Looking for 'hardcoe' Mods

Post » Tue May 17, 2011 12:57 pm

Obviously, we've played Morrowind for years now. Eventually a time comes in every man's life where they say "Morrowind is just too easy. I know everything like the back of my hand now". Well, I don't hesitate to say I am now one of these people.

I am looking for mods to improve the games difficulty. Such as making leveling harder, difficult to find good gear, and getting rid of ways to exploit the game like we have for years (Such as resting 24 hours to reset a merchant's gold). Playing the game vanilla today is like a walk in the park, rather than an adventure in a dangerous and mysterious world like when we first played years ago. It only takes about 2 real life days of frequent gameplay to become what we could call a Morrowind god, considering that you know the game well beforehand. Other than looking for mods to change the game's difficulty, It'd be great if I had mods that changed the locations of rare items too. Morrowind is not as fun when you come out of Seyda Neen and you already know the location of every artifact and Daedric piece.

Let me make a more simple list. I am looking for mods that:
Remove Training
Change the locations of artifacts
Harder to make money
Fix merchant exploiting
Fixations of other exploits
And many more mods that raise Morrowind's difficulty, and add more 'freshness' when starting a new play-through.

If you have any recommendations that would be great. Thanks in advance!
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Cat Haines
 
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Post » Tue May 17, 2011 2:37 am

http://www.tesnexus.com/downloads/file.php?id=6006
http://www.pirates.retreat.btinternet.co.uk/Creatures.htm
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5666
http://www.tesnexus.com/downloads/file.php?id=19510
http://planetelderscrolls.gamespy.com/View.php?id=5380&view=Mods.Detail
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6581

These will cater to all your expressed needs.
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Dustin Brown
 
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Post » Tue May 17, 2011 4:38 am

http://www.gamesas.com/index.php?/topic/1113884-relz-no-trainers/
Check some of the http://www.mwmythicmods.com/realism.htm#Economy to find one that balances gold a bit better.

You can also alter the fBarteGoldResetDelay GMST so that it takes Merchants much longer to restock gold.

Many people find MCA to make the game more challenging, due to the increase of NPCs randomly attacking you.
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celebrity
 
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Post » Tue May 17, 2011 8:02 am

I can't give you links since rpgplanet is down my bookmarks are screwed up, but look for:

- Venombyte Economy - changes a lot of prices on things like travel to be more expensive; good equipment is harder to come by
- Fliggerty just put out a 'no training' mod - try House of Fliggerty
- Scatter Mod by Number One - moves high-end items from their original locations
- The Adventurers - affects many areas. One thing it does ( which you can easily do too ) is changes a game setting so that merchant gold resets after two or three days instead of daily
- Morrowind Economy/Trade Fix by Piratelord - affects merchant bartering and respawning of stock
- Galsiah's Character Development - can be adjusted so that leveling up takes much longer
- Artifact Level Requirements by Jaxalot - restricts your ability to wield powerful items
- Dwemer Contraband by Hive Master - can't sell your dwemer artifacts to just anybody

Add in a whole raft of reality mods like the Bath Mod by Evilgreebo, Necessities of Morrowind by Taddeus/Nymeria, Temperature by Zappara, Falling Down by Duncan, Go to Jail by Arcimaestro Antares, No Thieving Start by Tarnsman, Trap Difficulty, Disturb the Dead by Zappara, Advanced Combat by Adul, Regional Mana by Wildman, Miscast mod by Magius/Huskobar, and you will soon find that you have your hands full.

I too lean toward the hardcoe and am working on an amalgamation project that seeks to combine the above and much more into a handful of large modules.
And now allow me to toot my own horm for a bit. Look at Huskobar's Role-Playing Suite. In it, you'll find:

- Call a Cab - no guild guide service until you've risen in the mage's guild
- Spellmaking Curtailed - no spellmaking service until you've risen in the mage's guild (still needs work - could be a little annoying)
- Magicked Out - casting a spell costs stamina (fatigue)
- No Creep, No Crab - creature merchants are gone
- Vivec Says - suggestions on how to restrict your game play in ways not handled by mods (that I'm aware of)

In future, look for additions to the suite; one that restricts levitation and one called Hammer Time governing your use of repair hammers.
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Susan Elizabeth
 
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Post » Tue May 17, 2011 10:14 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6385 Now they won't stop attacking until you kill their leader. Also, the number that attack you increases as you level up, with 5 targeting you when you reach level 40+. They won't start attacking until you reach level 5, so no more using their armor as cheap money boosters in the beginning. :ninja:
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Marcus Jordan
 
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Post » Tue May 17, 2011 12:18 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6385 Now they won't stop attacking until you kill their leader. Also, the number that attack you increases as you level up, with 5 targeting you when you reach level 40+. They won't start attacking until you reach level 5, so no more using their armor as cheap money boosters in the beginning. :ninja:


I was more hoping for a mod that took any value off the Dark Brotherhood armor entirely. I guess I'll just do that myself, though. I mean realistically, who would even buy gear used by the Dark Brotherhood?
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BrEezy Baby
 
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Post » Tue May 17, 2011 8:57 am

Well, you don't get more hardcoe than having five guys in pajamas waking you up from a dead sleep. :P
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brian adkins
 
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Post » Tue May 17, 2011 8:35 am

I mean realistically, who would even buy gear used by the Dark Brotherhood?

What? It's a video game. What ever a person chooses to roleplay becomes "realistic." I think most of us find that the DB fits into the Vvardenfell social economics.

Even from a Lore perspective, there are many NPCs that would gladly trade in nefarious contraband such as DB armor.
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Mimi BC
 
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Post » Tue May 17, 2011 1:15 pm

What? It's a video game. What ever a person chooses to roleplay becomes "realistic." I think most of us find that the DB fits into the Vvardenfell social economics.

Even from a Lore perspective, there are many NPCs that would gladly trade in nefarious contraband such as DB armor.


I'm talking from a lore/roleplaying perspective, I don't think that EVERY merchant would really take Dark Brotherhood armor into their inventory, and distribute such items to the public. I would think it might anger the Dark Brotherhood itself, or disturb any of the town residents, and I don't think anyone wants to take on the appearance of the Dark Brotherhood in the first place. It's practically like buying a Nazi uniform and casually wearing it. Anyways, I could give you a lot more reasons but I rather stay relevant to the topic.

I don't even know why you cared to ask me this in the first place. It's my opinion. I'll keep my taste in the mods I use without you picking at it thank you very much.
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Alexander Lee
 
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Post » Tue May 17, 2011 12:03 pm

In the back of my mind, that's another thing I might add to my role-playing suite; a simple mod that causes people's disposition to drop dramatically if you talk to them while wearing a Dark Brotherhood helmet. We'll see.
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Emzy Baby!
 
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Post » Tue May 17, 2011 2:20 am

Dated but useful perhaps - http://www.mwmythicmods.com/Archives/Mods/Balanced%20mod%20suite%20a%20sample%20collection%20of%20mods.htm
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Horror- Puppe
 
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Post » Tue May 17, 2011 6:31 am

One Iv'e just discovered is Azura's Touch there is a thread on here very interesting & strange only mod iv'e heard of to make play interesting for level 60 or higher players. It sounds problamatic but really interesting Beebee
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SexyPimpAss
 
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Post » Tue May 17, 2011 5:20 am

Useful thread; recurring question.
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Nathan Barker
 
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Post » Tue May 17, 2011 4:31 am

"No Creep, No Crab - creature merchants are gone"

I never found those damn things anyway. And the scamp doesn't have THAT much money.

Just go with "Improved Bartering" (Or something, It's a Fliggerty mod). It randomizes merchants cash pools. Sometimes it's more than usual, sometimes less. Either way, it nullifies the need for the creature merchants.
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Soraya Davy
 
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Post » Tue May 17, 2011 1:27 am

here is one called http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2328 that makes tomb raiding a more risky and dangerous thing to do.
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Ruben Bernal
 
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Post » Tue May 17, 2011 1:51 am

Here's an idea, make it so merchants get more money in a week, instead of 24 hours. Also sleeping for too long without doing anything(leveling up any skill?) lowers skills levels to penalize exploits.
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Shae Munro
 
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Post » Tue May 17, 2011 3:09 am

BTB's game improvements made a lot of things harder.
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{Richies Mommy}
 
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