- #Morrowind patch project changes how to
- #Morrowind patch project changes mod
- #Morrowind patch project changes Patch
However, my last game save is dated from after 1.6.4 came out and I know I had constant enchant items that I made in that game. I admit it has been a while since I last played so mabe I got it after I had already enchanted stuff. Wait a moment, 1.6.4 effects constant enchant items? I am not so sure of that. She used 1.6.4, so the problem is in 1.6.4 as well as 1.6.5, though she has not been able to remove the problem due to other technical difficulties on her end.
#Morrowind patch project changes Patch
This was brought to my attention by a player on the Morrowind facebook group who asks me for help from time to time, and having just recently installed any patch projects, I hadn't tried to enchant yet - so I'm glad she brought it to my attention so that we could both remove the patches. Someone making the patch felt that making constant effect magic items should be disallowed. Fortify attribute 1 pt constant effect on exquisite amulet with golden saint soul - probably the best you'll get if at all. Then it gets even more irritating when I'm reading something on the UESP and it doesn't match up with my game, so I turn off the patch project and whooola, that was the problem. I personally wanted to re-experience Morrowind vanilla style like I did many years ago (My first TES game) and when the patch project throws something off it really irritates me because I'm trying to experience the vanilla game, not someone elses idea of balance and obscure gameplay changes. The reason I got the patch project to begin with was to fix bugs, not alter the vanilla gameplay.
#Morrowind patch project changes mod
They're playing balance developers and I'm personally not interested in getting a mod like that. Furthermore, even if they think it's out of whack, it's not evidently a bug and they're overstepping their boundaries when trying to package a mod of fixes. Something like Resist Magicka protects you against all sorts of spells. Resist Paralysis just protects you against paralysis, that's it. The other resist spells cost more because they do more and are more useful. In any case, if that's the real justification then I think it's a load of bullocks. I fear that If I do something I might break it.
#Morrowind patch project changes how to
I was trying to edit the esm but I'm not sure how to do it since it's an esm file and not an esp. (This guy designed a ton of cool enchantments on GameFaqs years ago.) The reason it bothers me so much is I like to make a lot of the enchantments designed by SR71. It's arguable that paralysis is rather rare and should be cheaper than the other effects. IIRC the justification for it was that the other Resist spells cost 2.0, so Resist Paralysis should too. Candles now have glow-maps too, which give the illusion of wax being transparent, one of the many tiny changes only those who've spent hundreds of hours playing Morrowind are likely to notice.The 10x base cost for Resist Paralysis also bothered me. There's plenty more as well, including more weapons and artifacts, and tweaks like shopkeepers no longer attacking if you steal something of little value-unless you repeat the infringement. The town of Suran has received a major overhaul, a system of wooden bridges has been added to the ashland between Seyda Neen and Hla Oad, and the Ghostgate's gained an expansion "including a new guardtower, shelter for Temple pilgrims, and a small Inn." For instance, in Seyda Neen-the first settlement you visit-the lighthouse now stands on a separate island rather than a pile of rock beside the town, and has been elevated further. Morrowind Rebirth brings it back, and the 5.3 patch continues tinkering in that vein. The island of Vvardenfell feels alien the first time you visit, but that feeling fades over time. A major effect of Morrowind Rebirth is to alter the layout of the settlements and landscape.