I got an idea of a possibly perfect way to nerf chameleon and invisibility. It's by mimicking Fallout 3. Chameleon would have a set magnitude level (like 50% or 75%), and in spellmaking one could only change the duration. Possibly invisibility would just be removed, as it's pretty similiar, and all instances of it replaced with this new chameleon. I guess it's not possible with any current means, but i wanted to throw the idea here anyway to see if other's like it.
Well, like you said, it's not possible by any means, though the idea itself isn't a bad one.
The truth is that the stealth system of Morrowind is not a very well-developed one. You're then faced with the choice of trying to get broken game features to work well with the game, or simply just lopping them off altogether. In many cases, I had to opt for the later route.
While Invisibility and Chameleon do have legitimate uses in combat, its their use outside of combat that breaks them. The same can be said of Telekinesis, which is a real shame. I'd like to think that shopkeepers would notice their inventory floating away right in front of their eyes, but sadly, they don't.
Hey BTB, just recently found out about this mod, and I really enjoy it. Together with the other suggestions from your list concerning gameplay balancing, it makes the game much more rewarding. Whenever I made the Mages Guild quests, I found myself stealing that 80.000 septims soulgem from Galbedir, effectively ruining the fun for myself.You finally took care of that problem.
Odd... that's the one problem I don't remember fixing. Unless you're referring to the fact that I've lowered the value of the soul gems enough that it's no longer worth stealing?
One thing I don't get are your changes to the transportation network. Might just be me, but I'd say that teleporting someone is a service that would be much more expensive than silt striders or boats. It's more comfortable, it's instantaneous, and it's magic, i.e. it's something only a few people can do, i.e. they can charge large amounts for it. Yet the difference between teleportation and usual transportation is such that teleportation is always a good choice. Currently in my game, a silt strider trip to Ald'ruhn from Balmora costs thrice as much as a Mages Guild teleportation. I think the exact opposite would make more sense.So I'd say... swap the prices and make teleportation the expensive choice. Especially later in the game, the player might choose the more comfy option over the cheaper one anyway, be it because of roleplaying or "just because he can", so that this way it would also be a much more effective money sink.
Well, I'm assuming that one would combine my mod with one like, say, Service Requirements. That way, teleportation is a privilege you earn instead of a given at the outset of the game, and thus the lower cost is justified.
(Also, please don't remove Invisibility or cripple Chameleon's usefulness any more. You already improved the buyable spells and disallowed Chameleon enchantments, and making a useful high Chameleon spell is pretty damn expensive, so I think it's really balanced now.)
I have no intentions of editing the spells any further, but I am working on editing the enchanted items in the same manner as I did the spells. The Amulet of Shadows, for example, will still be better than any spell you can make, but not ludicrously so. And in that same vein, lots of enchanted items that were previously worthless I'm aiming to make more useful, again in much the same vein as the spell edits.
It's just long, hard work that I thought I'd have done by now.
If been playing MW for the first time (went on vaca for a time) and must say I have a hard time making money. I think I may need to revert to stealing just to earn some cash. I dont know how easy it was to make money in vanilla MW, but I seem to always have limited funds making choices difficult at times...My only suggestion is to allow for some value in selling home made potions. I would like to think of it as a mage and/or assassin (non-thief) having the ability to "earn" a small living selling potions especially at low levels. It would be a plugin for non-thief mage character.
The problem with allowing for any kind of profit to be made with homemade potions falls into the same thing I was talking about above. I can either put massive amounts of effort into making something broken a little less broken, or just nuke it altogether. Alchemy ingredients are cheap, and even with a small value, one could easily cheese a profit from making potions. This is the same reason that, for example, enchanting items yourself doesn't make them any more valuable.
Though there are plenty of ways to make money, still, there's (hopefully) no more ways to make enough of it that you won't have to be smart about what you're spending it on. From what you've described, what you're experiencing is bery much the sort of thing this mod was aiming for.