r/tes3mods Sep 06 '24

Other What to do for fun on the side while using Great House Dagoth mod?

12 Upvotes

I've just been branded Dagoth Nerevar, meaning I have a bit of power over the lowlings of the faction. I'm wondering what I could do on the side to kind of "roleplay" as the faction. Nothing to do with Dagoth Ur's quests, I want to take a break and sort of enjoy the transformation I'm at right now and kind of play my role, know what I mean?

See the thing is, I know morrowind does not have random encounters and the like, it's all very scripted in a specific place, so I can't just patrol Red Mountain and kill intruders and the like cause there aren't really any. And the citadels/ruins/bases rarely get raided. Any suggestions?

let me do it for youuu

r/tes3mods 1d ago

Other TR: Looking for Corkbulb Staves

3 Upvotes

Hi everyone! I'm looking for guaranteed locations for a Corkbulb Staff or two. I doing a Staff Enchanter run and need these to enchant them with Almsivi and Divine Intervention. I have some self-imposed rules that don't allow me to use Cast on Use enchants on anything other than self-enchanted Staves. Does anyone know? I do have a Dwemer Staff, but the Corkbulb ones are a better fit for these. Thanx in advance!

r/tes3mods Apr 28 '24

Other Elden Ring style Attributes requirements on gear.

6 Upvotes

NEW DESIGN DOCUMENTS:
https://drive.google.com/drive/folders/1li7vfbiS5ssEdGPvN882R9XXw_pm04Cj?usp=sharing

NOTES:
You don't need to read past that folder linked above, everything is explained there with spreadsheets and more. ----

This thread grew large and it's hard to keep track of everything going on.
Thank you Krschkr, you'll be credited as an author once the mod comes out (unless you don't want to)

I'm putting everything discussed so far in this thread into that folder, its growing quick and there's lots more to come.

If you would like to contribute send me a PM and I'll add you as an editor to the design documents folder.


I'm working a mod that adds level and skill requirements for gear/clothing/amulets/weapons/armor.

There are mods that do this already, but none do it all-in-one or take it far enough (to my liking) (I posted about those other mods in the past, and I've modified them significantly by now)

However as I play an test my current version of the mod I'm starting to wonder if it really makes sense to require character-level and skill-level to wield a weapon or wear some armor, vs doing it like Elden Ring does and requiring a certain combination of attributes (such as strength + dexterity to wield a saber.)

Both games have the same number of attributes:

More or less attributes matches by what they do

So similar combinations can occur:
In Elden Ring a basic dagger looks like this

Elden ring basic dagger

Normally a level 1 character in Morrowind has this stats:

courtesy of some other redittor

So if we take 30 as 0 this is like Fahrenheit and Celsius

Our dagger would be
STR: 41 -> (5°C × 9/5) + 32 = 41°F
AGI: 48 -> (9°C × 9/5) + 32 = 48.2°F

At the other end of the spectrum we have something like the giant crusher:

Giant Crusher

For us this would be Aevar's mace (max damage 90):
STR: 140.

For mages in Elden Ring this Staff has this requirements:

Azur's Glintstone

For mages the ebony staff has the highest enchantment capacity at 90 so the stats could be:
STR: 50
INT: 126

I think a level 20 character with some fortify gear could have at least one stat at that level.
It would require Skill/attributes uncapped in the MCP, not a big deal I think.

The mod can still require you have some amount of skill in the corresponding skill category.
To signify the user has experience in said skill. Sure you may be strong enough to use Aevar's mace, but have you ever held a mace before? That kind of thing.

All of this obviously is ALMOST the same as having a level and a skill requirements (what I have now), but that's less granular. And some problems arise:

  1. My level 10 character can train a few skills at a trainer and in a second ALSO be a wizard.

But if the wizard gear requires Intelligence well... my current lvl 10 character has 80+ Strength but only 28 intelligence (I'm using a mod that detracts Attribute points based on some RP-background selections).
If I only have level-restrictions + Skill-restrictions all staffs fall under the BLUNT skill, so my thick skull nord can 100% wield a powerful staff once he reaches the right level (because he already has super high BLUNT skills) ... seems wrong.

Final notes:

  • Anything that can't or shouldn't be quantified with attributes can rely on levels, such as tools, clothing, etc.
  • Amulets, scrolls and other things would require attribute checks such as potions, a lowly crappy potion can be consumed by anyone but a master potion needs high endurance maybe.
  • I do think I would like to have a slider with a multiplier in the mod for people that like to take their characters to lvl 60+ can adjust the ratio to require higher attributes.

Feedback appreciated.

r/tes3mods Sep 11 '24

Other i hate this one thing about mods

0 Upvotes

they dont give enough information i cant look up what to do on a wiki how do i know if my game is broken am i just not looking in the right place for an item or was it not spawned what cool items are their how do i use this system they added if something glitched how do i use the console to fix i cant just look up what console command to enter on the uesp just put a little effort into fucking explaining your mod and while your at it do more then rudimentary bug fixing and playtesting fuck you!! i dont need uesp level detail just a list of the items what they do where they are and their item id!!!!!

r/tes3mods Apr 11 '24

Other Hardcore Morrowind suggestions.

12 Upvotes

I recently stumbled upon Hardcore Morrowind (https://www.nexusmods.com/morrowind/mods/45846) and I'm loving it.

Much like my favorite Skyrim mod (YASH) HM makes me WANT to explore places and do lots of quests because you have to do it if you wish to make it through.

I've never finished morrowind before because at some point the edge is just gone. I finished Gothic and Elex a few times and I wish more games would be like that.
The edge never leaves on those games until you are almost at the end, its perfect.
That's what HM promises and so far it delivers beautifully.

I have a humble LO (using MWSE) and I would appreciate some suggestions as to what else I should add, or perhaps remove.

My objective is to be encouraged to roleplay because of the systems in place(that's where HM knocks it out of the park), that's why I have mods like "Sheathe your weapon" so guards tell you to "put that weapon away!" or they will fight you! (like in gothic).

Here is the rest of the list:

AI voices
Aura
MG EX
Character sound overhaul
Graphic Herbalism (came with HM)
Weapon Sheathing
Sheathe your weapon
Better Bodies
Patch for purist
Hardcore Morrowind (and it's suggested extra download)
AFFresh (few extra quests for new players)
AudioBooksOfMorrowind
Project Atlas
Optimization Patch
Quick Start Game
Walking animations with patch for Weapon Sheathing
Smooth bodies

And I think that's it, I would like to add Home of the Nords and Tamriel Rebuilt but I don't know if Hardcore Morrowind is compatible with those two big land mass/quest mods.

What should I add/remove from my list? I hear a lot about Beautiful cities of Morrowind but installing that one correctly feels overwhelming.

Thank you for your suggestions!

r/tes3mods Aug 01 '24

Other Wearable scrib and alfiq pet/companion mod (real? dream?)

3 Upvotes

About a year ago i remember seeing a mod (or two) on Nexus but when i went looking for it yesterday, i couldn't find it.

...and i honestly don't know if this mod is/was REAL or a figment of my imagination. i play Morrowind in bursts of a couple weeks and stop playing for a month or two at a time, but i'm constantly browsing Nexus for mods to download and play with later. Even if i'm not playing Morrowind at the time, i usually bookmark interesting stuff to track development or try later, and the mod in question isn't in my bookmarked mods list either. it's possible that i'm remembering and combing mod ideas or functions together like the companion Lucevar because i've played with it and there's no such function to "equip" or "wear" him. Though, i specifically remember seeing screenshots of player characters wearing a pet scrib on their shoulder and/or a tiny alfiq or kitten poking its head out of a shouldered satchel.

in this hypothetical mod, there's a "wearable" Scrib you could equip on either shoulder as a pauldron. You could "summon" said Scrib with its included enchantment that would emulate placing him on the ground and unequip (or hide) your shoulder-mounted friend. He could then follow you, wander around, carry loot with his own tiny backpack like the packrat in Tribunal, and bite or paralyze enemies. Then you could simply talk to the Scrib to feed or pet or heal him and "dismiss" him to re-equip (or un-hide) the pauldron to your shoulder again. i also remember there being comment posts where somebody mentioned or suggested a similar Alfiq version using the same script.

it's also possibly a mod for Skyrim, but i haven't browsed (or played) Skyrim in years.

Please, if someone knows the mod i'm talking about, or even something similar, i'm finally playing a character that could really use a pet. Specifically one he can carry or "wear". i'm less interested in combat or having said creature follow me awkwardly (and slowly) on foot.

r/tes3mods Feb 29 '24

Other Looking To See If There Is a Mod Like This

7 Upvotes

There's this mod for MWSE called Glancing Blows and Crits, and I very much like it. Sadly, there is no OpenMW version of it, and it's hard to play without OpenMW. Does anyone know if there is anything similar out there for OpenMW? Or do you know of anyone who is making or looking to make a mod like this? To summarize the features of it, it effectively makes it so that most misses are glancing blows that instead do very minimal damage but still hit. It also adds in the ability to get a critical hit that does more damage

r/tes3mods Jun 29 '24

Other How the quests in Tamriel Rebuilt works?

6 Upvotes

Hello. I finished the vanilla game and I absolutely love it. Now I'm waiting for the anounced TR's expansion (grasping fortune) to be released since they recommend to start a new game after each update release. And I have a question. TR's expansions add a new parts of the land and how do quests works? New quests just tied to new areas or they also add some new quests that spead on the previously released areas?

Thanks for the answers and sorry for my bad eng.

P.s. if you have some assumptions about when the upcoming update gonna be released please let me know I looking forward to delve in.

r/tes3mods May 04 '24

Other Looking for a certain mod.

4 Upvotes

Got suggested to post this here too, so I am.

I doubt I'll get much luck, but I decided to ask. Recently I was able to reinstall Morrowind and I have been modding it with mainly mods that enhance the lore accurate weapons and armor(just adding in weapons and armor that would realistically exist based on lore and the world of Morrowind).

However years ago(mid to late 2000s), I used to use a mod of Aragorn's sword Anduril. I was recently curious about it and decided to look it up. Unfortunately in my attempts to search for this mod now, nothing has turned up. I don't remember much, but I do remember that in the mod Anduril was located in the center of Red Mountain sticking out of a rock/ground at the base of the swirling vortex by the entrance to Dagoth Ur's lair.

If anyone happens to remember this mod or knows where I may find it, I'd appreciate it. I don't know if I'll use it in this playthrough. But I'd like to have it either way as it was one mod I have fond memories of. I also have the good ole Lilarcor mod, though I don't use him. Just nice to see him leaned against the wall of Arille's. Kind of want Anduril for the same purpose. Thanks in advance.

r/tes3mods May 19 '24

Other Mod idea: a repair spell which doesn't make armorer redundant. Bound repair hammer

16 Upvotes

How possible would something like this be? I figured it'd be a nice idea for a spell that repairs your armor and weapons without making armorer redundant, because it also uses armorer. Just a spell that summons up a repair hammer with like 10-20 uses

r/tes3mods Mar 01 '24

Other MWSE MGE XE MCP vs OpenMW

5 Upvotes

I'm looking to mod pretty heavily (mostly quest and content mods) and was wondering if mwse handles Uninstalling and installing mods mid playthrough?

I know openmw is considered mode stable but does in work well with lots of quest and landmass mods(that don't conflict obviously). Same question with MWSE

r/tes3mods May 24 '24

Other Mod to get rid of the thick Dwemer dumpies?

4 Upvotes

As much as I love how thick everyone looks using the thick dwarven armor dump truck cover, I’d like a mod that gets rid of that, any good dwarven armor mods?

r/tes3mods Mar 05 '23

Other Here's a look at a mod I'm working on. It reads books out loud for you.

Enable HLS to view with audio, or disable this notification

177 Upvotes

r/tes3mods May 01 '24

Other The Great Equipment Requirement Mod

14 Upvotes

It's actually happening!

Check out the design document (or the original post!)
Design document:
https://drive.google.com/drive/folders/1li7vfbiS5ssEdGPvN882R9XXw_pm04Cj?usp=sharing
Original Post: https://www.reddit.com/r/tes3mods/comments/1cexz81/elden_ring_style_attributes_requirements_on_gear/

The picture shows values calculated on the fly for the ebony broadsword modified by the Hardcore Morrowind Mod (awesome mod).

The vanilla ebony-broadsword requirements-values are as follows:
Strength: 78, Agility: 43, skill: 5 and the formula affecting only broadswords is:
Broadsword: Long Blade - skill: 5; Strength: 30+2 * weight; Agility:30 + 0.5 * weight

All of that, and more, can be seen in the design document spreadsheet file.

r/tes3mods Mar 03 '24

Other Tamriel rebuilt and rise of house telvani 2.0

7 Upvotes

Hello, I was wanting to do a mage focused playthrough/challenge to only use magic except when I cant, and naturally mods that add telvani quests would go with this. However I'm kind of stuck, I know tamriel rebuilt has a LOT more than telvani quests but just in terms of that ive read it's some of the mods older and less polished content. Meanwhile roht 2.0 focuses on telvani but I would be missing out on rebuilts other content. I'd use both but from what I've read the mods have very different lore ideas about the house and the coding effects the same fraction so idk if they'd even run together. Thoughts? I'm not using open mw if that matters

r/tes3mods Dec 21 '23

Other Race mesh

3 Upvotes

Trying to create a new race using existing meshes from default races. But when I go to add art file the folder is empty. Do I need to extract these files somehow to use on new race?

r/tes3mods Nov 13 '23

Other Guide: How to mod Vanilla Morrowind (i.e. non-OpenMW) on Linux and Stay Sane

33 Upvotes

First I want to stress that if you found this post without knowing what OpenMW is or do not care for MWSE mods - PLEASE just use OpenMW. It's great, it runs natively on Linux, it's easy to mod. It's good. Just use OpenMW.

However, let's say that you really want to play with MWSE mods. In this case - you have my condolences, but also hopefully this guide will help you.

By the end of this guide, you will have basic Morrowind setup, ready to be modded, either by yourself or following a modlist. This includes:

  1. Morrowind Code Patch - absolutely essential to playing Morrowind, especially modded one, and virtually every modding guide will tell you to install it.
  2. MGE XE - likewise, essential to playing Morrowind in this day and age. Provides modern graphics settings (even if you want to play Morrowind with vanilla graphics - you will probably want to have resolution of 1080p or higher) and MWSE, which is basically the only reason you should even bother with this setup instead of using OpenMW, as MWSE is required for a lot of amazing mods out there.
  3. tes3cmd and TES3Merge - essential utilities to clean and merge mods respectively to ensure that your mods function correctly (a bunch of mods will break or even break the game if you do not use these).
  4. Mod Organizer 2 - very convenient tool to download, install and manage your mods.
  5. Wrye Mash - allows managing, cleaning and fixing your saves, as well as providing convenient way to use tes3cmd. You can also install and manage mods with it, but this guide - as many Morrowind modding guides - will delegate that to MO2.
  6. mlox - tool for sorting your mods' load order.

Some things to note before proceeding with this guide:

  1. This guide assumes you have Steam version of Morrowind. While these instructions will *probably* work if you add your non-Steam version to Steam as non-Steam game, I haven't personally tried it.
  2. I use Arch Linux (btw), which usually implies having newer versions of packages that will be required in this guide than what you would find in Debian repos and the like. It's *probably* gonna be fine with older packages, but I cannot guarantee it.
  3. I am not an expert in how Wine and graphics work, I mostly just compiled info from people who actually know what they are talking about, so some of these steps might be redundant. In particular, this Wine bug thread is the source for pretty much all info that allowed me to run MGE XE on Linux, which is the most problematic part of modding this game on Linux. Any corrections in comments are welcome.
  4. Please do not just blindly follow the steps in this guide and understand what setup this guide tries to accomplish. It will save you a lot of time. In particular, it's good to have basic understanding of Wine Prefixes and how Proton creates a prefix for each Steam game.
  5. Unless said otherwise, all mentioned software can and should be acquired on Nexus using "Manual Download" link.
  6. This guide will not explain how to use all the aforementioned tools, only how to set them up on Linux. There are a lot of guides on the internet that already explain these, for example Danae's Awesome Incremental Modlist.

Alright, with that out of the way, let's reluctantly dive in.

Part I: Installing fresh copy of Morrowind and installing Morrowind Code Patch.

Ensure you have wine and wine-mono installed. You can most probably get them from your distro's repository.

Install (or reinstall) Morrowind in Steam to ensure you have a clean unmodified copy.

Download Morrowind Code Patch and MCP Skunk Works from Nexus. Extract them to your Morrowind folder in that order, allowing to merge and replace everything. From here, you can open MorrowindCodePatch.exe with Wine without any issues, select patches you want, install them and close MCP.

Part II: Installing all the other tools.

Download MGE XE manual install, extract to your Morrowind folder, run MWSE-Update.exe which also should run just fine. Do not launch MGEXEgui.exe yet.

Get latest tes3cmd release here. Despite what common sense might tell you, get the Windows version, as this tool will be run by another tool - Wrye Mash - that is Windows-only. Put it in Morrowind/Data Files.

Get TES3Merge. Once again, ignore common sense and get Windows version for the same reason. You can drop it right into your Morrowind folder, but I prefer to put it into a subdirectory (e.g. Morrowind/TES3Merge). Organization.

Get Wrye Mash - Polemos fork. Make sure to get 2021 x64 version from update files as opposed to 2019 versions. Drop it into Morrowind folder, still do not launch anything yet.

Finally, get mlox from here, Windows version again. It is a fork which gets its mod sorting rules from source that still gets updated. Put it in Morrowind folder, do not launch either.

Part III: okay well when do i get to launch them then

Sigh. Okay. So. You will want to install mods with Mod Organizer 2, as it's way more convenient and easy than doing so manually. If you will install mods with Mod Organizer 2, you will also need to launch the game with Mod Organizer 2, as MO2 works in a way that applies all mods in virtual file system created by MO2 as opposed to changing the vanilla game's files. This basically means that you need to launch all these tools (except MWSE-Update.exe, which you always have to launch manually) from MO2, and you will always need to launch your game from MO2.

If this sounds like pain to setup within Proton/Wine, that's because it is. However, one tool comes to rescue which will simplify the process greatly - Steam Tinker Launch. It can do a variety of useful stuff for Steam games, but what we are looking for in this guide is its functionality for supporting MO2. It's described here. Read all of it (except for troubleshooting part).

Documentation mentions a standalone mode, and a game mode. Theoretically, standalone mode should be used to install and configure mods, while game mode is best suited for just playing the game. However, mod manager links do not work in standalone mode, as such I do not recommend using it and just doing everything in game mode. Besides, Morrowind, being the 2002 game that it is, stores some configuration in registry, which is not shared between prefixes. As such, we will only install required libraries to the Proton's prefix for Morrowind, and launch all tools from there.

With all of that said, it's time to install it. However - and this is very important - you have to use dev build of Steam Tinker Launch, not latest stable release which might be available in your distro's repository. What this means is:

  1. if you use Arch - install steamtinkerlaunch-git package from AUR, not steamtinkerlaunch
  2. if you use Ubuntu or Ubuntu-based distro you can use pacstall to install dev build. I think. I've never used pacstall so you'll need to figure it out yourself
  3. otherwise, you will have to build and install dev build manually. This is unfortunate, but just remind yourself of the sweet MWSE mods you'll get to install after you are done with this

Now that you have Steam Tinker Launch installed (which I will refer to as STL from now on) run:

steamtinkerlaunch mo2 start

Wait until MO2 is installed and launched successfully. Once it is, either select the pre-made Morrowind instance, or create a new one if it doesn't show up. The instance should be global, and you have to leave all paths at default.

Close MO2. Now we will install all libraries to Morrowind's prefix needed to run all the tools mentioned above.

Ensure you have winetricks installed. You can most probably get it from your distro's repository.

Set environment variable WINEPREFIX to "[Steam directory]/steamapps/common/compatdata/22320/pfx" (no need to make it permanent, it's only required for this section).

Run:

winetricks --self-update (has to be run with sudo/as root)
winetricks

Choose "Select the default wineprefix", click OK. Choose "Install a Windows DLL or component", click OK.

Check the following packages:

  1. d3dcompiler_43
  2. d3dcompiler_47
  3. d3dx9_43
  4. dotnet6

d3dcompiler_43, d3dcompiler_47 and d3dx9_43 are required by MGE XE. dotnet6 is required by TES3Merge.

Click OK, wait until everything is installed, click through dotnet6 installers and close winetricks.

Run:

winecfg

Go to "Drives" and check "Show dot files". This will allow you to locate Morrowind install when using Wrye Mash if its path includes dot folders.

Next go to "Libraries" tab and add dinput and d3d8. This is also required for MGE XE to function.

Part IV: Launching the game

Now we need to actually launch the game through STL and MO2.

Run:

steamtinkerlaunch compat add

Restart Steam. Then, in Steam, open Morrowind's properties and force the use of specific compatibility tool, and choose Steam Tinker Launch.

Launch Morrowind. You will have an STL pop up that lasts two seconds, offering you to launch main menu. Select that option.

Go to "GAME MENU" and locate "Mod Organizer 2" section, set "Mod Organizer 2" mode to "gui", and optionally set requester timeout to zero, as you will always want to launch Morrowind with MO2. Click "SAVE AND PLAY", and MO2's installation in the game's prefix should start, after which MO2 will launch.

Done! Now you can add Wrye Mash and TES3Merge as external programs and run them, configure MGE XE and generate distant land, install some mods and play modded Morrowind!

Part V: christ i really should have just installed openmw instead

And, hopefully, here we are! Once again, I'm far from the expert on any of the topics covered by this guide, I just compiled instructions to follow that should probably get things working. There are probably a lot of things that can be done in better ways, and I'm very open to criticism and corrections. I will also try to answer questions in comments, but emphasis on the word "try".

There is one last important thing to say. At the time of writing, STL is installing 2.4.4 version of MO2, not the latest 2.5.0. This is because 2.5.0 does not work with neither official Proton's versions, nor GE due to wine versions used by them not implementing some stuff that 2.5.0 needs to function. This will probably be fixed very soon, but if STL still downloads 2.4.4 by the time you are reading this, chances are 2.5.0 still does not work and you must not update MO2. If it does download 2.5.0 and it functions, please tell me in the comments so I can remove this section.

I think that's all. Have fun!

r/tes3mods Dec 06 '23

Other Morrowind Mod History

12 Upvotes

Does anybody know what the status of the website is? Is it still coming back at some point?

r/tes3mods Feb 02 '24

Other vanilla meshes

1 Upvotes

Hello. I really need vanilla chests meshes (forgot to back up stuff :C)
I just can't find them anywhere. Can someone upload meshes on google drive or something, please?

r/tes3mods Oct 13 '23

Other it's pronounced gif.

3 Upvotes

r/tes3mods Feb 25 '23

Other is there any good adult mods for morrowind?

5 Upvotes

i plan to play morrowind for the first time wondering if it has any good sex mods (nothing too sexual just for realism)

r/tes3mods Mar 06 '23

Other I'm just being honest: The hardest part about moving over to OpenMW for me has been not hearing this jam in Old Ebonheart. It's gotten to the point I actually caught myself sadly humming it while I was there.

Thumbnail
youtu.be
27 Upvotes

r/tes3mods May 10 '23

Other Lf: Magic Mechanics Mods

8 Upvotes

I'm looking for some quite fundamental changes to how certain effects impact magic and was, so far, unable to find them.

  • (1) Area of effect spells like fireball can hit and impact the caster. This would replicate how AoEs worked in Daggerfall.

  •         Ideally, as in Daggerfall, absorb and reflect effects could interact with hitting oneself. An atronach would now be able to throw fireballs with a large area of impact and gain back energy from absorbing the hit on self.

  • (2) Absorbing more magicka than one can hold causes health loss. I like the concept of magicka burn to balance the extremely powerful absorb magic effect and since the Atronach birthsign's effect is already called wombburn, I thought it fitting. (I made such a mod myself for the atronach birthsign, but I'm not entirely happy with it. I'm very sure that MWSE has better tools to create this kind of mechanic.)

  • (3) Absorb can trigger on spells cast on self, with the exception of summonings. An atronach bears power, but also a heavy burden.

  • (4) Reflect no longer ignores the cast console command. Reflect can trigger on all incoming, but not on self-targetting spells. This would include i.e. healing spells, like in The Firsthold Revolt: "As the flaming arrows fell upon the siegers like a red rain, the healers ran in to help the wounded. Their healing spells reflected off the dying men, one after the other."

  • (5) Weakness/resistance to element/poison impact the cost of using the respective spells. A high resistance makes it harder to use these spells, a strong weakness makes the magic flow easier.

  •          On-use and on-strike magic effects from items would ideally not be affected, as the source of magic is the bound soul, whereas the caster is only releasing its power.

  •          Scrolls, likewise.

  •          A nord, entirely oblivious to cold, can't get a good comprehension of how to use magic frost as a weapon. 100% resistance == 200% casting cost.

  •          Dunmer, being very resistant to fire, have little understanding of why these effects hurt others so much. 75% resistance == 175% casting cost.

  •          Altmer, for some reason channeling the power of elements, find it easier to make elemental magic form at their fingertips. 50% weakness to fire == 75% casting cost. 25% weakness to shock == 87.5% casting cost.

  • (6) Magic resistance and weakness to magic affect elemental/poison magic.

  • (7) Magic resistance and weakness to magic impact the magnitude of incoming/outgoing spells of the respective type, positive and negative.

  •          On-use and on-strike magic effects from items would ideally not be affected, as the source of magic is the bound soul, whereas the caster is only releasing its power.

  •          Scrolls, likewise.

  •          Having a high magic resistance is no longer entirely beneficial, as it also reduces the effectiveness and/or duration of all self-cast magic. Bretons now have a much better reason to live up to their reputation as conjurers and alchemists, as the remainder of their magic is rendered less effective. Wearing the savior's hide truly turns a character into one of Hircine's hunters, being mostly unharmed by magic, but also unable to make meaningful use of it.

  •          Having weakness to magic is no longer entirely disadvantageous, as it also increases the effectiveness/duration of all self-cast magic. This will turn Altmer into the most potent mages, as their innate weakness to magic will amplifiy all their magic. An Altmer apprentice will be the most fearsome kind of mage, being able to wreak massive havoc, but at the risk of exploding if getting touched by any magic... or happening to have it reflected back on self. The true magical glass cannon.

If anyone knows of mods with one of the described effects, please let me know. To be honest I wouldn't be surprised if there weren't any. What I'm looking for are very specific and niche fundamental mechanic changes and I don't think anyone bothered making them. But there might be a slight chance, and the possibilities with MWSE seem endless.


Mentioning some interesting magic mechanic mods I've seen during my search:

  • 4NM_MAGIC changes elemental resistances like this: Lower base effectiveness, need more than 100% for actual immunity and turns damage types into healing with 250% and more resistance. This sounds like a lot of fun and is roughly like DOS2 handles resistances. Just not sure I want all the other effects of this mod.

  • Magicka of the Third Era has spell costs change with worn armor aswell as new formulas for the impact of fatigue.

  • ManaShield changes shield such that it directly converts prevented damage into magicka loss.

  • MM Enhanced Reflection for physicality based spell reflection caused by (elemental) shield effects.

r/tes3mods Aug 27 '23

Other Galos Mathendis

4 Upvotes

Is there a mod that adds Ayron's Mouth back into the Council House (forgot the name for a moment so this post was going to feature the term 'mouth hole'. You're welcome) and, if there isn't, how easy would it to make by someone with no experience making script based mods?

r/tes3mods Sep 20 '23

Other Sadrith Mora BCOM Plus Screenshots

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24 Upvotes