I think you're missing the point. Yes it changes major things in the game, but only to open up possibilities that weren't there before. I'm not going to call this a pacifism mod. I'm going to call it the Peaceful Resolutions mod, or something to that effect. This mod isn't about "pussifying" Morrowind. It's about making the quests more interesting by adding more methods of conflict resolution.
As a relatively pacifist character, you can use a calm spell, or something to equal effect if something attacks you. If that doesn't work, you can try to run, or levitate away, or beat the opponent down with your fists until they drop (the fact that you have to beat them to death and can't subdue them is one of the main things I want to address. Why shouldn't there be an option to do that?) If you happen to be a skilled fighter, then you should be able to make your opponent submit. The fact that you
have to fight to the death is only assumed because the devs didn't place any mechanics for npc submission in the game. You don't
have to kill anybody in real life, even if you are in a dangerous situation. Even if someone's coming at you with a weapon, you're not limited to the option "kill or be killed". Police are trained to negotiate, and try to mitigate the situation before resorting to violent means (at least in Canada), and often those violent means do not necesitate killing. Violence is always a last resort. You CAN make people submit. Maybe not every time, but most of the time. When someone gets into a bar fight, it's very rare that someone actually gets killed, and it's almost always by accident. Fighting!=Killing. Now it's not a perfect world, but this is the ideal. Life is not confined by RPG mechanics. People are not AIs that won't stop attacking unless you kill them (or change their behavior with the console). There are billions more ways to deal with real people. Morrowind is a game. It is limited in its scope, but we can choose what we want to get out of it with mods.
The only reason people think they
have to kill these characters is because this is the only option MW gives you, and because it's the only option nearly every other game gives you. This is why I love the adventure game genre, suffering as it is. An adventure game makes you spend more time finding creative solutions to problems. Have you ever played Dreamfall? There's a lot of conflict in the plot of that game, but the main character is never forced to kill anybody. She can fight, but she never absolutely has to. One segment involved sneaking around a bunch of creatures. You
could engage them in combat if you wanted to, but you could just as easily stealth around them and not have to fight. As an RPG, if Morrowind didn't have enough hack-&-slash to appease the general crowd, it wouldn't sell, so this is what they cater to. They write the quests
assuming that the player is going to kill anything that attacks them. And yet, if we all did that, would anyone have found out about Qorwynn being an enchanting trainer? What I intend to do is give people a wider range of options when it comes to solving quests. No-one has to take those options if they don't want to.
Maybe you can convince almalexia that she's no longer divine, and she kills herself ina fit? Bloodmoon would be too difficult to change though, except the East Empire colony would be easy.
I think these are very good ideas. I haven't even looking into Bloodmoon yet though. I'm just tossing out ideas for the moment, but I think I'll organize it so that I do vanilla MW first, then Tribunal as the next release, and then maybe Bloodmoon after.