living beings at a distance and cannot have Luck damaged







Birthsigns:

The Tower - Mystic Thief
  • The Beggar's Nose spell is now half as strong, but a permanent passive ability
  • Passive 3pts of telekinesis to dart through doors, steal, and trigger traps at a distance
  • The Tower Key power has been replaced with a passive 30 points in security and 10 Marksman
  • Witnesses the Dreamsleeve, enhancing mystical prowess but gaining a weakness to shock


The Ritual - Wandering Priest
  • Blessed Word is now a powerful repeatable spell severely disabling everyone's magic.
  • Blessed Touch is now a powerful repeatable spell, allowing you to greatly enhance an ally's power.
  • A new spell to cure yourself and those around you of various ailments at the cost of elemental damage.
  • Your speed cannot be damaged and you gain a passive boost to Athletics
  • You are weak to normal weapons but have powerful Restoration, Blunt Weapon, and Unarmored.


The Steed - Logistical Support
  • Gain a modest boost to all armor skills and Spear as well as a large Armorer boost
  • The speed boost is not complemented with 150 Feather
  • A new Daily Power to equip an ally with full bound equipment
  • A new repeatable spell to damage your Speed for temporary athletics and elemental shields


The Apprentice - Prodigal Arcanist
  • A repeatable spell to restore small amounts of Magicka at a high cost
  • Along with their magical prowess is Passive boosts to several magic schools
  • A permanent slowfall effect


The Mage - Eccentric Spellcrafter
  • A new spell allowing access to powerful and rare effects in spellmaking and enchanting
  • A Daily Power randomly boosting a wide variety of magic skills
  • A 10 point boost to Intelligence, Mysticism, and Illusion


The Thief - Daring Rogue
  • Permanent Jumping, Slowfall, and Night-eye
  • Enhanced infiltrator with Illusion, Sneak, Security, and Acrobatics
  • Boosts to Light Armor, Speechcraft, Short Blade, and Luck


The Lady - Kind Soul
  • Incredible unique daily power to restore magic, health, and summon a wolf
  • Boosts to Restoration, Unarmored, and Mercantile
  • A slight 25 point feather effect
  • A small nerf with a weakness to poison


The Lover - Bedroom Raider
  • A powerful repeatable spell to command any humanoid at the cost of Intelligence and Luck
  • Boosted Unarmored, Long Blade, Short Blade, Marksman, Spear, and Speechcraft
  • A Swift Swim, Feather, and Restore Fatigue effect.
  • Personality cannot be damaged
  • A small nerf with a weakness to common diseases


The Shadow - Silent Infiltrator
  • The Invisibility daily power now includes a slowfall effect that will last all day
  • A repeatable spell for Chameleon including a powerful jump effect
  • Boosts to Illusion, Block, and Security
  • Resists Fire and Frost with a modest 20% Max Magicka
  • Powerful 5% Dodge rate and 25 point Night Eye
The Serpent - Tortured Traveler
  • Fatigue is constantly damaged, making fast travel very punishing
  • Permanent Burden and Weakness to Frost
  • A strange Daily Power that will potentially kill the user
  • A massive 75 boost to Luck and 25 boost to Alchemy


The Lord - Immortal Fighter
  • Blood of the North now lasts all day but removes magicka and armor skills
  • Passive boosts to Long Blade, Heavy Armor, Block and Blunt weapon
  • Both a 3% Dodge rate and 3% guaranteed hit with regenerating Fatigue
  • Permanent Strength Boost and Light permanently manifests


The Warrior - Bold Hero
  • Strength is boosted and can not be damaged
  • Powerful 4 point fatigue regeneration
  • Passive boosts to Axe, Block, Medium Armor, Armorer, and Hand-to-hand
  • Can detect animals and a small Agility boost
The Atronach - Realm Piercer
  • Passive boosts to Enchant and Conjuration
  • A new Daily Power to further boost Enchant and Conjuration at the cost of Willpower
  • A small nerf with 2% Sound which fails a cast attempt





Items:

This mod adds a variety of starter weapons including throwing knives, an axe, staff, and spear, in the census office. Arille carries many of these items as well. Additionally, there is an amulet in the level 1 locked chest that will restore strength at the cost of health to help new players against bonewalkers.