I still think an explanation is deserved.
While I agree, I don't think we'll get one.
No, the description is confusing. The 22b is for vanilla MW. If you have Bloodmoon, you just need the one 63b, the one I linked.
Alright, thanks for clearing that up. I wasn't sure because it was stating that the other one was required so it made me *Scratch head* and what have you.
The 10x base cost for Resist Paralysis also bothered me. I edited it out in my copy of the esp.
IIRC the justification for it was that the other Resist spells cost 2.0, so Resist Paralysis should too. But was it really a bug?
It's arguable that paralysis is rather rare and should be cheaper than the other effects. Who knows what the developers intended?
The reason it bothers me so much is I like to make a lot of the enchantments designed by SR71. (This guy designed a ton of cool enchantments on GameFaqs years ago.)
I was trying to edit the esm but I'm not sure how to do it since it's an esm file and not an esp. I fear that If I do something I might break it.
In any case, if that's the real justification then I think it's a load of bullocks. The other resist spells cost more because they do more and are more useful. Resist Paralysis just protects you against paralysis, that's it. Something like Resist Magicka protects you against all sorts of spells. Furthermore, even if they think it's out of whack, it's not evidently a bug and they're overstepping their boundaries when trying to package a mod of fixes. Emphasis on the word fixes.
They're playing balance developers and I'm personally not interested in getting a mod like that. The reason I got the patch project to begin with was to fix bugs, not alter the vanilla gameplay. I personally wanted to re-experience Morrowind vanilla style like I did many years ago (My first TES game) and when the patch project throws something off it really irritates me because I'm trying to experience the vanilla game, not someone elses idea of balance and obscure gameplay changes. Then it gets even more irritating when I'm reading something on the UESP and it doesn't match up with my game, so I turn off the patch project and whooola, that was the problem.
I was running "Morrowind Patch v1.6.5-BETA.esm" and it made enchanting constant effect items impossible. That's not fixing a bug, that's a game balance change. I am disappoint. The work involved to try to narrow down which mod was messing with my game was really annoying.
Reverting back to v1.6.3 gives me this warning and crashes the game:
"Matching IDs: furn_pillow_01
I was actually using that one (I had to switch from v1.6.4 because it breaks the Sanguine Items quest - the look on my face when I wasn't able to get the quest reward after having retrieved all those items was priceless >.<). So it gives you crashes and warnings? Damn.
But you're saying that Morrowind Patch v1.6.5-BETA.esm also messes with constant effect items? In what way? I'm feeling really irritated right now. (>.Ox)
If it is "arguable" and it doesn't break the game, it doesn't belong in a "safe"/ universally accepted mod that claims to simply fix bugs. Once you have opinions of modders involved in a bug-fixing patch project, it ceases to be a bug-fixing patch project. It becomes a virus that slips in disguised as something else.
I whole heartedly agree.