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VitruvianGuar

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VitruvianGuar

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About this mod

MWSE-lua mod that adds magnitude to cure effects, making them work similarly to dispel and improve the way alchemy game formulas treat such effects.

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Introduction

Cure Effects are disbalanced in Morrowind. This is especially clear with Cure Blight Disease which is supposed to be an expensive effect due to the fact that blight diseases are severe and dangerous. And yet even a novice alchemist can make a cure reliably removing all the blight from a target. This is due to the fact that these effects lack both magnitude and duration, thus lack any scaling.

Description

This MWSE-lua mod provides magnitude parameter for Cure Effects, affecting Cure Poison, Cure Paralyzation, Cure Common Diseases and Cure Blight Diseases. As a result, they remove the negative effect only with a chance, equals to their magnitude, similarly to how dispel works in vanilla game, providing the needed scaling for these effects. Weak spells and potions may not cure you, and moderately powerful ones may cure only one of the multiple diseases that you have.

  • Balance. The new cost of the effects is calculated based on whatever rebalance you are using. It's balanced around the assumption that standard cure spell provides 100% cure for its magicka cost. By default Cure Poison and Cure Paralyzation are cheap, Cure Common Disease is more expensive and Cure Blight Disease is extremely expensive.
  • Alchemy Calculations Fix. While in vanilla game it wasn't possible to brew a decent dispel potion without using exploits, barely creating 10% ones at 100 skill level, now you can make 100% dispel potions, when you've reached the pinacle of alchemic mastery. Cure Common Disease Potion is somewhat similar in difficulty. Cure Blight Disease potions will have only 50% chance of successon 100 skill level. Cure Poison and Paralyzation will be maxed out already at 50 skill level.
  • Customization options in the mcm allow to enable the new mechanics only for some of the Cure Effects, and change the way effect magnitude is assigned to the existent game items and spells. Interop functionality allows to specify unique magnitude values for any items


My other relevant gameplay mods

Borrowed Time - fix for another effect that was poorly balanced in vanilla game
Alchemical Knowledge - if you are going to make your own cures with alchemy
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