Well Oscurro's Oblivion Overhaul (for oblivion) sounds similiar to what you had in mind for Morrowind.
I like the idea. There are hundreds of things you could do..including giving people new options for quests.
That's at the high end of my hopes, yes. Of course, that would mean a fairly large collaborative effort with a serious base of interest/support. I think Taddeus seems to have come closest in coming up with a consistent, systemic unified revision to rein in the game's Power Elements Gone Wild, though I found it unsatisfactory for reasons I will recall when I get back into all that side of things.
The only one I've ever used is Objects and Game Balance Mod (along with a weapon rebalance mod I made myself). I've probably used it in about 75% of my games.
I like that one too, and had it in my games when I, uh, played.
Ooo thats an oldie but a goodie smile.gif
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I've pretty much used em all from Wakim's Game Improvement to Adventurers by Adam which is my favorite because of its amazing balance. I also love how Adam wrote some amazing detailed readme files with easy to understand information on how to use the Morrowind Construction Set editor to make our own changes to his Adventurers mod. It really helped in giving me a natural intuition on what is what in making the game act a certain way.
I never checked out Adam's Adventurers, but, from the sounds of it, it seems like it sets a good example for documentation and methodology.
I use one made by me that balances economy and items' cost.
I think there is no need to use some mathematical (and maybe alchemical) formulas to determinate the costs of the items, so we have some odd prices for anything (like 13371 gold etc...)
and they are still items that the player can never sell.
I simply changed the costs of all the item so that they can be sold to most of the shops in Vvardenfell or at most in Mournhold.
Except of this mod made by me, I use 2 esps from Wakim Game Improvemens, the 2 esps that balance the cost/power of the spells.
It really is a hugely important issue. I had started on that, trying to come up with something that has some non-arbitrary basis -- a sort of labor theory of value-based game economy. But, obviously as posters have pointed out, there's a LOT involved. But I wouldn't be averse to collaborating in that sort of thing...
I use these. Stock Morrowind is far too easy and unrealistic. I would 100% back a plan to come up with some sort of unified rebalancing mod, because some of the existing ones don't play nicely.
The default economy is in shambles. Money should be very difficult to earn.
Default items/armor/weapons are also a mess. Too much is overvalued, undervalued, or overpowerful.
I have yet to find a combination of mods that makes things as realistic/challenging as I'd like. I started work on one of my own years ago, but I never finished it and the ESPs are long gone.
I completely feel the same way. I did too -- I still have my little "cutting table" of ESDs cut from other mods, and my own attempts at a beginning. Did you ever try TAD balancing?
Will never be possible to fix MW's economy unless you remove virtually all loot from caves, tombs, etc, etc and make it so that you can't loot armour & weapons off corpses, thus shops will be your main source of supplies, instead of your local bandit cave (or daedra ruin if you are powerful enough).
One thing that would help, and that I've not been able to work out is to have your dead opponents armour and weapons all suffer major damage, since they don't take that much damage during a battle. This will force you to spend a lot on repair costs/repair hammers to get their full worth, and so may not be profitable to loot and repair many items.
That's a sobering viewpoint on it, and it's clear you've worked extensively at rebalancing it in your mod. Perhaps if we could dilute the leveled lists with more low-value loot?
More seriously damaged armor loot seems like it would definitely be a good thing to implement in a larger, more logical and more balanced scheme.
I find my game economy balanced.
My characters don't get rich quickly
These are the modifications I made:
- Creeper and Mudcrab are removed
- enchanting costs are reduced to 1/4
- training costs are reduced to 1/2
- the summoned creatures cannot fill soul gems anymore
- the soulgem costs (empty or filled) are reduced to 1/10
- deaderic, ebony, glass, dreugh, indoril items' costs are reduced to 1/10
- orcish items' costs are reduced to 1/4
- most of cheap magical items are now more expensive and the items too expensive, are cheaper.
some examples:
Daedric Cuirass from 70.000 gold to 7.000 gold
Glass CLaymore from 32.000 gold to 3.200 gold.
Grand SoulGem with Winged Twilight's soul, from 60.000 to 6.000 gold
Aryon's Dominator from 233 to 23.000 gold
so, you can sell almost everything in Vvardenfell or Mournhold, (except the unique powerful items) and you don't become rich so easy.
I tested this with a new Pc. Now I am Archmage and Grandmaster of House Hlaalu, and all what I have, is 14.000 gold.
Very interesting, and very close to what I'm thinking in that aspect of it An even marginal abundance of super-valued items is ridiculous, from any perspective. In real life, three-million-dollar paintings are only three-million-dollar paintings if there are people who will pay that for them. The idea of 60,000-gold items floating around in relative abundance in a high-magic, high-fantasy world just irks me. Reining that in seems, as you suggest, like it would at least bring us back into the stratosphere in dealing with the problem.
I never have used them. Haven't played long enough to know what's off and what's not.
Then do play as is for a while and get a feel for it. I quite loved it when I started out, but soon found a steadily-building mass of imbalancing Monty Haul factors that just kind of cheapened the game and made it lose its savor. Matter of style, taste and preference, but you may find these sorts of mods preferable later.
I created my own rebalance for equipment. It's constantly a work in progress though. Too many items, too little time. The focal point was spears though. Differentiating between Long Spears, Short Spears and Halberds...... [snip]
I haven't really gotten back into finishing the rest though. I've been waiting for Vality to finish the Grass mod. Solsthiem and the Ashlands/Molag Amur just look.. wrong.
Yeah, this is definitely NOT a task to be done individually, methinks.
Too much. If I worked on it, it would definitely be collaboratively.
Sounds like you put a lot of thought into your balancing. The thing you mention about better grades of progress... that's something I'd really like to see developed as well. Granularity. Little differences, little quirks. They make it all more
interesting.
I'd love to see what you came up with.
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