I just remembered something. I haven't used these plugins in awhile, so I nearly forgot about them.
(It's been a long while since I've done a serious play-through of Morrowind. Mostly due to spending alot of time modding.)
The "Mage Friendly Plugin Series", by Eisenfaust.
It can be found here, along with a link to the original "Mage friendly daedra and less annoying bonewalkers", by Nightblade_Y, and NPC Enhanced, by Horatio:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6550
The description:
The Elder Scrolls III: Morrowind
Mage Friendly Plugin Series
v1.0
Author: Eisenfaust
Required files: depends on file(s) loaded (first two plugins should be self-explanatory, but see below for others)
Contents
1. Plugin Changes
2. Installation
3. Playing the Plugin
4. Possible Incompatibilities
5. Save Games
6. Credits and Usage
7. Changelog
Plugin Changes
This plugin series expands on the "mage friendly daedra" plugin by Nightblade_Y. This series of plugins was meant specifically to make reflect less available to NPCs. In abilities and potions (NPC Enhanced) providing reflect, I have converted reflect to spell absorbtion (magnitudes remain the same). Anyone who has played as any type of caster using destruction should know what all the fuss is about with reflect, so this is for all players who were ever annoyed with it showing up too frequently for the fact that it normally meant a one-hit kill if activated. Included in this set are:
Mage-Friendly Tribunal:
Elimintates all sources of reflect on creatures and NPCs (replacing it with spell absorbtion) added by Tribunal, except for those given by worn equipment and actively-cast spells (Salas Valor had armor that was meant to have reflect anyway).
Mage-Friendly Bloodmoon:
Same as above, only it removes the reflect effects (again converting them to absorbtion) from creatures and NPCs in Bloodmoon that shouldn't logically have been given them (it never made sense how the riekling and boar by themselves didn't have reflect, yet they gained it when the riekling mounted the boar.) Like in the Tribunal Edition, only ability-based reflection has been touched.
NPCE Mage-Friendly NPCs (Requires NPC Enhanced):
Contrary to what the documents of NPC Enhanced tell you, all NPCs above a certain level (not just the mages) spawn with reflection potions (sometimes with magnitudes greater than 50). To remedy this issue, the reflection potions have been converted to use abosorbtion instead, therefore successfully limiting reflect to NPCs who explicitly cast a reflect spell (why would anyone want to spend time learning a decent reflect spell if just any idiot could access a more powerful one with a potion anyway (...))
PCL Mage Friendly Creatures (Requires Piratelord's Creatures):
The reflect ability that is used for monster stats has been converted to use absorbtion, as in the other plugins, again relieving the one-hit kill experience for destruction users.
Installation
Simply extract the contained esp files to the C:/.../Morrowind/Data Files folder (where "..." is the series folders in which "/Morrowind/" is contained inside).
Playing the Plugin
Select whichever plugins in the set you want to use from the launcher (or Wrye Mash, if you have it).
Possible Incompatibilities
Anything that changes the monster abilities providing reflect will conflict. Please make sure these plugins load after the conflicting ones or you'll possibly lose the changes.
Save Games
These plugins should not invalidate your save games. Just load these plugins and you should be able to continue with any of your save games, even the ones lacking these as masters. Wrye Mash is more efficient with savegame master management than the standard launcher, so you might want to get it if at all possible (removing plugins does have problems unless you have this tool).
Usage
You have full permission to use these plugins in your games.
I would strongly recommend using these plugins as addons to Nightblade_Y's Mage Friendly Daedra plugin, as these are meant to build off that one.
Credits
Nightblade_Y for the original mage friendly daedra, which inspired me to create these addons
Bethesda for creating Morrowind and the Elder Scrolls and adding funky @#$% to their games to keep me busy correcting it (...)
Contact
If you have any questions/comments/concerns/what-have-you, you can find me either on Planet Elder Scrolls (under screen-name: Eisenfaust86) or by e-mail at:
mike025@ameritech.net
Changelog
v1.0: First Version
And for "Mage friendly daedra and less annoying bonewalkers":
mage friendly daedra - allows mages to cast destructive spells on to daedra without the spell being reflected. All daedra and some dagoth creatures now have spell absorbtion instead of reflection.
less annoying bonewalkers - makes the bonewalker's dread curse last for five minutes instead of permanently.
I don't use NPC Enhanced myself, but I've heard that it's good.
It's usable with the mods mentioned above, but neither NPC Enhanced, nor those require each other. Using either is up to you.
Here is the description:
NOTE 1: this mod contains Wakim's tweaks to NPC Flee AI. These values were taken from Wakim's Game Improvements. A fantastic mod. It will cause NPCs to flee when badly injured.
NOTE 2: I highly recommend using Morrowind Comes Alive (MCA) and PirateLord's Creatures mod with this plugin. MCA gives you a lot more random NPCs to fight and Creatures adds all sorts of Dreamer NPCs to Sixth house strongholds making them much more entertaining. Pretty much any mod that adds NPCs to fight works great with this.
1. OVERVIEW: The purpose of this mod is to make combat with NPCs in Morrowind more interesting and challenging. The mod does this by giving NPCs new items (level based potions and marksman weapons) and abilities (hearing, sneaking, weapon switching).
These changes will affect any NPC you fight. Including those added by other plugins. But only the vanilla NPC races are affected. Creatures are not affected.
V1.2
* Final version. i'm wiping morrowind off my HDD. too much of a timesink.
* Fixed a bug with combat scripts occasionally not working if you have a companion with you.
* Hopefully fixed a bug with VE where hostiles you had "embraced" start attacking you. i don't use VE, so who knows?
Note: NPC Enhanced requires "MWE" or "Morrowind Enhanced", an external program that was used before MWSE was developed.
MWE was notoriously problematic, and has long since been superceded by MWSE, or the "Morrowind Script Extender", which is now the accepted community standard.
Thankfully, CDCooley made a replacement plugin called the "NPCs Enhanced - MWSE patch", which uses (obviously) MWSE to acheive the same effects.
Here is it's description:
This is a simple script replacement patch to override the MWE based scripts in Horatio's NPC Enhanced with their MWSE equivalent.
This is designed to work with NPC Enhanced version 1.2 and needs to be loaded after NPC Enhanced so that it can replace the original scripts.
With this loaded you don't actually need MWE to run NPC Enhanced but you will need MWSE version 0.9.2 or higher.
The link can be found here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7981
These mods alone might not perfect your mage experience, but they will make it a great deal less annoying.
Sorry I didn't remember till now. I've been rather busy.
I hope this has been helpful. ^_^