Morrowind Releveled [REL]

Post » Sun Jun 19, 2016 9:40 pm

So I finally decided to publish my take on releveling Morrowind, and I present http://www.nexusmods.com/morrowind/mods/44384/?.



This project started when I became frustrated at not being able to hunt dreugh before level 5 or storm atronachs before level 14 or whatever. I also didn't like how Seyda Need went from a peaceful idyllic locale with sleepy mudcrabs and an occasional rat or kwama to a cliff racer and blight infested cesspool just because your character leveled a bit.



There are some existing mods that completely delevel Morrowind, but that was not what I was after either. I wanted some leveling, but I wanted it to be much more subtle than vanilla Morrowind.



This mod aims to address these issues by releveling the world to prevent the changes in the creatures you encounter as you level from being so obvious, while allowing you a chance to encounter even the hardest creatures at low level if you hunt for them. You will never encounter a daedra in Seyda Neen or any other creature that would be out of place there. This mod does not change the locations you can encounter creatures, only the level you encounter them.


This mod does make the game harder at lower level, and areas like tombs and daedra shrines are now the dangerous places you are warned about.


This mod unlevels loot lists completely, but does not unlevel creature lists. So, this mod is different from mods that completely unlevel Morrowind. Creature lists are still leveled, so as your character increases in level, they will encounter fewer low level creatures and more high level creatures. But the world is much harder and more diverse at lower levels, and gets marginally more difficult as you level, instead of starting easy and getting a lot more difficult (vanilla) or being completely unlevelled (Morrowind Deleveled).


The number of cliff racers you will encounter has been significantly decreased at all levels.


The creature lists from Bloodmoon and Tribunal have not been altered, but loot lists have been unleveled. All loot lists that were unleveled (Morrowind, Tribunal and Bloodmoon) have been adjusted to reduce the probability of finding the best loot. This means at lower levels you may have a better chance of finding better loot than vanilla (if you can defeat the tougher enemies) but higher level characters may need to look harder to find the best loot and will still come across a significant amount of junk loot.


Compatibility: Should be compatible with pretty much anything except mods that do the same thing by deleveling or releveling Morrowind. If using with other mods that alter leveled lists, load this mod after any other mods that alter leveled lists and use a leveled list merger (TES3CMD, or Wrye Mash).


Please report any issues. Thanks much.
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Scott Clemmons
 
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Post » Sun Jun 19, 2016 3:09 pm

This looks great. Thank you.

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Matt Bigelow
 
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Post » Sun Jun 19, 2016 5:09 pm

Does this affect container loot as well? Never been a fan of raiding dungeons only to find the final chest contains 8 gold, a piece of paper, and a wooden spoon.

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Emerald Dreams
 
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Post » Sun Jun 19, 2016 10:49 am

Perfect timing, as I was *finally* testing the latest version of Pegasus Estate with a cheaty level 50 Neverarine, I got very annoyed at the fact that tombs are solely inhabited by liches these days. When did the Neverarine rid Vvardenfell of ghosts and skeletons. Jiub got the Cliff Racers, I know, but skeletons, with the bodies I leave in my wake, I don't think so!



Jokes aside, definitely giving this a try, thanks!

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Lucky Boy
 
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Post » Sun Jun 19, 2016 11:36 pm


What is this Morrowind Deleveled and where can I find it, just to make a comparison? Very interesting mod btw, but did I understand well that it alters creature levels, independently from the cell you're in?

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patricia kris
 
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Post » Sun Jun 19, 2016 5:34 pm


Yes. Container lists have been completely unleveled, unlike the creature lists which remain somewhat leveled. I also added additional instances of lower quality loot so it would be a mix of low and high quality loot with a better probability of finding lower quality loot than high. I looked at the types of places each loot list was used, and if it seemed to be predominately areas where you would expect high quality loot than I didn't add too much low quality loot to the list, so you will pretty much get the high level loot list from the get go. For lists that were used predominately in places where you would expect lower quality loot, like the crates in Balmora, I added quite a few more instances of low quality loot so those crates don't become gold mines, although there are nuggets to be found if you look hard enough. Bethesda's use of these lists is not entirely consistent across the game, so its not perfect and there are places where the loot may be a little better or worse than it should be. The only way to fix that would be to do cell edits, which I did not want to do because that would create potential compatibility issues.

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Sammygirl
 
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Post » Sun Jun 19, 2016 11:26 pm

Thanks for your kind words.




Ha! good one. Thanks.




The game will only load the cell your are in and the immediately surrounding cells. So, technically, Morrowind Releveled alters the creatures in the cell you are in since that is all the game loads. Morrowind Releveled does not make any cell edits or edits to the creatures or containers themselves. It just edits the leveled lists those creatures and containers draw from. I hope that answers your question?



Regarding Morrowind Deleveled, I swear I saw a mod by that name, but it looks like I got the name wrong and it was actually http://mw.modhistory.com/download-26-8834. There is a more recent mod that also unlevels Morrowind completely as part of a larger package of http://www.nexusmods.com/morrowind/mods/44097/?. Jordan0422's mod is very similar to mine, except that my creature lists are not completely unleveled and I did not reduce the chances of finding rare or valuable loot as much as he did. For example, Jordan reduces the chances of Golden Saints carrying daedric weapons from 11% to 2%. I cannot remember the exact changes I made to that list, but Golden Saints seem to me like they should have a reasonable chance of a daedric weapon, so I did not reduce the odds of Golden Saints carrying daedric weapons quite that much.



Morrowind Releveled is more of a roleplaying mod, than a balance mod.

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Ella Loapaga
 
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Post » Sun Jun 19, 2016 5:35 pm


Ok I was hoping it was something more cell-specific à la Oscuro's Overhaul, but it's probably better than the vanilla system. Now I don't really play much these days MW but I remember that bandit caves weren't auto-leveling, in the sense that some caves had stronger bandits than others, regardless of your PC level, would it be possible to do that also for tombs/dungeons and maybe exterior cells, that is assigning to each (or maybe to some) a custom list? To avoid that you can expect the same opposition in all tombs. Also, doesn't it make tombs and other areas too difficult for a low level char right now? Thanks

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Kevan Olson
 
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Post » Sun Jun 19, 2016 8:29 pm

Something cell specific would require a lot more work and would have compatibility issues with a lot of mods. If OpenMW were not so close to a full release, I might tackle something like that, but with Open MW so close, I am not sure I want to go into that level of detail, since the opportunities for creating a massive overhaul will be a lot better under the new engine in terms of what you can do. So I would hate to put a lot of effort into a new overhaul only to have it made obsolete by OpenMW.



Bandit caves are not affected much by this mod, since named NPCs like Bandits are unleveled in vanilla morrowind and are each unique NPCs, rather than being generic leveled spawns. Loot chests in bandit caves will be affected by this mod, to the extent they draw from a leveled list, so if you do manage to defeat or sneak by high level unleveled bandits when your character is low level, you will at least be likely to get some good loot in the chests.



Playing with Morrowind Releveled as a low level character is more difficult than vanilla, but I have not had a problem playing it from level 1. But a level 1 character is probably not going to be able to conquer daedric shrines, tombs, dwemer ruins or sixth house bases, at least not without accumulating a good supply of potions/scrolls beforehand. Those places are considerably harder. You might make it through a small tomb at level 1, but you might not. You may encounter more difficult enemies than a level 1 vanilla character, or you might get lucky and still encounter only lower level creatures there. At level 1 it's still possible to encounter high level enemies in tombs, daedric shrines, dwemer ruins and sixth house bases with a level 1 character (unlike vanilla) but the odds of encountering the most powerful enemies are less at level 1 than higher levels.



So, be prepared to run if you poke your nose into a tomb, daedric shrine, dwemer ruin, or sixth house base. Since creatures cannot follow you through a loading door, escaping these types of situations is pretty easy though if you get in over your head. Plus there is also your recall and intervention spells that can be used to escape.

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sam
 
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Post » Mon Jun 20, 2016 12:52 am

Ok thanks for the answer, I'll give it a try next time I play.

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Lew.p
 
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