This mod changes most leveled lists in the game to spawn all creatures and loot regardless of player level. The enemies you face will be more difficult from the start, but you will be armed with higher tier equipment to face them.
Requirements
DLC requirements
DLC name
Bloodmoon
Tribunal
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Credit for the original game files go to Bethesda
Donation Points system
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Changelogs
Version 1.1
- Removed random missile loot from nordic tombs (to be compatable with Patch for Purists)
- Golden saints will only use glass equipment
- Daedric shields added to dremora (Saints were the only loot source for daedric tower shields)
- All creatures had their ingredient drop rate increased from 60% to 100%
- Creatures with ingredient item counts greater than 1 (with exceptions) had their count set to 1
Version 1.0
- All leveled lists have been set to spawn all entries from level 1
Non-Vanilla version only
- Tombs will use their entire leveled lists so you encounter more than just skeleton champions
- Dremora will use Daedric weapons instead of Dwarven, Ebony, and Daedric weapons
- Rare Nordic tomb loot will use Ebony instead of Dwarven, Ebony, and Daedric
- Random chest that used same list as above will only use Ebony
- Bloodmoon: Spriggans will drop heartwood and belladonna instead of just belladonna
I have always hated the leveling aspect of the Elder Scrolls and Fallout games. I will never forget the feeling of getting a low level Chillrend in Skyrim or roaming the Capital Wasteland and only encountering Super Mutant Overlords at the end of the game. In Bethesda games the world adapts to you, changing as you gain experience. I wanted to create a world that the player must adapt to. When you step of the boat the Imperial Captain tells you to take the silt strider because the road to Balmora is dangerous, but at level one you will find the long walk devoid of threats. Netches won't even spawn and they're passive. Vanilla Morrowind is barely leveled when compared to it's modern counterparts, but why not make it better?
This mod changes most leveled lists in the game so that the game starts at max level. If you aren't familiar with the way leveled lists work they come in two basic varieties: Leveled lists that use all entries less than or equal to the player level (The vast majority) and leveled lists that only use the entry closest to but not exceeding the player level (Usually quest rewards, bosses, etc). The first variety will now use the entire list from level 1. You will encounter netches, kagouti, and diseased varieties of creatures on the road to Balmora. Traders will sell you higher level equipment to help you survive, which you can afford by selling your hard earned loot. Leveled lists that only use the highest available entry will now only use that entry. Creatures themselves do not directly level with the player and NPCs do not have leveled lists (Except for Tribunal assassins) nor do they directly level with the player. Quest rewards are not leveled in morrowind as far as I know.
This mod comes in two versions: Regular and Vanilla.
- The vanilla esp is in it's final version and contains no edits by me other than the leveled lists changes above.
- The regular esp is the same as vanilla but with a few enhancements. Namely, tombs use their full leveled list even though they only use the highest level in vanilla.
Compatibility: This mod edits almost all leveled lists and a few creatures and containers that had their loot adjusted. I recommend treating this mod as an unofficial patch and placing it high on your load order to not interrupt other mods. Any mod that directly edits leveled lists will obviously conflict but mods that add items via script should work fine if loaded after this mod.