Morrowind Overhaul Project. You can call it MOP.
At this point, given the amount of serious discussion going on, I think it's totally appropriate to flag the news threads as WIPs. It's also a good way to get the ball rolling- It's basically saying saying "This is project we're starting. Give your input." as opposed to "Give us input because there's this totally awesome project that's eventually gonna happen, even though we don't really know when it's gonna really start up or anything..."
Right on.
MOP? Hmm... The word Overhaul seems a bit too expansive -- for example, I really want to stay away from most areas of graphics. What's the generally-perceived over/undertone with "Overhaul"? I personally have none (except a mental association with Oblivion's OOO, which I never played -- I lost interest in Oblivion fairly quickly after playing it for a while when it came out and reading about its purposely-gimped moddability), but I know there's a lot of community touchiness about large-scale mod integration that I'd prefer not to trigger where it doesn't even really apply.
One thing I really want to try to avoid is, for example, the name effectively acquiring an unofficial YA prefix -- as in, say, Yet Another Morrowind Overhaul... Hey... YAMO -- I like th-- *SLAP!* Okay, okay. I'm in control again.
I figure if we make the acronym catchy enough, with the actual constituent words obscure enough to cause repeated blinking, it may stun people enough for them to look at what it actually is.
It was me who asked about applying disintegration to NPCs armour, mainly since I feel their gear doesn't take enough damage from battles, since it's balanced to favor the player so their gear doesn't wear out so fast. This would result in higher repair costs introducing a better money sink, as you might just now ignore some armour as being too damaged to return a profit. [ . . . ]
Ah, that's right. It would add a nice dose of sense and realism if reasonably doable.
I was thinking that encumberance should be globally lowered. This would make burden and the like effective against NPCs, who don't have as much gear as the player.
But, to counter it, the player could buy equippable bags that give a CE feather effect. The down side is that these bags take up an armor slot (say pauldrons, belt bag and something for back). A looter could then have less armor.
I like the idea in regards to encumbrance. I use Mainframe's Backpack mod, and I have a few people who play my build, they all have used the backpack that provides 0 AR and takes the helmet slot as they figure it is worth the sink in AR. [ . . . ]
Sorry if this has been addressed before or elsewhere, but wouldn't just making Burden cheaper and more powerful accomplish the same in a simpler way? (I know some mods have done this, but I haven't bothered to use burden spells in-game, so I can't speak for how well they work.)
I've actually been looking for this kind of global rebalancing mod for a long time. I've been using adventurers but it adds alot of other changes that conflict with other mods I would like to try. But I really don't want to give up the rebalanced prices and armor/weapon values. I've been tossing around making my own mod for a while and if this goes forward i would be willing to help with it.
Awesome -- collaboration is very much welcome.