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Kezyma

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Kezyma

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About this mod

This is an MWSE plugin for Morrowind that aims to provide modernised versions of vanilla mechanics in Morrowind. The plugin is fully modular and each feature can be toggled through the Mod Configuration Menu. Features Always Hit & Cast, Health & Magicka Regen, Uncapped & Persistent Attribute Bonuses, State-Based Health, and Fast Travel.

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Kezyma's Mechanics Remastered
This is an MWSE plugin for Morrowind that aims to provide modernised versions of vanilla mechanics in Morrowind. The goal is to make it easier for new players to get into Morrowind while also preserving the original mechanics and balance.

The plugin is fully modular and each feature can be toggled off through the Mod Configuration Menu.

REQUIRES: The latest build of MWSE from 15th October 2023 or newer.

Always Hit
The 'Always Hit' module converts the initial hit chance of attacks into damage modifiers. This preserves the average DPS of attacks, while making combat more consistent.
e.g. An attack with a 50% chance to hit will always land, but the attack will inflict 50% of the damage that it would in the base game.

To prevent stum locking due to hits always causing stagger, the original dice roll to hit will be used to determine if the attack causes staggering, matching the base game.
e.g. An attack with a 50% chance to hit will always land, but will only cause a stagger 50% of the time.

To prevent on-strike enchanted weapons from being overpowered, the charge cost of enchanted weapons is scaled to the hit chance.
e.g. An attack with a 50% chance to hit will consume 2x the total charges from any on-strike enchantment.

To prevent weapon and armour skills increasing faster. The amount of skill gain is also scaled based on the hit chance of the attack.
e.g. An attack with a 50% chance to hit will increase the weapon skill (or armour skill if the attack targets the player) 50% as much.


Always Cast
The 'Always Cast' module converts the initial cast chance of spells into a magicka cost modifier. This preserves the average magicka cost to cast each spell.
e.g. A spell with a 50% chance to cast will always cast, but will cost 2x the original magicka.

To prevent spamming of high powered spells in combat, the casting animation time also scales based on cast chance (up to a maximum of 5x the original cast time).
e.g. A spell with a 50% chance to cast will take 2x longer for the casting animation to play.

The spell list menu is updated to display the current and minimum cost to cast a given spell as opposed to the original cost and chance.


Health Regeneration
The 'Health Regeneration' module enables passive health regeneration at the same rate as when resting (10% of Endurance per hour by default). Health regeneration does not happen while in combat.


Magicka Regeneration
The 'Magicka Regeneration' module enables passive magicka regeneration at the same rate as when resting (15% of Intelligence per hour by default).


Uncapped Attribute Bonuses
The 'Uncapped Attribute Bonuses' module allows stacking of attribute bonuses during level up to allow for catching up if the player didn't min-max.
e.g. If you have 15 skill increases in Strength skills, you will recieve the bonus for 10 increases (+5) as well as the bonus for 5 increases (+3) for a total bonus of +8.

To prevent overleveling of attributes, bonuses are limited to the maximum possible for your current level.
e.g. If you started with 50 Strength, when you reach level 2, you cannot raise your Strength higher than 55 with bonuses. When you reach level 3, you cannot raise your Strength higher than 60 with bonuses.


Persist Skill Increase Bonuses
The 'Persist Skill Increase Bonuses' module causes any excess skill increases that didn't count towards attribute increases to persist through to the next level.
e.g. If you had 10 skill increases in Strength skills, but did not pick Strength when leveling up, those 10 increases will count during the next level up. If you had 15 skill increases in Strength skills and you did pick Strength when leveling up, 5 of those increases will count during the next level up.


State-Based Health Increase
The 'State-Based Health Increase' module retroactively calculates your health each level up as though you had optimally increased your Endurance (+5 each level). This prevents the need to increase Endurance early in the game to maximise potential health.


Fast Travel
The 'Fast Travel' module adds fast travel to the world map. If the player is not in combat, not over-encumbered and is not in an interior, clicking an icon on the world map gives the option to travel to that location. Time passes equivalent to the player traveling there directly at their walking speed.

Travel destination is picked from the first valid spot on this list;
  • Silt Strider, Boat, or Gondolier location.
  • Divine Intervention location.
  • Almsivi Intervention location.
  • Any door above water level.
  • The center of the location.


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