Mods (for mod defs and links ONLY)
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
Magical Trinkets of Tamriel 3.0 (MTT 3). MTT2 was among my favorite mods; this is a new upgrade to it. Basically, it increases (very carefully) the kinds of magical devices you'll discover in chets and lying around Vvardenfell, adding to leveled lists. There are several books that describe what to expect; such as Contingencies (somewhat like the contingency spells in BG2), Artifacts (which may require regular sacrifices, of increasing value, to achieve expected results), and Threads (which tap into the plane of Magicka to regenerate the stuff, at the cost of relinquishing use of a kind of armor and/or weaponry). There are many, many more types of magical devices to be found.
I've never experienced any bugs with this mod, and it's always done exactly what it promises. Highly recommended.
I've never experienced any bugs with this mod, and it's always done exactly what it promises. Highly recommended.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- Lost_Guardian
- Posts: 36
- Joined: Sat Oct 09, 2004 6:53 pm
- Contact:
- Dark Master
- Posts: 729
- Joined: Sun Apr 04, 2004 9:29 am
- Location: UK
- Contact:
White Wolf of Lokken Mountain Only just released, but already an essential mod - new quests, new landmass, NPCs, and a companion. Addictive to the extreme, the landscapes are breathtaking, and a magnificent castle to cap it off. In a word - incredible.
Moon's Soul Gems I can't play without this one any more - all the soul gems now look beautiful. It means that you don't need azura's star and thats it. My Abu's Retreat house has all of the soul gems displayed on the table in front of the fire - and they look wonderful.
DM
Moon's Soul Gems I can't play without this one any more - all the soul gems now look beautiful. It means that you don't need azura's star and thats it. My Abu's Retreat house has all of the soul gems displayed on the table in front of the fire - and they look wonderful.
DM
If pro is the opposite of con, is Congress the opposite of progress? - Thanks to Blake for the avatar!
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
Magical Trinkets of Tamriel (MTT) IV. The latest, most ambitious version of this well-balanced, excellent mod that adds a host of magical devices to the game. Here's the author's abridged description of what you can find in it. Note that aside from a few quest items, everything is placed on leveled lists:
Necromancy: Ressurecting the dead is straightforward, and can be done in 30 seconds, but there are a lot of choices to make that can draw out the ritual for more hardcor eplayers. Those that just want some minions can make them easily and get a vanilla Fighter, Theif or Mage but others may want to delve deeply into the system and determine how to make things like Clerics, Spellswords, Assassin, etc.
The minions use the same basic character generation model your character did, so you can make a similar number of different minions as you could characters. Instead of "Race" you have types of undead, and instead of "Signs" you have words of power. Finally, it is designed to be immersive and "fell" like necromancy. As such, you never shoose dialog options/select boxes but instead physically draw a pentagram, place candles, and complete a ritual that results inyour new minion.
Minions have a significant number of special AI routines, such as the ability to heal eachother, sneak, flank targets, and buff eachother.
Ioun Stones- like any peice of equipment in that you drop them on your paper doll and then you're using them. However, they do not use up one of Morrowinds EQ slots, but instead a special one. When used, they float around you (this can be seen on your character in 3rd person view) and convey their benifits. There are over 40 different Ioun Stones, and each gives unique abilities. ie- a Red stone gives you +5 Strength +5 Endurance.
Charms- like potions, except that you can turn their effects on and off at will. When you use a charm, you get it's benefits until it's duration runs out or you use the charm again to stop it. As such, a charm with 900 seconds of magicka regen can be spread out over a characters lifetime, letting you use 25 seconds here and another 15 there, etc.
Sarah Stones- Grenades. They're basically handgrenades.
Shard Weapons and Armor- Items forged from Crystal shard are very brittle (less durability and damage/protection then Chitan) but they have an enchantment potential higher then Daedric. As such, you can put the most powerful enchantments in Shard items but unenchanted they are basically worthless.
Sceptors- torches that convey special powers on the holder, such as the ability to see enemies from very far away or the ability to create zones of "darkness" to hide in. You can not use the powers granted by a sceptor and a shield at the same time, so you have to decide which is more appropriate.
Manabolts- Amunition for bows and crossbows that deliver pure magic damage and have no weight.
Linked Items- Alone, these items do nothing. It isn't until brought together their abilities are shown. A pair of linked gloves, for example, will make you remarkably adept with your hands, but only if you can find both gloves.
Foci- A new breed of magic, channeling. You select spells (ie- "restore health") and channel them by turning them on and off at your will. This way, you can channel shielding spells and turn them off as soon as combat is over rather then trying to predict how long a shield spell will be necessary. As such, channeling is measured in magicka/second rather then magicka/casting. It is a free, instantanious action to turn a channel on and off and they can become very complex. The cost/second of a channel is dependant on your skill in the appropriate realm of magicka.
Emblems- Like Ioun Stones, this is a peice of equipment with it's own special "equipment slot". Emblems only work in certain conditions, which you have to figure out. One might, for example, make you partially invisible but only when your feet aren't touching the ground. It's up to the character to figure out how to make an Emblem "start", and then how to maximize that situation.
Sigils- replace a shield, and they develop power the longer you hold them. If you equip a shield, the sigil "resets" meaning you will have to start developing it all over again. As such, to fully power a sigil you will need to give up ever using a shield. They are designed primarly for swashbuckler types who want to melee but don't like using a shield.
Unset Rings- created by enchanting the gemstones rather then the ring directly, these items have the potential to contain an enchantment several times greater then a ring ever could, however you have to go out and find these special stones and put them back into the ring, one by one, until it reaches its full abilities.
Threads- a nod to the days of Daggerfall, when you could take upon armor/weapon restrictions and gain other benefits. When you weave a thread, you have to chose something you can no longer weild or wear, such as heavy armor or blunt weapons. From then on, you gain the benefits of the thread but will lose them, permamently, if you ever violate the conditions of the weaving. When equipping an illegal item, you are reminded so you don't accidently break a thread.
Contengencies- all about casting the spell long before it is needed, up to several years if necessary. When you set up a contengency, you indicate what you want to trigger it ("when I'm at 50% health" for example) and what you want it to do ("heal me and make me invisible" is a good idea). Then, at some time further down the road when the situation occurs the contengency automatically fires, often saving you.
Artifacts- more items to explore rather then items to make you uber. My concept of artifacts is items that are really powerful, but there is usually something quirky involved in getting that power. Maybe you need to keep the artifact wet, maybe it demands you pay attention to it, or maybe you have to feed it rats. There is something "odd" about the artifact you must explore and unlock before you can really put it to use.
Dungeons- 3 hand-made dungeons, with complicated puzzles and scripts.
Books- MTT adds, literally, 37 unique stories and books to read. They are a good way to better understand the trinkets inthe game an are very well written to boot.
Necromancy: Ressurecting the dead is straightforward, and can be done in 30 seconds, but there are a lot of choices to make that can draw out the ritual for more hardcor eplayers. Those that just want some minions can make them easily and get a vanilla Fighter, Theif or Mage but others may want to delve deeply into the system and determine how to make things like Clerics, Spellswords, Assassin, etc.
The minions use the same basic character generation model your character did, so you can make a similar number of different minions as you could characters. Instead of "Race" you have types of undead, and instead of "Signs" you have words of power. Finally, it is designed to be immersive and "fell" like necromancy. As such, you never shoose dialog options/select boxes but instead physically draw a pentagram, place candles, and complete a ritual that results inyour new minion.
Minions have a significant number of special AI routines, such as the ability to heal eachother, sneak, flank targets, and buff eachother.
Ioun Stones- like any peice of equipment in that you drop them on your paper doll and then you're using them. However, they do not use up one of Morrowinds EQ slots, but instead a special one. When used, they float around you (this can be seen on your character in 3rd person view) and convey their benifits. There are over 40 different Ioun Stones, and each gives unique abilities. ie- a Red stone gives you +5 Strength +5 Endurance.
Charms- like potions, except that you can turn their effects on and off at will. When you use a charm, you get it's benefits until it's duration runs out or you use the charm again to stop it. As such, a charm with 900 seconds of magicka regen can be spread out over a characters lifetime, letting you use 25 seconds here and another 15 there, etc.
Sarah Stones- Grenades. They're basically handgrenades.
Shard Weapons and Armor- Items forged from Crystal shard are very brittle (less durability and damage/protection then Chitan) but they have an enchantment potential higher then Daedric. As such, you can put the most powerful enchantments in Shard items but unenchanted they are basically worthless.
Sceptors- torches that convey special powers on the holder, such as the ability to see enemies from very far away or the ability to create zones of "darkness" to hide in. You can not use the powers granted by a sceptor and a shield at the same time, so you have to decide which is more appropriate.
Manabolts- Amunition for bows and crossbows that deliver pure magic damage and have no weight.
Linked Items- Alone, these items do nothing. It isn't until brought together their abilities are shown. A pair of linked gloves, for example, will make you remarkably adept with your hands, but only if you can find both gloves.
Foci- A new breed of magic, channeling. You select spells (ie- "restore health") and channel them by turning them on and off at your will. This way, you can channel shielding spells and turn them off as soon as combat is over rather then trying to predict how long a shield spell will be necessary. As such, channeling is measured in magicka/second rather then magicka/casting. It is a free, instantanious action to turn a channel on and off and they can become very complex. The cost/second of a channel is dependant on your skill in the appropriate realm of magicka.
Emblems- Like Ioun Stones, this is a peice of equipment with it's own special "equipment slot". Emblems only work in certain conditions, which you have to figure out. One might, for example, make you partially invisible but only when your feet aren't touching the ground. It's up to the character to figure out how to make an Emblem "start", and then how to maximize that situation.
Sigils- replace a shield, and they develop power the longer you hold them. If you equip a shield, the sigil "resets" meaning you will have to start developing it all over again. As such, to fully power a sigil you will need to give up ever using a shield. They are designed primarly for swashbuckler types who want to melee but don't like using a shield.
Unset Rings- created by enchanting the gemstones rather then the ring directly, these items have the potential to contain an enchantment several times greater then a ring ever could, however you have to go out and find these special stones and put them back into the ring, one by one, until it reaches its full abilities.
Threads- a nod to the days of Daggerfall, when you could take upon armor/weapon restrictions and gain other benefits. When you weave a thread, you have to chose something you can no longer weild or wear, such as heavy armor or blunt weapons. From then on, you gain the benefits of the thread but will lose them, permamently, if you ever violate the conditions of the weaving. When equipping an illegal item, you are reminded so you don't accidently break a thread.
Contengencies- all about casting the spell long before it is needed, up to several years if necessary. When you set up a contengency, you indicate what you want to trigger it ("when I'm at 50% health" for example) and what you want it to do ("heal me and make me invisible" is a good idea). Then, at some time further down the road when the situation occurs the contengency automatically fires, often saving you.
Artifacts- more items to explore rather then items to make you uber. My concept of artifacts is items that are really powerful, but there is usually something quirky involved in getting that power. Maybe you need to keep the artifact wet, maybe it demands you pay attention to it, or maybe you have to feed it rats. There is something "odd" about the artifact you must explore and unlock before you can really put it to use.
Dungeons- 3 hand-made dungeons, with complicated puzzles and scripts.
Books- MTT adds, literally, 37 unique stories and books to read. They are a good way to better understand the trinkets inthe game an are very well written to boot.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- moltovir
- Posts: 1072
- Joined: Fri May 28, 2004 11:00 am
- Location: Out of Brynn's longbow range
- Contact:
Archmage Tower v2: a beautiful wizard's stronghold located in Pelagiad, northwest of Fort Pelagiad. This four-story tower contains a meeting hall with Armor Mannequins, a dining room, bedroom, kitchen, study, alchemy room, vault, and teleport room to all mages guilds. To acquire the tower you must do a quest which involves some talking and travelling, but nothing too hard or boring. What makes it so unique compared to other strongholds? Nothing. I've seen a lot of very original houses which give you all the features of this tower and much, much more, but for a reason I can't define I use this tower all the time instead of Abu's Retreat or Kaghleighs Retreat or whatever.
Durzog Armor: A brilliant, 99% original armor. It uses the existing Durzog textures, but isn't based on a original-game armor mesh like many other mods. It's design is amazing and it lets your barbarian orc look very very evil
David Juniper's Twin Lamps: makes the already existing Twin Lamps a playable faction. It's very easy to play but provides some amusement if you have nothing to do. The ultimate goal of the Twin Lamps is to outlaw slavery in Morrowind. You can even choose the way you want to do this: are you a man of action, then convince the slaves to revolt against there masters. If a clever mind and a sharp tongue are your primary talents then try to convince the local nobles to join your cause. The quests are very good, but there aren't enough of them to keep you busy for more than +- 4 hours.
Durzog Armor: A brilliant, 99% original armor. It uses the existing Durzog textures, but isn't based on a original-game armor mesh like many other mods. It's design is amazing and it lets your barbarian orc look very very evil
David Juniper's Twin Lamps: makes the already existing Twin Lamps a playable faction. It's very easy to play but provides some amusement if you have nothing to do. The ultimate goal of the Twin Lamps is to outlaw slavery in Morrowind. You can even choose the way you want to do this: are you a man of action, then convince the slaves to revolt against there masters. If a clever mind and a sharp tongue are your primary talents then try to convince the local nobles to join your cause. The quests are very good, but there aren't enough of them to keep you busy for more than +- 4 hours.
"We are at a very serious moment dealing with very serious issues and we are not focusing on the name you give to potatoes" - Nathalie Loisau
- Wrath-Of-Egg
- Posts: 1147
- Joined: Wed Jul 07, 2004 9:30 am
- Location: Finland.. or on that other place..
So many plugins... and ability to add links... ::
Sharpened armor/clothes/weapons texture replacer.. hard to find but worth the effort..
Better Heads.. and Better heads for Argonians..
Better Bodies(with underwear) if you dont like dipers and ugly bodies..
Nature texture replacer.. by khalazza production..
Centurions Redoran Stronghold Uprage.. also hard to find.. only version is in spanish or in French.. with luck you might find english version..
Capes physiqued.. nice cape mod.. can be found in summit.. (better than mykyls)
Sharpened armor/clothes/weapons texture replacer.. hard to find but worth the effort..
Better Heads.. and Better heads for Argonians..
Better Bodies(with underwear) if you dont like dipers and ugly bodies..
Nature texture replacer.. by khalazza production..
Centurions Redoran Stronghold Uprage.. also hard to find.. only version is in spanish or in French.. with luck you might find english version..
Capes physiqued.. nice cape mod.. can be found in summit.. (better than mykyls)
_________
How can you say no to this face?
But seriusly.. Party without Bard is not party...
I can understand that SYM forum.. mentally 6 year old people is just running around with scissors on their hand.
Last edited by Wrath-Of-Egg : Today
How can you say no to this face?
But seriusly.. Party without Bard is not party...
I can understand that SYM forum.. mentally 6 year old people is just running around with scissors on their hand.
Last edited by Wrath-Of-Egg : Today
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
New one: screens for Potion Upgrades. Attractive, diversely colored, brighly textured bottles for exclusive and quality potions. You can download it here.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
I mentioned this, before:
Disturb the Dead. Adds decent loot to tombs, but at a cost: the dead are aware of your pillaging. You'll be attacked frequently, and cursed, lowering your attributes until you purchase special potions at a temple. Makes tomb looting more of a challenge, and will eventually be merged with another project by the same modder to add an additional 4-5 levels beneath each tomb, complete with 20+ level undead monsters.
The same modder, Zappara, has finished his other project. It's called Tombs Expanded, and it's a blast, with thousands of spawning points and monsters up to level 60 or so. (In the deeper levels. You're much safer on the higher ones.) Here's what the author says he has added:
"4 Bats
38 Ancestor Ghosts
44 Greater Ancestor ghosts
51 Wraiths
4 Poltergeists
67 Revenants
70 Greater Skeletons
17 Bonewalker
33 Bonelord
69 Lich
66 Greater Lich
463 Total new creature sub types
These creature types have different prefixes / suffixes. Each prefix/suffix <creature type> can have multiple variations ie. usually different loot / different stats (the number 1200 comes from this). Also my mod adds Tribunal + Bloodmoon undead creatures to the new dungeon levels."
***********************************
There's a lot of combat action just around the corner, now, if you ever get tired of buying, selling, reordering your home mod and putting books on shelves. I strongly recommend both mods. You can get 'em here.
Disturb the Dead. Adds decent loot to tombs, but at a cost: the dead are aware of your pillaging. You'll be attacked frequently, and cursed, lowering your attributes until you purchase special potions at a temple. Makes tomb looting more of a challenge, and will eventually be merged with another project by the same modder to add an additional 4-5 levels beneath each tomb, complete with 20+ level undead monsters.
The same modder, Zappara, has finished his other project. It's called Tombs Expanded, and it's a blast, with thousands of spawning points and monsters up to level 60 or so. (In the deeper levels. You're much safer on the higher ones.) Here's what the author says he has added:
"4 Bats
38 Ancestor Ghosts
44 Greater Ancestor ghosts
51 Wraiths
4 Poltergeists
67 Revenants
70 Greater Skeletons
17 Bonewalker
33 Bonelord
69 Lich
66 Greater Lich
463 Total new creature sub types
These creature types have different prefixes / suffixes. Each prefix/suffix <creature type> can have multiple variations ie. usually different loot / different stats (the number 1200 comes from this). Also my mod adds Tribunal + Bloodmoon undead creatures to the new dungeon levels."
***********************************
There's a lot of combat action just around the corner, now, if you ever get tired of buying, selling, reordering your home mod and putting books on shelves. I strongly recommend both mods. You can get 'em here.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
Solstheim Mage Tower V 3.0
Adds a mage tower and small settlement to the Alter of Thrond on Solstheim. While it is not the most spacious, it very atmospheric and provides the distinct feel of a rustic, isolated outpost, the type of place you'd expect to find in such a locale. It works very well in conjunction with the Pelegiad Archmage Tower because it provides quick transport from the Vivec Mage's Guild and the Archmage Tower mod does not (that I have seen) have a version that has been updated to Bloodmoon. There is also an optional side quest with the mod. A few relatively powerful items have been left in chests and closets (like glass armour), but by the time you hit Bloodmoon, this scarcely matters, and the goodies can be easily ignored.
Legionnaire's Signet Ring
This plugin is technically a cheat, but IMO it is more like an ease of use mod. It provides a couple of rings you can use when dealing with the Legion if you don't want to lug about their armour.
Cait's Donkeys and Horses Go Wild
Tired of all the reptilian lifeforms? This mod adds horses and donkeys all over Vardenfell The work and detail is really beautiful. Warning, do not download if you are likely to experience significant framerate problems.
Waterfowl of MW Expanded
Adds *real* birds (ducks and geese) to Vardenfell, so that cliffracers are no longer the only lifeform with wings. As with the above horse mod, do not download if you are prone to slowdowns.
Adds a mage tower and small settlement to the Alter of Thrond on Solstheim. While it is not the most spacious, it very atmospheric and provides the distinct feel of a rustic, isolated outpost, the type of place you'd expect to find in such a locale. It works very well in conjunction with the Pelegiad Archmage Tower because it provides quick transport from the Vivec Mage's Guild and the Archmage Tower mod does not (that I have seen) have a version that has been updated to Bloodmoon. There is also an optional side quest with the mod. A few relatively powerful items have been left in chests and closets (like glass armour), but by the time you hit Bloodmoon, this scarcely matters, and the goodies can be easily ignored.
Legionnaire's Signet Ring
This plugin is technically a cheat, but IMO it is more like an ease of use mod. It provides a couple of rings you can use when dealing with the Legion if you don't want to lug about their armour.
Cait's Donkeys and Horses Go Wild
Tired of all the reptilian lifeforms? This mod adds horses and donkeys all over Vardenfell The work and detail is really beautiful. Warning, do not download if you are likely to experience significant framerate problems.
Waterfowl of MW Expanded
Adds *real* birds (ducks and geese) to Vardenfell, so that cliffracers are no longer the only lifeform with wings. As with the above horse mod, do not download if you are prone to slowdowns.
Spoiler
testingtest12
Spoiler
testingtest12
- moltovir
- Posts: 1072
- Joined: Fri May 28, 2004 11:00 am
- Location: Out of Brynn's longbow range
- Contact:
Illuminated Order of the Invisibles: a brilliant mod. It adds a secret cult that studies the arts that are forbidden by the temple, such as necromancy or vampirism. This blends into the world of vvardenfell like it has always been there, the quests are original and you really get the feeling you are working for the faction, something I miss in the original factions like the Fighters Guild.
"We are at a very serious moment dealing with very serious issues and we are not focusing on the name you give to potatoes" - Nathalie Loisau
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
Betterbooks for Morrowind is a new mod that replaces the rather bland textures of Morrowind books, outer and inner, with some very attractive material. Here's one example:
Pretty damn nice, huh? And it works with Book Rotate. You can get it up on TESMods.net, here.
Pretty damn nice, huh? And it works with Book Rotate. You can get it up on TESMods.net, here.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- Wrath-Of-Egg
- Posts: 1147
- Joined: Wed Jul 07, 2004 9:30 am
- Location: Finland.. or on that other place..
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
Ice's Hideaway
Yet another 'house' mod, but wow!!! Scayde told me about this one today, and when I saw the screen shots at Canadian Ice's website my jaw dropped open, so I had to download this and take a look. I am not generally into big, lavish strongholds, but this is really beautiful, worth downloading just for the tour... Some parts are like strolling through the Monteray Aquarium... I'm not kidding. Simply stunning!
Ice & Brady's Robe Replacer
Modifies all the female robes, plus all the unique and enchanted male robes. Makes the robes so much more attractive, and better fitting for female characters.
Yet another 'house' mod, but wow!!! Scayde told me about this one today, and when I saw the screen shots at Canadian Ice's website my jaw dropped open, so I had to download this and take a look. I am not generally into big, lavish strongholds, but this is really beautiful, worth downloading just for the tour... Some parts are like strolling through the Monteray Aquarium... I'm not kidding. Simply stunning!
Ice & Brady's Robe Replacer
Modifies all the female robes, plus all the unique and enchanted male robes. Makes the robes so much more attractive, and better fitting for female characters.
Spoiler
testingtest12
Spoiler
testingtest12
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
KWShipman also did a set of 60+ great Morrowind Splash Screens that are available from the Unforgotten Realms (possibly other sites, too) that include several screens of Kahleigh's Retreat, Abu's Retreat, and Ice's Hideaway, along with a host of cities and ruins.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- moltovir
- Posts: 1072
- Joined: Fri May 28, 2004 11:00 am
- Location: Out of Brynn's longbow range
- Contact:
Lilarcor: ignore the sword. The transformations are nice and the dialogue is rather funny, but it starts to get boring when Lily makes the same comment six times in a minute. Why download it, then? Well, it comes with two mp3 files, Conan the barbarian background music, which are wonderful. When you hear them, you won't even notice that they aren't part of the original morrowind.
"We are at a very serious moment dealing with very serious issues and we are not focusing on the name you give to potatoes" - Nathalie Loisau
- Wrath-Of-Egg
- Posts: 1147
- Joined: Wed Jul 07, 2004 9:30 am
- Location: Finland.. or on that other place..
Dagoth Ur’s Blight Mask by Sapphron
10-23-04 Summit Staff checked
Armor: high stats helm (receive on Dagoth Ur defeat); note: main quest spoilers in description; has readme
This mod adds the mask seen on Dagoth Ur as a wearable helm. The stats are as follows:
Weight: 20.00, Armor Rating: 100, Health: 1000, Value: 72000, Enchantment Value: 0
This helm does not have an enchantment on it, however, it does add some abilities when worn, but they are scripted (to avoid the "plastic glow" so many gamers dislike). The helm has a helmet back to cover the player's head that was not included on Dagoth Ur's helm, but is there to avoid errors (it is not particularly ugly).
When equiped, the helmet adds a reddish glow to the player and surroundings (a light, not a glow per se). There are a few minor clipping errors while wearing the helm, but this cannot be avoided with so large a helm. Mostly, it is just minor clipping with the pauldrons, and while wearing nothing but the helm, the player can see through a small hole in the neckbrace.
To recieve the helm, you must defeat Dagoth Ur in the usual way, by hitting the Heart of Lorkhan. Once the heart is destroyed, the helm will appear at the entrance to Akulakhan's Chamber (the chamber you are in with the heart), near where Dagoth Ur was standing. The helm will not appear there beforehand, and you can go and pick it up from there if you have already destroyed the heart prior to this plugin's activation.
The Helm, when worn, adds three abilities which I hope have somewhat grasped Dagoth Ur's abilities. The abilities are as follows: Fortify Attribute: Endurance 30-30 Points
Fortify Attribute: Strength 30-30 Points
Drain Attribute: Agility 10-10 Points
Drain Attribute: Speed 10-10 Points
Detect Animal 20-20 Points
Detect Enchantment 20-20 Points
Detect Key 20-20 Points
Fortify Attack 10-10 Points
Blind 40-40 Points
Reflect 30-30 Points
Resist Blight Disease 100-100 Points
Resist Common Disease 100-100 Points
Resist Frost 70-70 Points
Resist Normal Weapons 70-70 Points
Resist Paralysis 70-70 Points
Resist Poison 70-70 Points
Weakness to Fire 100-100 Points
Resist Shock 70-70 Points
Sun Damage 5-5 Points
I hope these abilities are balanced, as I have added several disadvantages to wearing the helm as shown above, yet the helm is still advantageous to wear (not in the day, though). You must wear Wraithguard to wear this helm, or it will kill the player upon equipping.
Screen shots..
http://www.rpgplanet.com/morrowind/modp ... elmet1.jpg
http://www.rpgplanet.com/morrowind/modp ... elmet2.jpg
http://www.rpgplanet.com/morrowind/modp ... elmet3.jpg
Can be found in Summit.. personally i would want that mask without those fortify attribute and other fortify things
10-23-04 Summit Staff checked
Armor: high stats helm (receive on Dagoth Ur defeat); note: main quest spoilers in description; has readme
This mod adds the mask seen on Dagoth Ur as a wearable helm. The stats are as follows:
Weight: 20.00, Armor Rating: 100, Health: 1000, Value: 72000, Enchantment Value: 0
This helm does not have an enchantment on it, however, it does add some abilities when worn, but they are scripted (to avoid the "plastic glow" so many gamers dislike). The helm has a helmet back to cover the player's head that was not included on Dagoth Ur's helm, but is there to avoid errors (it is not particularly ugly).
When equiped, the helmet adds a reddish glow to the player and surroundings (a light, not a glow per se). There are a few minor clipping errors while wearing the helm, but this cannot be avoided with so large a helm. Mostly, it is just minor clipping with the pauldrons, and while wearing nothing but the helm, the player can see through a small hole in the neckbrace.
To recieve the helm, you must defeat Dagoth Ur in the usual way, by hitting the Heart of Lorkhan. Once the heart is destroyed, the helm will appear at the entrance to Akulakhan's Chamber (the chamber you are in with the heart), near where Dagoth Ur was standing. The helm will not appear there beforehand, and you can go and pick it up from there if you have already destroyed the heart prior to this plugin's activation.
The Helm, when worn, adds three abilities which I hope have somewhat grasped Dagoth Ur's abilities. The abilities are as follows: Fortify Attribute: Endurance 30-30 Points
Fortify Attribute: Strength 30-30 Points
Drain Attribute: Agility 10-10 Points
Drain Attribute: Speed 10-10 Points
Detect Animal 20-20 Points
Detect Enchantment 20-20 Points
Detect Key 20-20 Points
Fortify Attack 10-10 Points
Blind 40-40 Points
Reflect 30-30 Points
Resist Blight Disease 100-100 Points
Resist Common Disease 100-100 Points
Resist Frost 70-70 Points
Resist Normal Weapons 70-70 Points
Resist Paralysis 70-70 Points
Resist Poison 70-70 Points
Weakness to Fire 100-100 Points
Resist Shock 70-70 Points
Sun Damage 5-5 Points
I hope these abilities are balanced, as I have added several disadvantages to wearing the helm as shown above, yet the helm is still advantageous to wear (not in the day, though). You must wear Wraithguard to wear this helm, or it will kill the player upon equipping.
Screen shots..
http://www.rpgplanet.com/morrowind/modp ... elmet1.jpg
http://www.rpgplanet.com/morrowind/modp ... elmet2.jpg
http://www.rpgplanet.com/morrowind/modp ... elmet3.jpg
Can be found in Summit.. personally i would want that mask without those fortify attribute and other fortify things
_________
How can you say no to this face?
But seriusly.. Party without Bard is not party...
I can understand that SYM forum.. mentally 6 year old people is just running around with scissors on their hand.
Last edited by Wrath-Of-Egg : Today
How can you say no to this face?
But seriusly.. Party without Bard is not party...
I can understand that SYM forum.. mentally 6 year old people is just running around with scissors on their hand.
Last edited by Wrath-Of-Egg : Today
You should definately have a look at Morrowind Mythic Mods
Lord of the Dragons came out today, now you can ride a dragon in Morrowind (like in Drakan) dl here
Lord of the Dragons came out today, now you can ride a dragon in Morrowind (like in Drakan) dl here
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
Animal Realism
From the readme:
The Animal Realism Plugin is a simple modification that allows for more believable
animal behaviour (i.e. less suicidal rats, fish, cliff racers, etc.)
Blighted animals will still attack as normal because the blight has caused
them to lose their internal instincts. This allows them to bypass the laws of
natural selection, making it okay for us to kill them without worrying on
how their species ever could have survived with such stupidity.
Also, stronger looking animals have been made stronger. This was done
through an increase in animal combat skill, animal agility and animal strength.
Dreughs have also recieved in increase in damage. (Dreughs are lethal now)
Changes:
-Normal cliff racers will not attack characters, they will run (fly) if attacked.
-Diseased cliff racers will attack only if attacked first..
-Blighted cliff racers will still attack characters.
-Normal guars will not attack characters (they may however try to be cute and lick you).
-Guars will run if attacked.
-Wild guars will attack only if attacked first.
-Kwama Foragers will attack only if attacked first.
-Blighted Kwama Foragers will still attack.
-Normal rats will not attack character, they will run if attacked.
-Diseased rats will attack only if attacked first.
-Blighted rats still attack.
-Mudcrabs attack only if attacked first.
-Diseased mudcrabs will attack only if attacked first.
-Slaughterfish will not attack characters, they will fight if attacked.
-Perch (Small Slaughterfish) will not attack characters.
-Dreughs are now as mean as they look. (They deal more damage and hit more frequently)
-Nix-hounds have been made much stronger. (They hit more frequently)
-Aljits have been made stronger. (They hit more frequently)
-Kagouti have been made stronger. (They hit more frequently)
-Scamps have been made a little stronger. (They hit more frequently)
This makes the game much more enjoyable for several reasons:
1. It is simply more realistic from a role playing perspective
2. It increases the difficulty involved in battling certain creatures, thus making the game more challenging while ensuring you aren't wasting your arrows or wearing down your blade on cliff racers, slaughter fish etc.
3. If your major or minor skills include any of the armours or weapons you level more slowly which helps to balance the game out.
From the readme:
The Animal Realism Plugin is a simple modification that allows for more believable
animal behaviour (i.e. less suicidal rats, fish, cliff racers, etc.)
Blighted animals will still attack as normal because the blight has caused
them to lose their internal instincts. This allows them to bypass the laws of
natural selection, making it okay for us to kill them without worrying on
how their species ever could have survived with such stupidity.
Also, stronger looking animals have been made stronger. This was done
through an increase in animal combat skill, animal agility and animal strength.
Dreughs have also recieved in increase in damage. (Dreughs are lethal now)
Changes:
-Normal cliff racers will not attack characters, they will run (fly) if attacked.
-Diseased cliff racers will attack only if attacked first..
-Blighted cliff racers will still attack characters.
-Normal guars will not attack characters (they may however try to be cute and lick you).
-Guars will run if attacked.
-Wild guars will attack only if attacked first.
-Kwama Foragers will attack only if attacked first.
-Blighted Kwama Foragers will still attack.
-Normal rats will not attack character, they will run if attacked.
-Diseased rats will attack only if attacked first.
-Blighted rats still attack.
-Mudcrabs attack only if attacked first.
-Diseased mudcrabs will attack only if attacked first.
-Slaughterfish will not attack characters, they will fight if attacked.
-Perch (Small Slaughterfish) will not attack characters.
-Dreughs are now as mean as they look. (They deal more damage and hit more frequently)
-Nix-hounds have been made much stronger. (They hit more frequently)
-Aljits have been made stronger. (They hit more frequently)
-Kagouti have been made stronger. (They hit more frequently)
-Scamps have been made a little stronger. (They hit more frequently)
This makes the game much more enjoyable for several reasons:
1. It is simply more realistic from a role playing perspective
2. It increases the difficulty involved in battling certain creatures, thus making the game more challenging while ensuring you aren't wasting your arrows or wearing down your blade on cliff racers, slaughter fish etc.
3. If your major or minor skills include any of the armours or weapons you level more slowly which helps to balance the game out.
Spoiler
testingtest12
Spoiler
testingtest12
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
Better Portable Containers
This mod adds a store which sells portable containers- that is, containers you can pick up and carry. The unique thing about this mod is that the containers keep their contents, and do not require going to a certain cell when you reload the game. It does, however, force you to drop your containers outside-and pick them up- after loading a savegame.
The containers include, among others:
Backpacks
Shirts
Pants
Urns
Baskets
Sacks, small and large
A muffin- this one is rather odd, but fun.
This mod adds a store which sells portable containers- that is, containers you can pick up and carry. The unique thing about this mod is that the containers keep their contents, and do not require going to a certain cell when you reload the game. It does, however, force you to drop your containers outside-and pick them up- after loading a savegame.
The containers include, among others:
Backpacks
Shirts
Pants
Urns
Baskets
Sacks, small and large
A muffin- this one is rather odd, but fun.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
Pegas Horse Ranch
This is definitely one of the most enjoyable mods I have tried.
It places a horse ranch just south of Vos. You can ride, buy, breed, train and
sell horses. The mod is also companion friendly. Companions will ride on the same horse with you, or they will ride their own mount. I suggest the latter; it looks better, but more importantly, if you have bought two horse of differing genders you can breed them.
Also, it is reasonable for lower end machines, I was expecting a hit in my FPS, but it has not been bad at all.
Check it out here:
http://www.highpressure-morrowind.com/P ... Ranch.html
It can be downloaded from TES (just check the "creatures" category)
This is definitely one of the most enjoyable mods I have tried.
It places a horse ranch just south of Vos. You can ride, buy, breed, train and
sell horses. The mod is also companion friendly. Companions will ride on the same horse with you, or they will ride their own mount. I suggest the latter; it looks better, but more importantly, if you have bought two horse of differing genders you can breed them.
Also, it is reasonable for lower end machines, I was expecting a hit in my FPS, but it has not been bad at all.
Check it out here:
http://www.highpressure-morrowind.com/P ... Ranch.html
It can be downloaded from TES (just check the "creatures" category)
Spoiler
testingtest12
Spoiler
testingtest12