A balanced and diverse birthsign mod that expands the constellation into 27 birthsigns that are mechanically powerful and thematically unique.
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Changelogs
Version 1.04
Screenshots have been updated to reflect all the change made since release.
[Lord of Masser] Avant Steel: reordered passives (99% of skills are organized alphabetically. this is the 1% where I sorted by weight. Argonian's Caustic Spray follows the same pattern.)
[Lord of Secunda] Udefrykte respelled to Udyrfrykte (there are multiple spellings of this name. I changed the name to match the one from Morrowind)
[Shadow of Secunda] Moonshadow: Chameleon 75% (15% per 12s) -> 80% (20% per 15s) (just a slight tweaking on values. I think it now looks cleaner, and it also creates a beautiful 100% chameleon if you are an Argonian, for you Shadowscale roleplayers.)
[Tower of Secunda] Keeper of Maps renamed to Cartographer (while I did like that both Towers were a Keeper, I think it's better to thematically differentiate the names from each other, similar to the Lady change in 1.03. also this name just makes more sense.)
[Tower of Secunda] Clairvoyance: duration 60 -> 120 seconds, magicka cost 5 -> 10 (this should make keeping the buff active easier, since I imagine most users of this sign aim for near 100% uptime on the spell.)
[Tower of Secunda] Master Key: buff duration 60 -> 120 seconds (it's hard to make much use of the buff when locks are often spread apart. this makes it easier to crack several locks with the buff active.)
[Steed of Secunda] Workhorse: Endurance +10 -> Speed +10 (while endurance makes sense thematically, this is a hoarder sign mechanically. those who hoard would likely want to hoard faster. the Str/End pairing has been moved to Warrior of Secunda so that you still have the option for characters that desire both.)
[Warrior of Secunda] Vile Supremacy: Willpower/Speed +25 -> Intelligence/Endurance +25 (the old attribute bonuses never made logical sense. it now conveys how much stronger, smarter, and tougher the daedra are than mere mortals. perhaps the most front-loaded sign of them all, but you'll pay the price. can you resist the temptation of immediate power?)
(this mod is complete, more or less. if you would like to see any more changes, leave a comment, I read them all and reply to most.)
Version 1.03
Magicka Paradise update! Three new daily powers, three new spells, three new passives. Many magicka boosts have been increased, and more signs with magicka boosts.
(relative to Apprentice and Atronach, the other birthsigns that had magicka boosts were weaker in comparison. They have all been buffed accordingly, and should be quite competitive.)
[Apprentice of Secunda] new power! Volatile Feedback: A purportedly protective barrier that is as unreliable as it is destructive. (see description for stats)
[Lady of Masser] passives renamed/reverted to vanilla format
[Lady of Secunda] passive renamed to "Kind and Tolerant" (this and the previous change thematically differentiate the lady signs. also, this is a lore-friendly change, as "Those born under the sign of the Lady are kind and tolerant.")
[Lady of Secunda] Pacifism: duration 30 -> 60 seconds (this power is incredibly strong if you know how to mitigate or ignore the downsides. you deserve to be rewarded for the effort to accomplish that.)
[Lord of Secunda] new power! Udefrykte: unleash an uproar of the legendary troll to bait everyone into a blood-boiling fury. little do they know that their rage only makes you stronger. (see description for stats)
[Lover of Masser] Mooncalf: added Magicka 0.2x INT (this sign is kinda like a mini breton. cute!)
[Lover of Secunda] Coldhearted renamed to Cold-blooded (this name conveys the thematic concept better. also it now makes logical sense why you would be weak to cold, and not resistant to it, which the old name somewhat suggested.)
[Lover of Secunda] Cold-blooded: restore fatigue 1/sec -> 2/sec (I have been stubbornly delaying this buff since before the mod was released. fatigue regeneration is much weaker than health or magicka regeneration, yet I had balanced it as if it were equal. enjoy having unlimited fatigue, so you can spend all of it for more kisses and seductions. heck, this sign is now amazing even without powers.)
[Lover of Secunda] Lover's Kiss: damage fatigue 50 -> 75
[Lover of Secunda] Lover's Seduction: damage fatigue 200 -> 300 (you didn't think I'd double your fatigue regen and not increase the fatigue costs, did you? Seems only fair since you legit don't lose fatigue from running anymore, making this surprisingly one of the best birthsigns for traversing long distances.)
[Mage of Masser] Fay: added Intelligence +10
[Mage of Masser] Fay: Magicka 0.8x -> 0.9x INT (mage of masser is finally good??? :O)
[Ritual of Secunda] Acolyte: Magicka 0.5x -> 0.6x INT
[Ritual of Secunda] new spell! Illumine: bask in the rejuvinating brilliance of the divines, lighting the way physically and spiritually (see description for stats)
[Ritual of Secunda] power rework: fire damage 5/sec -> 10/sec. no longer buffs self with healing and light. (it's now a holy nuke. the self buff has been converted into the new Illumine spell so you can keep 100% uptime on light if you wish.)
[Serpent of the Mage] new passive! Student Outcast: Magicka 0.3x INT
[Serpent of the Thief] new passive! Social Outcast: Sanctuary +5
[Serpent of the Warrior] new passive! Soldier Outcast: Attack +5
(Serpent already has good actives, and was intentionally light on passives. However, It seemed too light. It now has smaller copies of each guardians passives. I swear one day I'm going to overbuff serpent until players realize how amazing it is.)
[Steed of Secunda] new spell! Hoarder's Cache: cast Mark for 10 magicka
[Steed of Secunda] new spell! Hoarder's Haul: cast Recall for 10 magicka
(truly the definitive hoarder sign. It is now viable to Cache -> grab everything -> Offload -> grab even more -> Haul -> stash everything. enjoy, you kleptomaniac.)
[Thief of Secunda] new power! Discombobulate: confuse and weaken a troublesome opponent to make them an easy target for theft or murder. (see description for stats)
[Tower of Masser] Keeper of Secrets: Magicka 0.2x -> 0.3x INT
(finally, every aspect of secunda has a spell and/or power. this had always been the goal, but I could never quite design something that I liked until now. hopefully you'll enjoy these new abilities!)
Version 1.02
Moonlight - Compatibility Version: renamed .ESP file (to be different from main file, which reduces confusion and accidental file overwrites)
[Apprentice of Secunda] Unstable Sorcery: weakness to shock 100% -> 75%
[Lord of Secunda] Trollblood: weakness to fire 100% -> 75%
[Lover of Secunda] Coldhearted: weakness to frost 100% -> 75% (I felt that these penalties were a bit too steep, especially considering that fire/frost/shock weaknesses are felt the most when you're hit with a strong spell. 50% would be too small of a downside considering how strong permanent regeneration is. balance-wise, I should nerf Elfborn to 75% as well, but I refuse to change the three vanilla signs.)
[Lover of Secunda] Lover's Kiss: damage fatigue on self 100 -> 50 (too much cost for such a short duration. the spell is still incredibly magicka efficient, and 15 seconds is usually enough to run or kill. also creates a nice pattern of 50 fatigue cost per 15 seconds of lover's abilities.)
[Serpent of the Mage] Mage's Bane: absorb magicka 50 -> 75
[Serpent of the Thief] Thief's Bane: absorb fatigue 100 -> 150
[Serpent of the Warrior] Warrior's Bane: absorb health 50 -> 75 (the stat absorbs should now serve nicely as an immediate combat advantage, which pairs nicely with the long duration attribute buffs.)
[Steed of Masser] Triathlete: added feather +50 (the steed really deserves to have certain permanent bonuses that will forever differentiate it from other signs even at max attributes.)
[Steed of Masser] rearranged passives (now attributes/skills are on first passive, and alteration effects are on second. it looks nicer in your buff menu.)
[Steed of Secunda] Workhorse: feather 100 -> 200 (feather is a weaker version of strength, and so I don't think 100 was enough to justify this birthsign, considering that most other signs had a lot more going for them. You are now the definitive hoarder.)
Version 1.01
[Atronach of Secunda] Counterspell: magicka cost 20 -> 10 (this is one of the most overpowered spells ever, but it's significantly held back by the birthsign. I want you to feel like its worth using counterspell to up that reflect from a coin flip to guaranteed.)
[Lover of Masser] Stardust: resist magicka 15% -> 25% (it now actually feels worth picking this sign speficically for the resists. also it felt weird having a 15 when all numbers are 1/5/10/25/50/100. whoa, like the US currency coins! I just realized that as I typed it out.)
[Mage of Secunda] Attunement: all resists 15% -> 25% (same logic as above. very strong pick for the resistances.)
[Ritual of Masser] Purity of Body: all resists 25% -> 50% (these three resists are much weaker on average than other resists. this birthsign now really feels like your being is pure. stacks with several racial bonuses for full immunity, which is awesome and intended.)
[Ritual of Secunda] Acolyte: reordered passives (now attribute boosts are the first passive for all birthsigns that have them.)
[Serpent] all three power durations 180 -> 300 seconds (I really want the serpent to feel like your fortune is anothers misfortune. Enjoy an absolutely cracked 75 attribute boost for 5 minutes. fun fact: you keep the buff even after the target dies.)
[Thief of Secunda] Rogue: added luck +10 (this birthsign was light on passives. Now all Thieves and Serpents are sources of luck.)
[Warrior of Secunda] Pestilence: all weaknesses 100% -> 200% (this is an exceptionally powerful birthsign, and the weaknesses are counterable with potions and magic. You now will really feel those poisons, and you'll be catching enough diseases to make Peryite proud.)
Moonlight - Birthsigns of Morrowind _________________________________________________________________________________
"Welcome back, Outlander. What is it that you see when you gaze upon the Moonlight?"
Moonlight is designed as an Overhaul. The spirit of the vanilla constellations are retained, while expanding on them in creative and interesting ways. The power level of the birthsigns is on par with the very best of vanilla. All 27 birthsigns are mechanically powerful, thematically unique, and potentially playthrough-defining. They have been meticulously balanced relative to each other so that you are free to choose based on flavor and preference.
Aspects of the Moons
The Constellations have been expanded into 12 Aspects of Masser, 12 Aspects of Secunda, and 3 Aspects of the Serpent.
Aspects of Masser are a tame collection consisting entirely of passive bonuses, often having attribute boosts, and rarely having downsides.
Aspects of Secunda are a wild collection consisting of passives with spells and powers, often having overpowered upsides offset by sizable downsides.
The Serpent defies the moons as it drifts through the night sky to siphon energies from the Guardian Constellations.
Moonlight is designed to pair well with its companion mod Reincarnate - Races of Morrowind If you were planning on trying out a new playthrough, now is the time my friend!
Extract files into .../Morrowind/Data Files, and enable Moonlight - Birthsigns of Morrowind.esp
let the loose files overwrite if asked. trust me you'll want them.
Or use your preferred mod manager!
New Game Required
Starting a new game is required. Race and Birthsign mods cannot be installed mid-playthrough, unfortunately. They can be updated mid-playthrough, so feel free to download updates as soon as they drop.
Compatibility
Compatible with everything except mods that change the vanilla birthsigns. Loading Moonlight after conflicting mods should let Moonlight work fine.
Moonlight mutes the 'Sound' spell sound effect so you aren't deafened by it. If you are manually installing mods, then let Moonlights sound files overwrite existing files. If using a mod manager, place Moonlight after conflicting sound mods in your mod order. load order doesn't matter in this case.
Optional Compatibility Version: You can instead download the optional file "Moonlight - Compatibility Version" which makes zero edits to the vanilla birthsigns, and thus can be loaded along side any other birthsign mod with no conflict issues!
Reincarnate - Races of Morrowind This is my race mod that is designed specifically to be used with Moonlight. Together, you will have a truly special character creation experience. Morrowind Code Patch Great to have regardless. I'd recommend enabling the feature that allows detect animal to also detect NPCs (game mechanics -> detect life spell variant). This will make the newly revamped Tower sign even better! _________________________________________________________________________________
Other Birthsign Mods
I received varying amounts of inspiration from these mods, so I've gotta give them a shout out.