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  1. Schmoeky
    Schmoeky
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    Can anyone verify if this is the expected experience? I am level 25, can easily summon a Clannfear, Dremoro, Winged Twilight to aid me in combat (multiple times as needed), but for the life of my I can't defeat a single Werewolf in the Tomb of Skaalara. Closest I got after multiple rounds of spawning Daedra is one Werewolf at 150HP remaining (after which it insta killed me).
    1. punaldin
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      Keep in mind Bloodmoon is supposed to be endgame content. This mod makes everything weaker, but werewolves still can and will hit like a truck, they're just meant to be easier to kill in terms of health points.
  2. punaldin
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    As someone who regularly replays Morrowind and always finds Bloodmoon a massive slog, this mod is a godsend. I understand the original intention of the expansion was to give high leveled players a challenge, but narratively it makes no sense for the Nerevarine to struggle against basic wildlife and monsters when he's just gone up against Dagoth Ur himself.

    Perhaps it now makes things too easy, but I am here at a very high level after completing the main quest. Either way, I think I'll be using this mod from now on unless a better alternative presents itself.
  3. shrimpeducator69
    shrimpeducator69
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    I don't know if this is still being updated, but I would suggest nerfing the Gandrung smugglers' paralysis weapons to match their base weapons. That quest is still unreasonably difficult and gives you weapons that are arguably better than Daedric.
    1. RoeCocoa
      RoeCocoa
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      I feel the same way. On my current playthrough, I've been postponing Bloodmoon's main quest for this reason and focusing on Raven Rock and the available sidequests until I can level Restoration or Mysticism enough to reliably resist or reflect those specific attacks. (I'm also using More Deadly Morrowind Denizens, so Marara's Ring isn't a viable option just yet.)
    2. arcvoodal
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      Agreed. Those imperials and their paralyzing weapons are OP to the max.
    3. arcvoodal
      arcvoodal
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      Agreed. Those imperials and their paralyzing weapons are OP to the max.
    4. Wubbledee
      Wubbledee
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      I just met these guys and immediately knew something was off.

      *edit*

      I decided to do the thing.  The four NPCs have had their insane silver weapons downgraded to a less powerful (but still decent) variant.  The fight is still a challenge if they gang up on you.

      Load my plugin after Bloodmoon Rebalance.   Obviously.

      https://drive.google.com/file/d/1VyJED8CSeEzFl62j9sZcPg-xnnyEotYk/view?usp=sharing
    5. arcvoodal
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      This is an improvement, thank you
    6. Wubbledee
      Wubbledee
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      No problem!
    7. Wubbledee
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      The (several) werewolves in the Tombs of Skaalara were ungodly difficult.  Turns out their stats hadn't been nerfed like all the other werewolves.  I've corrected this and added it to my little plugin.

      Overwrite previous version, load after Bloodmoon Rebalance.

      https://drive.google.com/file/d/1VyJED8CSeEzFl62j9sZcPg-xnnyEotYk/view?usp=sharing
    8. 200found
      200found
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      i really appreciate that you took the time to do this, but was wondering if you could make a version that doesn't rely on patch for purists?
    9. Wubbledee
      Wubbledee
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      Sorry but Bloodmoon Rebalance itself is dependent on PFP so I can't change that.
  4. ArryOtter
    ArryOtter
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    How do you even influence how much damage werewolves deal? I can't find a base damage stat for the werewolves listed as npc's in the cs. Is it all based on their strength and hand to hand skill?
  5. furlgerhuff
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    is this compatible with tomb of the snow prince?
  6. BuliwyfZRage
    BuliwyfZRage
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    Just finished the Bloodmoon Main Questline at Level 2, almost 3, with slower leveling Mod enabled aswell. Took me roughly 6 hours.

    I dont know about the baseline difficulty about the DLC before since this is my first time playing Morrowind in ages, but apart from the Gandrung Caverns with the paralysed Weapons the DLC was without any problems at all.

    My route was the following: Gear up a little in Seyda Neen and stock up some supplies in Balmora and then immediately take the Silt Striders to Khuul to grab the Boat.

    Wildlife and all other mobs outside dungeons were even at a low level a non issue. I suggest cheesing the humans in the caverns though, but if you manage to get hold of their armor and weapons, it should be a free ride.

    Did the rest of the DLC after all the trials as a werewolf on Hircines Side and on "0" difficulty slider everything was easily doable. Just smack them with your claws, kite in and out, rinse and repeat. If fellow Werewolves in the maze managed to hit me it was always over in 1-3 hits at 110hp. But so did they only need 3-5 hits aswell as a Werewolf. I suppose killing the cheating Husband and grabbing his Nordic Mail Armor + Paralysed Weapons will also carry you through the maze without a problem.

    Now I am a Nord Werewolf just at a miserable level 2, with Sabregirls Were-Better Mod installed (for no random at night Transformations), Hircines Ring, some fancy Nord looking armor and can tackle all of the massive Game, the other DLC, Skyrim Home of the Nords and Tamriel Rebuilt in a massive journey. Good luck everyone!
  7. SloadEnthusiast
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    Thanks so much for this! It was a pretty anticlimactic end for the people of Morrowind when their hero was brutally murdered by three smurfs and a pig while on a fishing trip on Solstheim. Never again.
    1. Strix2206
      Strix2206
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      lol
    2. zixi
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      Totally agree! This is a much fairer solution especially if you want to start at Solstheim or go there early. 

      @SloadEnthusiast rofl - 'smurf' is just right too...
    3. HadToRegister
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      Just adding another "LOL" to the OP's brilliant description.
  8. supermelon928
    supermelon928
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    I downloaded the PFP version, but I can't check it in the data files because it requires the Patch for Purists .esm, but that .esm isn't in the .zip that I downloaded? And I don't see why it would be in any other version since that's the version
    1. HadToRegister
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      That's because Patch For Purists is a different mod that you have to download from another Mod Author on their "Patch for Purists" page.
  9. StreetMarshal
    StreetMarshal
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    This is great but really should also adjust the gold available from the Raven Rock trader/smith. 10,000 is silly and clearly only that much because they were intended for very high level characters.
  10. Garrison94
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    In my opinion one of the best mods for morrowind, period. Just makes the game better paced in my opinion, thx alot!