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Yet Another Morrowind Thread

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
I just looted the Vaults of Old Ebonheart and stole the most important document in all Tamriel (i shoved into a random crate because i despise the empire)
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
what a disappointment. I finally went to marara, expected a proper kung fu fight since my mods buffed her. She didnt land a hit on me.
I can also destroy 3 dremora lords without any potions/resistances. At this point Ill probably just go punch some wolves and move on with my life, didnt even become a vampire yet
 

None

Arbiter
Joined
Sep 5, 2019
Messages
2,055
This is the problem with Morrowind, it's way too easy to become insanely OP
But how to solve that?
Level scaling?
No one likes that shit.
Use proportional progression to slow down leveling. Quick to level skills like acrobatics and alchemy get their rate heavily reduced. I also make skills slower to level the higher they and the character are.
Dynamic difficulty gives a small difficultly bump every X levels to keep enemies from becoming completely harmless.
This is the setup I've used for years now and it works fairly well. Becoming OP is inevitable though, which just means it is time to roll a new character.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,169
Location
Eastern block
This is the problem with Morrowind, it's way too easy to become insanely OP
But how to solve that?
Level scaling?
No one likes that shit.
https://www.nexusmods.com/morrowind/mods/47897
+
https://www.nexusmods.com/morrowind/mods/54518
+
https://www.nexusmods.com/morrowind/mods/48745

Enjoy your assrape
OJ's deleveler wont make that much of a difference, since morrowind is barely leveled at all

the second mod by Danae is bloated trash

third mod is okay, but before that you should install Mort rebalances (there are 3 of them)

if you want to talk about difficulty, you have to mention Mort's rebalances first imo.
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,818
Location
Australia
This is the problem with Morrowind, it's way too easy to become insanely OP
But how to solve that?
Level scaling?
No one likes that shit.
Various mods to buff enemies, don't ever metagame, Harder Barter to limit your gold supply, stop playing the game immediately at approx Level 15-20 depending on your build.

The thing is that you can't ever really fix the balance issues with Morrowind because they're baked into the mechanics of the game. Enemy spawns and gear aren't random, so you can always rush to good gear if you know where it is. Good gear isn't determined entirely by stats, but by the enchantments that they hold. Stacking Spell Absorb and Reflect isn't all that difficult (although much harder than Oblivion!) which means that spellcasters stop being an issue, and the only thing that can really stop a character is super high damage melee enemies, which aren't really present in the vanilla game. This is why the stats of all of the enemies in expansions are so bloated. The mechanics present in the original game mean that the only way to make it "harder" is to bloat everything to the point where enemies have a ridiculous amount of magic resistance or reflect themselves, massive regeneration like the Lich in Fort Firemoth, and melee damage in the realm of 50+ which should be able to kill even very high level players in a few hits before taking into account AR.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
the second mod by Danae is bloated trash
I think it's fine, she brought those creature mods together. The original The Undead had plenty of issues, this one has none that i've seen so far and integrates with TR nicely
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
if you want to talk about difficulty, you have to mention Mort's rebalances first imo.
How's this then, check out my difficulty overhauls setup my fren:

Money:
Buying Game Updated and Smarter Harder Barter: overhauls the economy, makes mercantile investiment actually useful

Leveling:
Proportional Progression Expanded, Expensive Training, Magicka Based Skill Progression: makes leveling slower (and customizable): no more spamming to level up, no more gaining 20 levels after raiding one tomb, casting big spells is more rewarding training-wise and less of a chore of spamming cheap "training spells" later on

Honorable mention for leveling mod: herberts literacy program overhauls how skill books work. Instead of giving you 1 point for the skill, it gives you multiplier bonuses for damage, xp gain, rolls etc... Not so great for vanilla, but excelent mod for playthroughs that make leveling slower.

I started a new playthrough around monday, and i'm still level 3 today. If i want training to get my destruction from 30 to 31, i'll have to cough up around 4k gold lmao

Loot:
Realistic Repair: though it may seem i'm recommending this for the "repair only at anvil" feature, it's not. This mod makes so that when you kill a NPC, his armor and weapons won't have full condition anymore. You've gotta fix them now if you want to profit from it. Classic example: that quest on Tribunal where you get a free High Ordinator full set from a dead guy (not to mention a full glass set). It's just too easy to sell it all for around 20k gold even with all price balancing mods.

Alchemy:
Controlled consumption: no more chugging 3000 sujamma and killing vivec with a slap to the face. You can chug 4 sujamma at once and that's it (that is still a lot extra cheap strength)
The Art of Alchemy: no more brewing 100 potions in ten seconds. You now need to place apparatus somewhere if you wanna brew, and it takes real world time. Some ingredients need to be grinded on the pestle if you wanna use them. You can use calcinators to filter offnegative effects from your potions or positive ones if you're making potions. The alembic can be used to concentrate effects from two similar potions (capped with your skill).

The result is that you're no longer able to brew gamebreaking potions, and makes the process more immersive. Makes you feel like a real alchemist brewing stuff.

I think those mods makes the game more difficult without making it too grindy: raiding tombs are dangerous, easy cash from looted equipment is not that easy anymore, you'll get more excited finding gold and potions, cash rewards from quests will actually matter. Speaking of cash, if you're really on that MUH IMMURSION pack, you can get a mod that makes gold actually have weight. I did a run like that once and it was painful...
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,169
Location
Eastern block
if you want to talk about difficulty, you have to mention Mort's rebalances first imo.
What does that do?

Morrowind Rebalance - Makes the Sixth House the most difficult content in the game
https://www.nexusmods.com/morrowind/mods/46036

Tribunal Rebalance - This mod rebalances Tribunal as if it shipped with Morrowind (play at level 1)
https://www.nexusmods.com/morrowind/mods/45713

Bloodmoon Rebalance - This mod rebalances Bloodmoon as if it shipped with Morrowind (play at level 1)
https://www.nexusmods.com/morrowind/mods/45714
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,169
Location
Eastern block
the second mod by Danae is bloated trash
I think it's fine, she brought those creature mods together. The original The Undead had plenty of issues, this one has none that i've seen so far and integrates with TR nicely

honestly Danae mods are too much for me, dont like women modders, they dont have sense of measure. She is just putting too much stuff into everything, like a doll house
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
the second mod by Danae is bloated trash
I think it's fine, she brought those creature mods together. The original The Undead had plenty of issues, this one has none that i've seen so far and integrates with TR nicely

honestly Danae mods are too much for me, dont like women modders, they dont have sense of measure. Its just putting too much stuff into everything, like a doll house
i like most of her mods, Wares + Drip is a must for me

I'm a sucker for looting stuff and cramming into my house like an obese american hoarder. The creatures mod with de deleveler is something that makes me stay on my toes before graberobbing at level one, getting blasted by a lvl 50 lich at level 1 is always fun.

Could use some balancing though, i'm getting a lot of daedric gear without even grinding for them, except maybe for that 225 enchant capacity daedric tower shield
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,169
Location
Eastern block
The creatures mod with de deleveler is something that makes me stay on my toes before graberobbing at level one, getting blasted by a lvl 50 lich at level 1 is always fun.

sounds almost like a roguelike. Morrowind could be fun with permadeath
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
There's also this one:

https://www.nexusmods.com/morrowind/mods/48013?tab=description

You die, instead of reloading you escape death, but with penalties. I haven't tested this one yet, but sounds interesting:

When you die in Morrowind, you are given two choices: reload or quit. Unless you are particularly hardcore, you will probably choose the former. Unfortunately, this means that death has minimal consequences -- only setting you back to the last time you saved. Since there is no limitation on when or how often you can save, many players wear out their F5 key by quicksaving before every fight. There is no reason to run from a fight that is too tough, or to use a spell to make a quick escape. Maybe you have found this unsatisfying, and given yourself rules for when you can save, and whether you can jump back into an encounter over and over, but wouldn't it be better if the game just gave you actual consequences for dying?

This mod detects when your character is about to die, and then whisks them out of harm's way at the last moment. You are not dead, but your stats have been permanently reduced. You can configure the amount your character's stats are reduced by (including 0), which stats (attributes of skills) are penalized, as well as whether the mod uses Divine Intervention, Almsivi Intervention, or a teleport to the Shrine of Azura.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,438
Location
Grand Chien
This is the problem with Morrowind, it's way too easy to become insanely OP
But how to solve that?
Level scaling?
No one likes that shit.
https://www.nexusmods.com/morrowind/mods/47897
+
https://www.nexusmods.com/morrowind/mods/54518
+
https://www.nexusmods.com/morrowind/mods/48745

Enjoy your assrape
I would be interested in the last one but not sure if it's compatible with Sharp... maybe Sharp already addresses this
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,818
Location
Australia
I would be interested in the last one but not sure if it's compatible with Sharp... maybe Sharp already addresses this
Sharp is fairly barebones in terms of gameplay changes, no? I always use it as a base when I return to MW and just leave out a couple of things I don't want/need and it's never really conflicted with anything.
 

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