Professional Documents
Culture Documents
changes -
-1 - Graphics changes -
This category contains small extensions or modifications to the graphical part of
Morrowind's engine. Some options allow for mods to make better use of the game
engine than was otherwise available before.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
90 Alchemy potion weight rebalance
Fixes some problems with the alchemy process.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
125 Position/PositionCell fix
Fixes an issue with PositionCell that prevented NPC scripting from running, and
another issue which deactivated actor and projectile collision on moved NPCs. This
solves most problems with the mod Living Cities of Vvardenfell.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
135 Ammo damage tooltip
Morrowind item tooltips failed to show the damage range on ammunition. The fixes it
so that the damage becomes visible.
-1 - Graphics changes -
This category contains small extensions or modifications to the graphical part of
Morrowind's engine. Some options allow for mods to make better use of the game
engine than was otherwise available before.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
-2 - Game mechanic changes -
Changes in this category alter the way that Morrowind game mechanics work. Many of
them change the feel of the game, making some things more unforgiving and retuning
some badly designed mechanics. Some of these settings can have a dramatic effect on
how you play the game.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
126 Telekinesis fix
Fixes telekinesis to allow long distance interaction with lights, ammunition,
books, and activators. Before, they did not have the extended interaction range
expected from the telekinesis effect.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
125 Position/PositionCell fix
Fixes an issue with PositionCell that prevented NPC scripting from running, and
another issue which deactivated actor and projectile collision on moved NPCs. This
solves most problems with the mod Living Cities of Vvardenfell.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
69 Enchanted item rebalance
Reduces the effect that enchant skill has on item charge use. Enchant was heavily
weighted so that charge efficiency went up to 10x compared to base cost (at maximum
skill), in strong contrast to spell casting which does not cost less magicka with
higher skill.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
-2 - Game mechanic changes -
Changes in this category alter the way that Morrowind game mechanics work. Many of
them change the feel of the game, making some things more unforgiving and retuning
some badly designed mechanics. Some of these settings can have a dramatic effect on
how you play the game.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
90 Alchemy potion weight rebalance
Fixes some problems with the alchemy process.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
125 Position/PositionCell fix
Fixes an issue with PositionCell that prevented NPC scripting from running, and
another issue which deactivated actor and projectile collision on moved NPCs. This
solves most problems with the mod Living Cities of Vvardenfell.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
135 Ammo damage tooltip
Morrowind item tooltips failed to show the damage range on ammunition. The fixes it
so that the damage becomes visible.
-1 - Graphics changes -
This category contains small extensions or modifications to the graphical part of
Morrowind's engine. Some options allow for mods to make better use of the game
engine than was otherwise available before.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
-2 - Game mechanic changes -
Changes in this category alter the way that Morrowind game mechanics work. Many of
them change the feel of the game, making some things more unforgiving and retuning
some badly designed mechanics. Some of these settings can have a dramatic effect on
how you play the game.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
126 Telekinesis fix
Fixes telekinesis to allow long distance interaction with lights, ammunition,
books, and activators. Before, they did not have the extended interaction range
expected from the telekinesis effect.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
125 Position/PositionCell fix
Fixes an issue with PositionCell that prevented NPC scripting from running, and
another issue which deactivated actor and projectile collision on moved NPCs. This
solves most problems with the mod Living Cities of Vvardenfell.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
69 Enchanted item rebalance
Reduces the effect that enchant skill has on item charge use. Enchant was heavily
weighted so that charge efficiency went up to 10x compared to base cost (at maximum
skill), in strong contrast to spell casting which does not cost less magicka with
higher skill.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
-2 - Game mechanic changes -
Changes in this category alter the way that Morrowind game mechanics work. Many of
them change the feel of the game, making some things more unforgiving and retuning
some badly designed mechanics. Some of these settings can have a dramatic effect on
how you play the game.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
90 Alchemy potion weight rebalance
Fixes some problems with the alchemy process.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
126 Telekinesis fix
Fixes telekinesis to allow long distance interaction with lights, ammunition,
books, and activators. Before, they did not have the extended interaction range
expected from the telekinesis effect.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
[Weather Rain] change these:
Rain Diameter=1200
Max Raindrops=1500
[Weather Thunderstorm] change these:
Rain Diameter=1200
Max Raindrops=3000
[Weather Snow] change these:
Snow Diameter=1600
Max Snowflakes=1500
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
135 Ammo damage tooltip
Morrowind item tooltips failed to show the damage range on ammunition. The fixes it
so that the damage becomes visible.
-1 - Graphics changes -
This category contains small extensions or modifications to the graphical part of
Morrowind's engine. Some options allow for mods to make better use of the game
engine than was otherwise available before.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
69 Enchanted item rebalance
Reduces the effect that enchant skill has on item charge use. Enchant was heavily
weighted so that charge efficiency went up to 10x compared to base cost (at maximum
skill), in strong contrast to spell casting which does not cost less magicka with
higher skill.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
90 Alchemy potion weight rebalance
Fixes some problems with the alchemy process.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited
before, then moved to the current cell, the script specified in the NPC data would
not be initialized correctly. This could cause quests to stop working, and dialogue
interactions with that NPC to crash the game, until the next reload. This patch
causes Position/PositionCell to attach the script to the NPC reference correctly,
if it is not already done.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.
To work as intended you should increase the range weather is rendered, change your
weather settings in morrowind.ini:
Recommend for use with riding mods. May cause the camera to ghost through
activatable doors in tight interiors.
45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.
71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic'
key, instead of having to switch first. You can cast while holding a weapon; NPCs
are also a little quicker to cast and can hold weapons while doing so. Using
quickslots no longer changes stance when you select a spell or magic item.
You are still able to get to ready magic stance with the 'M' key. If any mods add
scripted spells, you may still have to ready your hands first for the scripted
spell to work, if the mod requires it.
77 Pickpocket overhaul
Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what
level or stats, has the minimum chance (about 5%) to steal any item valued over 100
septims. An early game thief character with 40 sneak and 60 agility has under 60%
probability to steal a 15 septim item from a merchant with minimum countering skill
(5 sneak), and is often caught just closing the pickpocket window. This is the
easiest scenario, which should be a reliable success of over 90%, and only gets
worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is
capped at 75%, but is tested both when taking an item and when closing the window.
Together this gives a 44% chance of being detected, no matter your skills.
This option re-works the whole pickpocket calculation to be based on weight, and
lessens the chances of being detected. It is generally much easier to get started
if you choose a thief, and the best things to steal are the lightest - jewellery
and gold. You will have to pick your targets carefully, as scouts, other thieves
and seasoned adventurers are more likely to notice you. Grabbing anything
noticeably heavy such as a weapon, is very likely to give you away. There is no
longer a cap on pickpocket chance, and anyone with basic thief skills will not be
detected when closing the pickpocket window.
Unfortunately the standard potion weight calculation has incomplete coding, which
leads to multiple problems calculating potion weight. If you make several types of
potion in the same session, all potions after the first type become much lighter
than normal. A potion's weight could be reduced to minimum by adding low weight
ingredients that contributed no effects to the potion.
Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with
standard Morrowind, 60% lighter than the most expensive exclusive potions - you
could carry 100 of those for 10 encumbrance.
Therefore, final potion weight has been revised to take alembic quality into
account instead of number of ingredients, while staying in line with the more
common purchasable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)
A good alembic will make your potions much easier to carry, and with the best
alembic and ingredients you can create potions weighing the same as an exclusive
potion.
As creature data has no auto-calculation flag, and vanilla creature data sets
magicka levels which are not proportional to their intelligence, it is most likely
NPC recalculation was not intended to apply to creatures. This fix modifies scaling
of creature magicka and fatigue: Magicka is still proportional to intelligence, but
with a different scale per creature type. The creature's starting intelligence will
produce the creature's starting magicka. Fatigue no longer scales with attribute
changes.
When a recently-visited NPC was moved to the current cell, Morrowind would fail to
activate its collision physics, which caused projectiles and magic to pass through
the actor. This patch registers the actor collision correctly.
- NPCs fleeing from combat use the correct flee distance, instead of fleeing a very
short distance and stopping all actions. Only relevant with modded AI settings.
- Followers that are knocked down will no longer be forced to follow you in a
glitchy knockdown state. They will stay down until their fatigue becomes positive.
- NPCs will no longer try to equip lights marked non-carry at night. This does not
apply to lights directly given via AddItem.