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  1. MrAvaronald
    MrAvaronald
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    This is an awesome mod, perfect for my nerevarine reborn build. The only thing with the ring is that everytime I equip the ring shout cooldowns turn negative, eg. unrelenting force's first word has a cooldown of -300 or so. Don't know if it is a glitch caused by some other mod I have or something else. (It does, however, make the Dragonborn really powerful - and able to whirlwind sprint him/herself down from High Hrothgar.)
    1. VictorCreed2
      VictorCreed2
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      • 4 kudos
      I think SkyrimSE changed this enchantment from the original game. I always create custom shout cooldown amulets via console commands, and I used to just set my enchanting level to whatever magnitude I wanted (Enchanting 60 would make a 60% shout cooldown) but in Skyrim SE this method would give me negative numbers. So I tried making my Enchanting level 0.6 and that gave me 60% cooldowns. So apparently the magnitude has been upped by 100x and you have to type in a decimal now to get the correct number. It's also possible that a mod caused this, like the unofficial patch or something. I'm not mod savvy--like I said I did this all with console commands.
    2. GammaLead
      GammaLead
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      • 40 kudos
      I came back for AE and was looking at a folder of mods I 'personalized' and found this one updated a while back. I poked around a bit in xEdit and the reason the shout cooldown is negative is because the mod author put the value at 20.00 vs 0.20 so instead of 20% it's something like 2000% faster. This oversight/bug is still there in the 1.1 release.

      Also worth mentioning, the .bsa's are full of additional "junk" that's never referenced in the .esp--facegen data, several different weapon nifs/textures, approximately 120 different (unused) scripts, etc. I had trimmed down the original 1.0 release and used that when I was playing SE. The esp also has a wild edit that empties out a "personal chest" somewhere in Solstheim (removes all the loot and doesn't replace it). Nothing that'll break the game, but not exactly clean. Still, I love the throwback and this mod. Morrowind was my first RPG. :D
  2. CyrusFyre
    CyrusFyre
    • member
    • 39 kudos
    This is perfect for me, thank you. I play the game with the same character that I played in both Morrowind and Oblivion. He'd easily have still been alive because of the Divine Disease and Divayth Fyr's "cure".

    The way I play it after the battle with Hircine in Bloodmoon he was badly injured (I had finished EVERY quest in Morrowind plus expansions and mods) so he retired for a while to lick his wounds and the recovery was hard on him so he was basically level 1 in Oblivion. He decided to donate most of his artifacts to the museum rather than haul them everywhere and he headed home to Cyrodiil where he was originally from but he (unknowingly) booked passage on a smuggler's vessel which was raided at port. He was arrested, what items he had on him were confiscated including True Flame, Wraithguard, Keening and the Moon and Star Ring and he was thrown in jail where he met the man that had changed his life six years before for the first time face to face. Then he helped Martin Septim deal with the Oblivion Crisis. The folks in Cyrodiil had never seen his face and did not know him from a hole in the wall so he passed unrecognized. When they mentioned the Nerevarine going to Akavir he just didn't correct them.

    After the whole Oblivion thing was dealt with he retired to Bruma (I never actually did Shivering Isles all the way through with him, it just didn't fit his character). He fought in the Great War years later and helped the Emperor leave and retake the Imperial City. After the signing of the White Gold Concordant he bitterly left Cyrodiil. He was hired on for a job he can't quite recall with a blue khajiit who later, in a fit of withdrawal induced paranoia, shot him in the head with an arrow and left him for dead (thanks to Smartbluecat for the plug into Skyrim) and when he awoke he had amnesia over the last few months and he basically needed to retrain himself again (more physical therapy, *sigh*). Then he wandered into an Imperial Ambush and was nearly killed when Alduin showed up. Then it turns out that fate wasn't done with him yet and he is the Dragonborn. The prophecy had said he was Dragon-born but he'd always just assumed that it was because he was born in Cyrodiil. Turns out he was wrong. ^_^

    So it is very cool that he can get the ring back! Thank you!
  3. Update 1.1 is here! I changed the 45% speech buff to 10%, I also fixed the spelling error in the enchantment description. It is now Morrowind and not Mowwowind.
  4. Nund
    Nund
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    • 14 kudos
    It's lovely, but I think the enchantment needs to be toned down a little. Nerevar was not a haggler, so 45% better prices sounds like a lot. The persuasion boost makes sense from a lore perspective, though.
    1. Ok thank you for the feedback.
    2. Nund
      Nund
      • member
      • 14 kudos
      No, thank you for listening to feedback. :)

      I would say 10-20% sounds reasonable. I mean, the ring is still quite powerful for the shout cooldown reduction and the automatic persuasion success alone.
    3. I'll update soon and change the speech buff to 15%, and cut down the faster leveling to 5%.
    4. Nund
      Nund
      • member
      • 14 kudos
      I mean it's your mod, do whatever you find reasonable. But if you ask me, I think the faster leveling is fine as it is, since Speech levels annoyingly slowly in vanilla Skyrim.
    5. Yeah that is true. I will do what I think is best, and a balance update will be released in the coming days. Right now I am finishing up Uncle Sweetshare’s Workshop.
  5. I may try to expand this mod in the future to include a small quest. What do you people think? Do you like this idea or should I leave it as is. Or would you want me to upload the quest as a separate file?
    1. Sensengemannter
      Sensengemannter
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      A Quest would be awesome. At least one to explain why the ring doesn't kill the dragonborn while it should. Cause according to lore the ring would kill everyone except the true nerevar.
    2. Nund
      Nund
      • member
      • 14 kudos
      I think a quest would be nice.

      Lore-wise, you could explain the fact that it doesn't kill the player even though he is not Nerevar by referencing the third line in the Lost Prophecy, which suggests that the Nerevarine was also a Dragonborn, so maybe Azura made sure any Dragonborn could use it in order to have a robust criterion to later select the potential Nerevarine even before he or she has actually become the Nerevarine. Or maybe the Dwemer smith who forged the ring used this as a workaround because an enchantment that checks for the presence of a single soul would be unstable (maybe souls change too much between incarnations to be reliably detected), but an enchantment that checks for "dragonbornness" would work.

      This would also be in keeping with Morrowind's ambiguity about whether the player was the Nerevarine from the start by birth or truly earned the title from scratch through deeds alone. And it would help explain why the ring reduces shout cooldown, which doesn't relate to Nerevar at all, but could be a side-effect of attuning the ring towards Dragonborn. The fortunate side-effect of course would be that the Dovahkiin can use the ring, as well.
    3. Yeah that line suggesting that the Nerevarine was also Dragonborn was what I had in mind when I made the ring not kill the Dragonborn.
  6. User_57218227
    User_57218227
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    • 22 kudos
    Love it...but since I love quest mods more...I beg you to add a quest to this.
  7. nice job man!
    1. Thanks I’m glad you like it!