- The bound armor set is incomplete and "broken" in the sense that they have a static AR and only count as light armor.
To fix this, I have introduced a new scripted spell called "Bound Armor." Casting it summons a full suit of armor (daedric in appearance) of the type the player has the highest skill in (heavy, medium, or light). The BaseAR has been balanced according to the player's conjuration skill and armor type while conjuration >= 30. The armor pieces each have a constant effect enchantment feather for their exact weight, making them weightless (Note: the morrowind code patch is required to fix a bug with the feather effect not working properly). The pieces have been balanced so that Conjuration skill 30 summons armor pieces with BaseAR as follows... Light Armor: 5, Medium Armor: 10, Heavy Armor: 10; Conjuration skill 90 summons armor pieces with BaseAR as follows... Light Armor: BaseAR 50, Medium Armor: BaseAR 65, Heavy Armor: BaseAR 80. These values scale point by point so all combinations of conjuration skills >= 30 (to infinity) and Armor Skill (from 0 to infinity) will provide an overall armor rating commensurate with vanilla Morrowind calculations.
- The bound weapons are simply too powerful for their meager casting cost.
To improve this situation, I increased the base cost of bound weapons from 2 to 5, making them 2.5 times more expensive. This means that the vanilla spells (Bound WeaponX for 60 seconds) cost 15 magicka instead of 6. While this is not as high as I would have liked, I did not want to create problems for npc's that use these spells or make them unavailable to player's with conjuration as a minor skill. Additionally, I've added a new starter spell, "Lesser Bound Weapon," which summons a weapon of the type the player has the highest skill in. Each of these variants has the same stats as their steel counterparts, is weightless, ignores normal weapon resistance, and has a constant effect enchantment of fortify attack 5 pts.
- Command Humanoid/Creature spell effects are too costly to be useful.
I essentially stole adjustments from Wakim's Game Improvements version 9 for this one, reducing the base cost of Command Creature to 5.5 and Command Humanoid to 7. In practical terms, these changes allow the spells to be used without becoming too powerful (IMHO). For example, commanding target creature, magnitude 4 (e.g. a cliffracer) for 20 seconds costs 33 magicka instead of 90. Commanding a target npc, magnitude 20 for 20 seconds costs 165 magicka instead of 450. Commanding a lvl 100 creature (vivec, almalexia, dagoth ur) on target for 20 seconds still costs 825 magicka (down from 2,250). I believe this brings the spell costs more closely in line with the power of the effects, making them useable but not overpowered.
- Summoned creatures really svck. Among their many problems, they...
+ stand around while their master is attacked
+ can only be summoned one per type (obviously there's only ONE dremora in all of the outer plains / Oblivion ????)
+ have pathfinding issues and can get stuck in follow mode
+ use aoe spells poorly, paying no heed to whether or not their master would get hit
+ wait for the player to attack them several times while out of combat before turning hostile
+ are balanced somewhat oddly in vanilla Morrowind. For example, what is the scamp supposed to be doing? Why does my golden saint appear before me with an unenchanted glass dagger? Why do some of the creatures have shield spells when creatures have no armor rating (thus making shield spells absolutely useless for them)? Why does the hunger have spells to diminish armor and weapons only a few points at at time? Why doesn't the centurion sphere have resistance/immunity to poison? And so on and so forth...
To address these issues, I have introduced a whole new series of scripted summoning spells. Casting one of them has an initial magicka cost and for sixty seconds works as usual. After the first sixty seconds, if the creature is still alive, it will cost the player the creature's initial casting cost divided by 60 in points of magicka per second to maintain it (in other words, after sixty seconds an upkeep system begins to cost magicka at a rate directly proportional to the creature's original casting cost). Two additional spells have been added, "Dismiss Servant" and "Dismiss All" to banish target summoned creature or all summoned creatures, respectively (only those summoned by the new scripted spells). These two spells cost no magicka (casting them still counts toward conjuration skill progression) and allow for easy management of one's summons. Additonally, warping has been added to each of the creatures. With these changes in place, the upkeep system has little downside while balancing an important new feature: you can summon as many of each type of creature as you like, up to a maximum of 12 total summoned creatures in any combination, so long as you have the magicka to summon/support them.
Various other changes make the creatures more useful. As in one of my previous mods, I've scripted them to automatically attack hostile creatures and npc's without waiting. Furthermore, they will no longer use area of effect offensive spells if the player would get hit by them. Also, summoned creatures will immediately react if the player hits them with a physical attack or a destruction/mysticism spell (so long as they've been out of combat long enough). Of course, mistakes happen in combat and if you happen to damage them they won't mind, provided it doesn't happen too often.
While I generally retained the role/flavor each creature originally had, I took the liberty of tweaking their spells/abilities/stats where I saw glaring deficiencies. The overall list is fairly long, but I'll provide a few examples. I reduced the base cost for both the winged twilight and golden saint, improved the leveled item list for the golden saint with an emphasis on daedric weapons and less unenchanted lower quality ones, and added spells (e.g. the scamp now has a basic fireball spell) or tweaked them (e.g. greatly increased the magnitude of the hunger's armor and weapon eater spells and combined them into one). In some cases, minor changes were made to their stats/abilities (e.g. the centurion sphere now has immunity to poison). Finally, their soul values were recalculated to be proportionate to their casting cost, with the golden saint's remaining at 400.
In order to introduce the new bound/summon spells, I'm writing a little bit of dialogue for a few of the vanilla npc's. If the player can raise the dispositon of any one of them high enough (not very...maybe only 60 disposition), a new topic will appear that will have the npc give the player a new book, "The Conjurer's Tome." This book will tell stories of a mage's adventures in which he/she discovers improvements to the conjuration school. Basically, it helps explain the new spells in a somewhat lore friendly way. Equipping the book will automatically add "Lesser Bound Weapon," "Bound Armor," "Dismiss Servant," and "Dismiss All" if they are not already in the player's spellbook. Additionally, it will add the new and improved, scripted Summon Creature X spells if the player already has the corresponding vanilla variant in his/her spellbook. So, if the player has "Summon Clannfear" but not "Summon Daedroth," equipping "The Conjurer's Tome" would add "Summon Clannfear*" but not "Summon Daedroth*" (scripted summoning spells will be marked with a trailing asterisk to distinguish them). I settled on the book idea because I didn't want the player to have to jump through hoops to use the new spells but I didn't want their acquisition to be a jarring, immersion-breaking event either.
Vanilla spells will not be touched (except for modifications to a few of the spell effect costs) and scripts will not be attached to any vanilla creatures/npcs. Combined with unique id's for everything the mod adds/changes, this should mean it will be fully compatible with the original game and any other mods.
Currently, all of the spells (and the scripting they rely on) are finished and working properly. I'm in the process of writing content for "The Conjurer's Tome" and I still need to do more testing to try to find any more bugs and ensure game balance. It's a very strange thing. I'd intended to write this WIP post a while ago, but as I get closer to the finish line I find myself with less energy for getting it done. At least now, seeing light at the end of the tunnel, I'm starting to get some of my enthusiasm back.