[center][b]Balanced Passive Races and Birthsigns [/b][/center]
[b] Description [/b]
This mod is a rebalance of the game's races and birthsigns, based on the Character module of [url=https://www.nexusmods.com/morrowind/mods/47765]BTB's Game Improvements[/url], with each race and birthsign having only permanent abilities rather than powers or spells.
[u]Overview [/u]
In creating the Character module of BTBGI, BTB strove to make each race and each birthsign unique, interesting and useful, as opposed to many being generic, mostly indistinguishable clones and some being worse than useless. See BTB's original documentation, included in the archive, where he goes into great detail about his changes and the reasoning behind them.
However, I had two general complaints that this mod seeks to address. These complaints are not specific to BTB's changes - the same issues exist in the vanilla game.
First, a few races have multiple weapon skills and/or multiple armor skills among their skill bonuses. This might make sense in the abstract, especially for a warlike, martial race like the Nords. But in practice, you're likely to only be using one primary weapon type and one primary armor type, which means that, in any given playthrough, the additional weapon and armor skill boosts are wasted.
This mod adjusts the skill boosts as needed to ensure that no race has bonuses to more than one weapon skill (not including Marksman and Hand-to-Hand) or more than one armor skill (not including Unarmored). Racial skill bonuses are not modified from BTB's version except as needed to ensure this, so by and large they're the same as in BTB's Character module.
I endeavored to make the distribution of weapon and armor skill bonuses balanced, and to choose replacement skill boosts that make sense for the race in question and that are balanced with respect to other races. The archive includes a spreadsheet detailing the skill bonuses for each race in vanilla, BTBGI and this mod, and the skill distribution in each.
My second complaint was that all races (in BTBGI) and many birthsigns have once-a-day powers that are only useful when actively used by the player. Some players, including myself, forget that they have these once-a-day powers, and so the powers end up going unused, and therefore useless.
This mod removes all racial and birthsign powers. (BTBGI had already removed all spells from the races and birthsigns, converting them to either powers or abilities.) Instead new permanent abilities are added, or new effects added to existing abilities, on top of the changes made by BTB.
In selecting the new abilities, my objective was to make each roughly equally useful. In many cases these new abilities will have a significant impact on gameplay, but not so powerful that they break the game. I endeavored to make races and birthsigns even more unique than in BTBGI. Like in BTBGI, none of the races or birthsigns have negative effects (except The Atronach's Stunted Magicka).
[u]Additional Changes [/u]
Beyond the above, a few additional changes have been made:
- The race descriptions for a few races (Argonian, Bosmer, Dunmer, Imperial, Nord and Redguard) have been updated to adjust or remove text that was no longer accurate given the changes made by this mod.
- The race description text for Khajiit has been changed back to the vanilla text, reverting an unneeded [url=http://www.theassimilationlab.com/forums/files/file/1060-previous-patches-unofficial-morrowind-patch/]Morrowind Patch Project[/url] change made by BTB. (The MPP change to the Imperial description text has been retained, as it corrects a genuine typo and is also present in [url=https://www.nexusmods.com/morrowind/mods/45096]Patch for Purists[/url].)
- The [url=http://mw.modhistory.com/download-8-15045]Level Up Birthsign Remover[/url] script and associated startscript included by BTB have been removed. I recommend using the attribute uncapper feature of [url=https://www.nexusmods.com/morrowind/mods/19510]Morrowind Code Patch[/url], rendering the LUBR script unnecessary.
- BTB included references to both the vanilla "Argonian Breathing" spell and the new spell "Argonian Swimming," even though only one is needed. I cleaned this up so only one reference (to the vanilla spell ID) is included. This has no actual in-game impact.
- References to a number of spells, both vanilla spells and new ones added by BTB, have been removed as they are no longer used or modified by this plugin.
Note that this mod does not (further) change racial base attributes relative to BTBGI. BTB's base attributes are *very* well balanced, and I saw no need to muck around with them. The archive includes a spreadsheet detailing the base attributes in vanilla and in BTBGI (and my mod).
Finally, before moving on to the detailed list of changes, I want to point out that at time of writing the changes in this mod have not had the benefit of much playtesting, though I've briefly tested the big changes in an attempt to make sure they're not game-breaking. Constructive feedback is very welcome.
[b]Races [/b]
This section will present a list of racial base attributes, skill bonuses and abilities in this mod. Due to limitations of the Nexus' text editor, comparison tables are not included here. See the readme in the archive for side-by-side comparisons of abilities between vanilla, BTBGI and this mod, and see the included spreadsheets for comparisons of base attributes and skill bonuses. (You can also view the full readme in the documentation tab on the Nexus, but the spacing will be messed up.)
For Fortify Maximum Magicka, the boost to the intelligence multiplier is 1/10 the magnitude. For example, a magnitude of 20 means that max magicka is increased by 2.0 times intelligence.
Powers in vanilla and BTBGI are not listed here, but are listed in the readme in the archive, for the purpose of comparison. Just remember that all racial and birthsign powers have been removed in this mod. Also keep in mind that base attributes have not been changed from BTBGI (and there are no sex differences), and that, like in BTBGI, all skill bonuses are +10.
[u]Altmer [/u]
Attributes: STR 20, INT 50, WIL 50, AGI 20, SPD 30, END 20, PER 50, LUK 40
Skills: Alchemy, Alteration, Conjuration, Destruction, Enchant, Mercantile, Speechcraft
Abilities: Fortify Maximum Magicka 20, Resist Common Disease 75, Reflect 25
The new Reflect effect is powerful, but not game-breaking. Note that The Ritual birthsign now also has Reflect 25; if combined, they would give Reflect 50, which is just as powerful as The Atronach's Spell Absorption 50.
This change will also make you think twice about using offensive magic against Altmer NPCs.
[u]Argonian [/u]
Attributes: STR 30, INT 30, WIL 30, AGI 40, SPD 40, END 40, PER 30, LUK 40
Skills: Alchemy, Athletics, Illusion, Medium Armor, Mysticism, Spear, Unarmored
Abilities: Resist Common Disease 75, Resist Poison 100, Water Breathing, Swift Swim 25, Chameleon 10
The Chameleon effect is a pretty major change, making Argonians even more unique, and providing another incentive to play as one. Argonians lack any stealth-related skill boosts, but 10 points of Chameleon helps make up for that, making a sneaky Argonian character more attractive.
It also makes sense, as some reptiles have the ability to blend in to their environment. In-game, this ability is called Argonian Camouflage.
After some brief playtesting, I think this ability will be very helpful to a stealth-oriented character, but it doesn't appear to be too powerful. However, The Shadow birthsign now also has Chameleon 10; if combined, they would give Chameleon 20. I tested this too, very briefly, and it doesn't appear game-breaking, but it requires further playtesting.
There's also one issue that you might (but probably won't) have regarding a particular problematic greeting in the game. Vanilla Morrowind shipped with the infamous "Who's there?" greeting, used by NPCs who couldn't detect you. It would cause their disposition to drop by 5 and force a goodbye. It was very annoying.
Bloodmoon fixed this greeting by assigning it to one specific NPC, so no other NPC would ever use it. However, a few mods have the side effect of bringing the greeting back. If you happen to be playing one of these mods, you *might* have problems with this greeting if NPCs are unable to detect you because of your Chameleon.
If so, I suggest downloading ManaUser's [url=http://hostx.me/morrowind/#minimods]Minimods[/url] collection and using his mod "It's Me, You Idiot", which will again disable the offending greeting.
This change will also cause Argonian NPCs to be very slightly translucent. It's not very obvious, but it might be distracting to some. I think it's neat, though.
[u]Bosmer [/u]
Attributes: STR 20, INT 30, WIL 30, AGI 50, SPD 40, END 30, PER 40, LUK 40
Skills: Acrobatics, Alchemy, Enchant, Light Armor, Marksman, Sneak, Speechcraft
Abilities: Resist Common Disease 75, Resist Paralysis 100, Detect Animal 200
The Detect Animal effect is made much more useful by a feature of Morrowind Code Patch that causes this effect to also detect NPCs (in vanilla it would only detect creatures).
[u]Breton [/u]
Attributes: STR 30, INT 50, WIL 40, AGI 30, SPD 30, END 20, PER 40, LUK 40
Skills: Alchemy, Alteration, Enchant, Illusion, Mysticism, Restoration, Unarmored
Abilities: Fortify Maximum Magicka 10, Resist Magicka 50, Resist Paralysis 75
Resist Magicka does not protect against paralysis, so this change makes Bretons even more defensive. If paralysis is your go-to effect for disabling hostiles, you might want to switch tactics against Bretons.
[u]Dunmer [/u]
Attributes: STR 30, INT 40, WIL 30, AGI 40, SPD 40, END 30, PER 30, LUK 40
Skills: Athletics, Conjuration, Destruction, Light Armor, Marksman, Mysticism, Short Blade
Abilities: Resist Fire 75, Resist Blight Disease 75
Having lived in the shadow of Red Mountain for so long, the Dunmer have developed a resistance (but not immunity) to the blight. This makes them unique among the races, and gives them a distinct advantage against blighted creatures.
I recommend Half11's [url=https://www.nexusmods.com/morrowind/mods/45558]Blight Storms Restored[/url], which restores the possibility of catching blight diseases when out in a blight storm. With both mods, Dunmer will also have an advantage over other races in the vicinity of Red Mountain.
[u]Imperial [/u]
Attributes: STR 40, INT 30, WIL 30, AGI 30, SPD 30, END 30, PER 50, LUK 40
Skills: Block, Hand-to-Hand, Heavy Armor, Long Blade, Mercantile, Restoration, Speechcraft
Abilities: Resist Shock 75, Sanctuary 20
Honestly this one was kind of tacked on at the end because I couldn't think of anything else. It certainly gives Imperials more staying power against non-mages. Think of it as a result of high-quality Imperial combat training.
It also makes Imperial NPCs harder for *you* to hit. Not *too* much harder, I think, but you don't want to be swinging away at them with a weapon skill of 15, and if you have magical alternatives, Imperials are good enemies to use them on.
[u]Khajiit [/u]
Attributes: STR 30, INT 40, WIL 20, AGI 50, SPD 50, END 30, PER 20, LUK 40
Skills: Acrobatics, Athletics, Hand-to-Hand, Light Armor, Security, Short Blade, Sneak
Abilities: Resist Frost 50, Night Eye 50, Jump 8, SlowFall 10
This is a big change for Khajiit players, providing a significant increase in mobility (and decreasing the need for a Levitate spell). Khajiit are cats, after all, who can jump significant heights and always land on their feet.
The magnitude of a Jump effect is the number by which your normal jump height is *multiplied*, so this change means you jump 8 times higher than normal. It also means this has an increasing effect as your Acrobatics skill increases. So if you're wondering about the unusual magnitude (not a multiple of 5), this is why. Magnitude 10 is too much, and I thought 5 wasn't enough.
The SlowFall effect exists to ensure that you don't take falling damage by just jumping vertically and landing at the same height you jumped from.
A few things to keep in mind about this change. First, I strongly recommend using the "Slowfall overhaul" feature of Morrowind Code Patch with this mod. Vanilla Morrowind has a bug where even 1 point of SlowFall effect is enough to prevent *all* falling damage, no matter what height you fall from. MCP fixes this bug, amongst other problematic aspects of the SlowFall effect. With MCP and SlowFall 10, you'll still take falling damage if you fall from a great height, but in general you can jump around and not worry about falling damage.
Second, I also recommend the use of the mod [url=https://www.nexusmods.com/morrowind/mods/46299]Limited Leaping[/url] with this mod. Limited Leaping allows you to set a minimum fatigue to jump, as well as a cooldown time between jumps. I set the cooldown time to one second (just to prevent rapid-fire jumping up the ramps in Vivec), and the minimum fatigue to the fatigue cost of jumping (5 in vanilla, 20 with BTBGI). This should prevent you from just bunny hopping everywhere.
Third, this change will allow you to bypass the end of the chargen process, by jumping over the wall outside the Census and Excise office. This is bad because you won't be able to save your game (and might not have a magic menu either) until you go talk to Sellus Gravius like you're supposed to. So just proceed through chargen like normal.
Fourth, regarding the constant effect Night Eye ability, BTB created an alternate version of his Character module that omits this change, for those who dislike it. I don't mind the way constant Night Eye looks, and I don't feel like bothering with an alternate version. However, if you really don't like it, it's pretty easy to change. Just open the plugin with [url=http://mw.modhistory.com/download-95-1662]Enchanted Editor[/url] or [url=http://mw.modhistory.com/download-95-15443]TESAME[/url], and delete the reference to the spell "eye of night." This will revert it to a spell as in vanilla.
Finally, again regarding the Night Eye ability, I recommend using a good lighting overhaul like [url=https://www.nexusmods.com/morrowind/mods/39605]True Lights and Darkness[/url] or [url=https://www.nexusmods.com/morrowind/mods/46291]Di.still.ed Lights[/url] with this mod. Night Eye is pretty useless with vanilla lighting, for the most part, but with a good lighting overhaul, it suddenly becomes much more useful, as dungeons become truly dark without a light source or magical illumination.
[u]Nord [/u]
Attributes: STR 50, INT 30, WIL 40, AGI 30, SPD 20, END 40, PER 30, LUK 40
Skills: Armorer, Axe, Block, Heavy Armor, Marksman, Mercantile, Unarmored
Abilities: Resist Frost 100, Resist Shock 50, Fortify Attack 20
This is another ability that was kind of tacked on at the end, but I think it fits pretty well with a martial race like the Nords. It can also serve as a substitute for all those weapon skill bonuses that Nords used to have, allowing more effective use of weapons you're not skilled in.
It also perfectly balances out Imperials' Sanctuary 20. Nord players have an advantage against Imperial NPCs compared to other player races, and Nord NPCs will present a unique threat to Imperial players by cancelling out their Sanctuary advantage.
[u]Orc [/u]
Attributes: STR 50, INT 20, WIL 50, AGI 20, SPD 20, END 50, PER 30, LUK 40
Skills: Armorer, Athletics, Block, Blunt Weapon, Hand-to-Hand, Heavy Armor, Unarmored
Abilities: Resist Magicka 25, Resist Fire 50, Resist Normal Weapons 25, Resist Shock 25
The increase in Resist Fire magnitude and the addition of Resist Shock make Orcs even more of a defensive race, contrasted with Nords who are more offensive with their Fortify Attack. It also balances out the elemental resistances among the races, in my opinion.
[u]Redguard [/u]
Attributes: STR 40, INT 20, WIL 20, AGI 40, SPD 50, END 50, PER 20, LUK 40
Skills: Acrobatics, Armorer, Athletics, Block, Hand-to-Hand, Long Blade, Medium Armor
Abilities: Resist Poison 75, Resist Fire 25, Spell Absorption 15
The Resist Fire can be explained by the Redguards' long occupancy of the scorching deserts of Hammerfell, and I think it further balances out elemental resistances (Resist Fire 75 for Dunmer, 50 for Orcs, 25 for Redguards).
The Spell Absorption effect is more tacked on, but it makes Redguards more unique and gives them an advantage other races don't have. It's mainly a defensive trait, making this martial race of warriors particularly suited to go up against wizards. The magnitude is high enough to be noticeable, without being so high as to be unbalanced.
It would also be quite useful to a Redguard magic user, if you can overcome the Redguards' lack of magicka bonus and low intelligence. A magicka-boosting birthsign would be ideal in this case, especially The Mage which also boosts intelligence. If it's a favored attribute, you can start with an intelligence of 50 and magicka of 100.
Speaking of birthsigns, though, this trait would obviously combine to great effect with The Atronach and its Spell Absorption 50. This wouldn't quite result in Spell Absorption 65, because Spell Absorption isn't additive; it would result in two separate chances to absorb, one at 15% and the other at 50%. But a Redguard Atronach would still be uniquely protected against magic.
[b]Birthsign Abilities [/b]
This section will list all birthsign abilities in this mod. For a side-by-side comparison with vanilla and BTBGI, see the readme in the archive (due to limitations in the Nexus' text editor).
Like with races, any powers in vanilla or BTBGI will not be listed here, though they are listed in the full readme for the purpose of comparison. Remember that all powers have been removed from this mod. Birthsigns that don't have powers in BTBGI have not been changed in this mod compared to BTBGI, though are still listed here.
[u]The Apprentice [/u]
Fortify Maximum Magicka 10, Resist Magicka 15
Going further than BTB did, this birthsign now provides the opposite effect of vanilla's Weakness to Magicka, though with a more modest magnitude. It now provides a straightforward boon to mages of all races.
An obvious synergy is with Bretons' Resist Magicka 50 (and to a lesser extent with Orcs' Resist Magicka 25). A Breton Apprentice will have Resist Magicka 65, which is very good protection against non-elemental magic.
In otherwise vanilla Morrowind (i.e. without the rest of BTBGI), the Cuirass of the Savior's Hide will bring a Breton up to Resist Magicka 100 constant effect, with or without this birthsign. The Equipment module of BTBGI gimps the Cuirass down to Resist Magicka 25, so a Breton with the Cuirass is down to 75 magnitude. This birthsign boosts that to 90. It's possible to acquire Resist Magicka 100 constant effect in regular BTBGI (without this mod), but this mod makes it somewhat easier for a Breton Apprentice, who will need fewer items to pull it off.
[u]The Atronach [/u]
Fortify Maximum Magicka 10, Spell Absorption 50, Stunted Magicka
This birthsign has not been changed from BTBGI, but giving it to a Redguard (who now has Spell Absorption 15) has interesting potential. It doesn't quite result in Spell Absorption 65 - rather, it results in two separate chances to absorb, 15% and 50% - but it does provide a Redguard unique protection against magic.
[u]The Lady [/u]
Fortify Personality 20, Fortify Willpower 20, Fortify Acrobatics 10, Fortify Unarmored 10
A few birthsigns now feature skill boosts, and this is one of them. I thought the two affected skills were appropriate for an ability named "Lady's Grace," and the unarmored boost in particular is enhanced by the Settings module of BTBGI, which increases the effectiveness of the unarmored skill.
Since some birthsigns now have Fortify Skill effects, I recommend the use of MCP's skill uncapper feature, which allows skills to be increased beyond 100. Without it, the skill boost from a birthsign would end up being wasted once you reach 100 skill, and it would have the effect of reducing your maximum level if the affected skill is a major or minor skill.
[u]The Lord [/u]
Fortify Endurance 20, Resist Normal Weapons 15
Synergizes well with the Orcs' abilities. An Orc Lord will have Resist Normal Weapons 40, which is pretty formidable, especially combined with an Orc's magic resistance. Not to mention an endurance of 70, which will result in higher health. (I recommend using a retroactive health mod like [url=http://mw.modhistory.com/download-90-6521]Talrivian's State-Based HP[/url], or one of the many leveling mods that include a retroactive health feature.)
[u]The Lover [/u]
Fortify Agility 20, Resist Paralysis 75
I think the Resist Paralysis effect combines well with Fortify Agility to create a character with unimpeded movement (helpful in a lover). Will combine with a Breton's Resist Paralysis 75 to result in immunity.
[u]The Mage [/u]
Fortify Maximum Magicka 10, Fortify Intelligence 20
Unchanged from BTBGI. Provides a straightforward and more useful boost to a natural mage class, and can also be used to good effect to make a decent magic user of a traditionally non-magic-oriented race, especially Redguards with their Spell Absorption 15.
[u]The Ritual [/u]
Reflect 25
This is the first of three birthsigns that had no permanent abilities at all in either vanilla or BTBGI. When combined with the Altmer's Reflect 25 it provides Reflect 50, which is quite powerful both defensively and offensively against magic users.
[u]The Serpent [/u]
Night Eye 25, Swift Swim 25
This birthsign provides another option for constant Night Eye without having to play as a Khajiit. Again, this is only useful if you're using a good lighting overhaul, but if you are, this is a great utility birthsign, freeing you from having to carry around light sources and allowing you to save your magical resources for other spells.
I wouldn't recommend choosing this birthsign as a Khajiit, as Night Eye 75 is no more useful than Night Eye 50.
Swift Swim 25 is also a benefit to any player. An Argonian Serpent would be particularly at home in the water: a very speedy swimmer with Swift Swim 50, who can breathe water and see better underwater to boot.
[u]The Shadow [/u]
Chameleon 10
The Shadow is an obvious choice for a stealth-focused character, whether a sneak thief or a backstabber. Chameleon 10 is enough to provide a noticeable benefit when sneaking around, without being game-breaking.
Any race will benefit from this birthsign, but Argonians stand out due to their inherent Chameleon 10. An Argonian with The Shadow will have Chameleon 20, which will greatly enhance their ability to go unseen.
[u]The Steed [/u]
Fortify Speed 20, Feather 100, Fortify Athletics 20
This is perhaps the least creative of the changes from BTBGI in this mod. It just makes The Steed more of what it already was: a speed boost.
[u]The Thief [/u]
Sanctuary 10, Fortify Luck 20
An Imperial Thief would have Sanctuary 30, and their boosted luck would make their own strikes more likely to connect (among many other benefits). This would make an interesting warrior build, though the luck boost is universally useful.
[u]The Tower [/u]
Detect Animal 200, Detect Enchantment 200, Detect Key 200, Fortify Security 20
This is the ultimate situational awareness birthsign, which is definitely enhanced by Morrowind Code Patch, which allows the Detect Animal effect to also detect NPCs. Now you'll know that there's an NPC behind that door who has enchanted stuff, and those hidden keys in ancestral tombs won't be able to hide from you.
The boost to security is also very useful, especially to a thief character (or to any character who wants to be able to get at locked up stuff without using Alteration magic). I recommend the mod [url=https://www.nexusmods.com/morrowind/mods/47120]Skill-Based Trap Detection[/url], which makes your chance of detecting a trap depend (among other things) on your security skill.
The Warrior
Fortify Attack 10, Fortify Strength 20
The archetypal fighter's birthsign. Makes you a big brute with a big stick who hits like a ton of bricks and can carry lots of loot. That said, the strength boost is universally useful, and would be very convenient for one of the weaker races (Altmer and Bosmer have a strength of 20 now!) to compensate for their weakness. And if you're playing a Bosmer marksman specialist, keep in mind that the damage from marksman weapons, just like other weapons, is modified by strength.
[b]Installation [/b]
Use a mod management tool such as [url=https://www.nexusmods.com/morrowind/mods/45439]Wrye Mash[/url], or just copy the plugin to your Data Files directory and select it in the Morrowind Launcher.
[b]Recommendations [/b]
This mod requires only Morrowind; it doesn't even require Tribunal or Bloodmoon. However, there are a number of other mods that work very well with this one and that I strongly recommend.
1. [url=https://www.nexusmods.com/morrowind/mods/19510]Morrowind Code Patch[/url] ([url=https://www.nexusmods.com/morrowind/mods/26348]beta[/url]): Everybody who plays the vanilla Morrowind engine (i.e. not [url=https://github.com/OpenMW/openmw/releases]OpenMW[/url]) should be using MCP anyway, but there are a number of patches in MCP that are highly recommended with this mod.
- Attribute uncap: Allows base attributes to be increased beyond 100. BTB included a modified version of the Level Up Birthsign Remover script in his Character module, so that the attribute boosts from birthsigns wouldn't ultimately be wasted. MCP's attribute uncapper obviates the need for the script, which has been removed from this mod.
- Skill uncap: Allows skills to be raised beyond 100. Some birthsigns now include Fortify Skill effects. Without MCP's skill uncapper, those skill boosts would ultimately be wasted once you get to 100 skill, and would reduce your maximum level if the affected skill is a major or minor skill.
- Slowfall overhaul: Fixes a bug where 1 point of SlowFall effect would be enough to eliminate all falling damage, plus fixes a couple other problematic aspects of the SlowFall effect. Without this patch, the Khajiit's inherent SlowFall would eliminate falling damage from any height.
- Detect life spell variant: Gives the Detect Animal spell effect the ability to also detect NPCs (without this patch, it can only detect creatures). This makes the Bosmer racial ability and the ability from The Tower birthsign much more useful.
- Strength-based hand to hand damage: Makes hand-to-hand combat more viable, especially with high strength, which enhances the utility of some races' hand-to-hand skill bonuses.
- Hidden traps: This feature is required by one of my other recommendations, so go ahead and enable this if you plan to use Skill-Based Trap Detection. (If you don't plan on using that mod for some reason, then I wouldn't recommend this patch.)
2. [url=http://mw.modhistory.com/download-55-13679]BTB's Game Improvements[/url] ([url=https://www.nexusmods.com/morrowind/mods/47129]Tweaks[/url], [url=https://www.nexusmods.com/morrowind/mods/47765]Sigourn fork[/url]): This mod is based on the Character module of BTBGI, and using the rest of BTBGI is strongly recommended in order to balance many other aspects of the game. Some changes made by BTBGI's other modules fit very well with this mod; for example, the Settings module increases the effectiveness of the unarmored skill, making The Lady's unarmored boost more useful.
I recommend the Sigourn fork, which incorporates my BTBGI Tweaks, brings BTBGI up to speed with [url=https://www.nexusmods.com/morrowind/mods/45096]Patch for Purists[/url] (which you should also definitely be using by the way), and includes a few of BTB's additional edits.
Also, this should be obvious, but this mod should be used in place of BTBGI's Character module, and alongside the other modules.
3. [url=http://mw.modhistory.com/download-90-6521]Talrivian's State-Based HP[/url]: This is a retroactive health mod that determines your max health based on a formula that takes into account your endurance and strength (and level). This makes Fortify Endurance effects (such as The Lord's) in particular much more useful, as they will increase your health.
Note that there are a few other retroactive health mods out there, and a number of leveling mods also include a retroactive health feature. Use whichever one you like best.
4. [url=https://www.nexusmods.com/morrowind/mods/39605]True Lights and Darkness[/url] ([url=https://www.nexusmods.com/morrowind/mods/47133]still version[/url]) OR [url=https://www.nexusmods.com/morrowind/mods/46291]Di.still.ed Lights[/url]: A good lighting overhaul not only makes the game look much better generally and makes lighting much more realistic, but it's also essential for making the Night Eye effect at all useful. With vanilla lighting, there are very few circumstances in which you would need Night Eye, which would render the Khajiit's (and The Serpent's) constant Night Eye mostly useless.
5. [url=https://www.nexusmods.com/morrowind/mods/47120]Skill-Based Trap Detection[/url]: Makes whether or not you detect a trap depend in part on your security skill, which makes racial bonuses to security and The Tower's Fortify Security effect even more useful. Note that it requires MCP's Hidden Traps feature.
Compare to vanilla, where you *always* detect traps no matter how low your security skill, or to MCP's Hidden Traps feature alone, where you *never* detect traps no matter how high your security skill.
6. [url=https://www.nexusmods.com/morrowind/mods/46299]Limited Leaping[/url] ([url=https://github.com/NullCascade/morrowind-mods]Github[/url]): Allows you to set restrictions on jumping so you can't just bunny-hop indefinitely, particularly important with the Khajiit's inherent Jump effect. I suggest setting the cooldown time to one second (the minimum without disabling the cooldown requirement altogether), and the minimum fatigue requirement equal to the fatigue cost of jumping (5 in vanilla, 20 with BTBGI).
7. [url=https://www.nexusmods.com/morrowind/mods/45558]Blight Storms Restored[/url]: Restores the possibility of catching blight diseases when out in a blight storm. This makes the Dunmer's inherent blight resistance more useful by making the blight more threatening.
8. [url=http://hostx.me/morrowind/#minimods]Minimods[/url]: You probably won't need this one, but if you have problems with the "Who's there?" greeting, download this mod and use the "It's Me, You Idiot" plugin.
[b]Version History [/b]
Version 1.0 - 2020-04-05
- Initial release.
[b]Credits [/b]
This mod would obviously not exist without BTB and the enormous amount of work he put into BTB's Game Improvements. While I changed quite a few things in BTBGI's Character module, this is still more BTB's work than it is mine. I'm just standing on the shoulders of a giant.
[b]Usage [/b]
You can use this however you want, as long as you credit BTB.