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Karsui

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Seichyn

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About this mod

Rebalance for Vanilla birthsigns. Focused to be more reasonable and lore accurate.

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Yet another Re-balance mod for Vanilla signs. Created because none of available ones suited my needs.
If you only care about changes, go to Section 4. If you want to know the reasoning for the changes I've made - head to Section 5.


IMPORTANT NOTE! - Version 1.1 works only with OpenMW !!!

As for now, this mod is NOT compatible with Vanilla engine (altho this might change in a future).
If you still wish to use this mod on vanilla however, please head to archive and download version 1.0 instead. Just keep it won't contain new changes and a regeneration effects (of Mage and Lord) will likely not work proper
ly.




0. Version 1.1 changes:

- Balance changes & tweaks (see change-log for full info);

- Almost all Abilities previously converted to Powers... are now BACK as Abilities (they are not considered as Curses!!!);

- Each Ability increasing/decreasing Attributes (except of Endurance on Lady) now ignores stat cap of 100 points.




Plans for future update/s:

- Further balancing tweaks (if necessary);
- Debug menu for players - allowing to install mod safely in-mid of playthrough, or solving other problems (caused by some mods etc.) ;
- Bug fix to one of the game's bugs/omissions from developers, preventing level up attributes under certain conditions;
- New version for Vanilla engine... maybe.



====================
0. New Version changes & future updates.
1. Install.
2. Removal.
3. Compatibility info.
4. Changes (simplified).
5. Detailed Changes + Explanations.
====================





1. Installation:
It's just .esp file. Install it usual way you installing your mods, or just drop it to Data Files folder.
Changes will work only on New Game, unless you use mod like: Gentler Racemenu (using unmodded console will reset your character completely!).


2. Removal:
Uncheck file from your Load Order and delete esp file.
If your save got already affected by changes of this mod - and you want revert them to Vanilla state, a Save cleaning is required.
Optionally, you could use something like earlier mentioned mod to do it safer.


3. Compatibility Issues:
- Any mod which alters Vanilla Birthsigns or significantly changes starting location/process.
- Might be incompatible with a mod reworking how default leveling system of Morrowind works.

- When using other mods affecting game's balance, you should use your own judgment; as if this mod will improve your experience, or not.




4. Changes (short version):


---Warrior---
None.


---Thief---
None.


---Atronach---

- Spell Absoprtion NERF 50 -> 30 pts.
- Max Mana from INT NERF 2.0x > 1.5.

- Weakness to Elemental damage: 25%.


---Lord---

- Weakness to Fire LOWERED from 100% -> 50%.
- ADDED +10 Strength (Ability - ignores max stat cap).
- Old Spell REPLACED with constant heal: 1 point per 2 seconds.



---Shadow---
- Old Power BUFFED: Invisibility for 60 sec, Speed 20 pts & Chameleon 20 pts 30 sec, Sneak & Acrobatics 25pts for 30 sec.
- NEW SPELL: +10 Speed & Invisibility for 12 sec, Blind + Paralyze (on self) for 2 sec. COST: 4 magicka (100% chance).


---Apprentice---
- NEW POWER - Buffs most of magic schools by 15-20 pts for 60 sec.


---Steed---
- CHANGED - "Steed" Ability (+25 Speed) is no longer bound to stat cap.
- NEW ABILITY: +25 Feather.


---Lady---

- CHANGED - "Lady's Favor" Ability (+25 Personality) is no longer bound to stat cap.


---Serpent---
- Old Spell NERFED - Now deals more dmg to player and less to enemy; but in exchange deals 2 types of dmg.
- NEW POWER - Dispel 90 pts, Cure Poison, Damage Fatigue 100.
- ADDED: +20 Agility(Ability - ignores max stat cap).

---Tower---
- NERF to Spell - Removed Detect Animal.

- BUFF to "Tower Key" Power - Open 50 pts -> 50-100 pts on Touch.
- ADDED: Shield 10 pts (Ability - A purple barrier effect is automatically removed once player is set free from Census Office).


---Lover---
- CHANGE to Power: Paralyze 60 -> 25 sec and added +5 ft range. Added: Calm Humanoid 5-30 pts for 25 sec, 5 ft range.
- CHANGED - "Mooncalf"Ability (+25 Agility) -> (+25 Willpower). No longer bound to stat cap.


---Ritual---
- "Blessed Touch" Spell now has different effect and is CHANGED to Power:
Summon: Skeleton Minions, Ancestral Ghost & Bound Helm for 120 seconds.
Fortify Conjuration & Alteration by 35 pts for 120 seconds.


---Mage---

UPDATED existing Ability:
Added: Mana regen 1 pt per 2 sec.
Added: -25 Personality - Ability (limiting its development to max 75 pts).



5. Changes (long version):




---Warrior---

No changes.
Good and straightforward sign. Works really well in early game; and is still useful in a late game, even when (melee & marksman) skills are maxed out.



---Thief---
Changes:

Reverted back to vanilla version.

Reason:
 ̶-̶ ̶T̶h̶e̶ ̶o̶r̶i̶g̶i̶n̶a̶l̶ ̶"̶T̶h̶i̶e̶f̶"̶ ̶s̶i̶g̶n̶ ̶w̶a̶s̶ ̶a̶ ̶d̶e̶f̶e̶n̶s̶i̶v̶e̶ ̶c̶o̶n̶t̶r̶a̶r̶y̶ ̶t̶o̶ ̶"̶T̶h̶e̶ ̶W̶a̶r̶r̶i̶o̶r̶"̶ ̶s̶i̶g̶n̶;̶ ̶H̶o̶w̶e̶v̶e̶r̶ ̶-̶ ̶u̶n̶l̶i̶k̶e̶ ̶F̶o̶r̶t̶i̶f̶y̶ ̶A̶t̶t̶a̶c̶k̶,̶ ̶a̶ ̶S̶a̶n̶c̶t̶u̶a̶r̶y̶ ̶e̶f̶f̶e̶c̶t̶ ̶i̶s̶ ̶f̶a̶i̶r̶l̶y̶ ̶a̶c̶c̶e̶s̶s̶i̶b̶l̶e̶ ̶e̶f̶f̶e̶c̶t̶ ̶-̶ ̶m̶a̶k̶i̶n̶g̶ ̶o̶r̶i̶g̶i̶n̶a̶l̶ ̶T̶h̶i̶e̶f̶ ̶o̶b̶s̶o̶l̶e̶t̶e̶ ̶i̶n̶ ̶a̶ ̶l̶o̶n̶g̶ ̶r̶u̶n̶ ̶(̶g̶i̶v̶e̶n̶ ̶t̶h̶e̶ ̶h̶a̶r̶d̶ ̶c̶a̶p̶ ̶i̶s̶ ̶1̶0̶0̶ ̶p̶o̶i̶n̶t̶s̶)̶.̶
̶G̶o̶i̶n̶g̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶i̶n̶-̶g̶a̶m̶e̶ ̶l̶o̶r̶e̶:̶ ̶"̶.̶.̶.̶T̶h̶e̶y̶ ̶w̶i̶l̶l̶ ̶r̶u̶n̶ ̶o̶u̶t̶ ̶o̶f̶ ̶l̶u̶c̶k̶ ̶e̶v̶e̶n̶t̶u̶a̶l̶l̶y̶.̶.̶.̶"̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶ ̶b̶e̶ ̶b̶e̶t̶t̶e̶r̶ ̶t̶o̶ ̶a̶d̶d̶,̶ ̶o̶r̶ ̶r̶e̶p̶l̶a̶c̶e̶ ̶a̶ ̶c̶o̶n̶s̶t̶a̶n̶t̶ ̶e̶f̶f̶e̶c̶t̶ ̶w̶i̶t̶h̶ ̶a̶ ̶t̶e̶m̶p̶o̶r̶a̶r̶y̶ ̶o̶n̶e̶.̶.̶.̶
̶F̶i̶n̶a̶l̶ ̶r̶e̶s̶u̶l̶t̶ ̶b̶e̶c̶a̶m̶e̶ ̶a̶n̶ ̶a̶d̶d̶i̶t̶i̶o̶n̶ ̶o̶f̶ ̶t̶h̶e̶ ̶n̶e̶w̶ ̶p̶o̶w̶e̶r̶.̶ ̶I̶t̶'̶s̶ ̶m̶e̶a̶n̶t̶ ̶t̶o̶ ̶s̶o̶m̶e̶h̶o̶w̶ ̶c̶o̶m̶p̶e̶n̶s̶a̶t̶e̶ ̶V̶a̶n̶i̶l̶l̶a̶ ̶s̶t̶a̶t̶e̶ ̶o̶f̶ ̶S̶a̶n̶c̶t̶u̶a̶r̶y̶,̶ ̶w̶h̶i̶l̶e̶ ̶a̶l̶s̶o̶ ̶b̶e̶i̶n̶g̶ ̶l̶o̶r̶e̶-̶a̶c̶c̶u̶r̶a̶t̶e̶ ̶(̶T̶h̶i̶e̶f̶)̶̶̶.
Removed earlier added Power, as it was creating some slight unfair advantages. Sanctuary is already good enough, given that even enemies struggles to hit.



---Atronach---
Changes:
LOWERED: "Wombburn" - Spell Absorption 50 pts -> 30 pts.
LOWERED: "Wombburn" Fortify Maximum Magicka: x2.0 INT -> 1.5 INT.
ADDED: "Wombburn" Weakness to Fire, Frost, Poison, Shock 25%.

Reason:
- Regardless of many opinions out there, I consider "The Atronach" constellation one of the most broken in the game; thanks to the "Spell Absorption".
This effect doesn't just absorb magicka from spells - it also works as an active "shield" against pretty much every type of magic. From theoretical and mathematical stand of point, 50 pts is no different than 50% resistance to ALL kind of magical effects.
This further neglects usefulness of any kind of resistances (Posion, Magick and Elemental) if player could achieve 100% absorption (or close to it) and any kind of weaknesses (like the ones of Altmer race) would no longer matter either.

And while I still understand Spell Absorption is intended way to regenerate magicka for "The Atronach" - this is however Not the only way to do this.
The only reasonable solution would be reworking how "Spell Absorption" works (or almost all other spells), by removing the "resistance" effect from it.

New addition of elemental weaknesses is meant to further encourage player to think twice; rather than just face-tanking every spell.



---Lord---
• Changes:

LOWERED: "Trollkin" - Weakness to Fire 100% -> 50%.
ADDED: "Trollkin" - Strength 10 points (ignores max stat cap - allowing to reach 110 points in total).
CHANGED: "Blood of the North" - Spell changed to Ability. New effect: "Restore Health by 1 pt every 2 seconds".

Reason:
- This sign always felt like it was designed by someone, who had no idea how accessible health restoration in the game is. Furthermore, if "The Lord" sign was paired with Dark Elves; it would make this race vulnerable to fire; which lore-wise is a complete nonsense...
While it's agreed that trolls (trollkin) are known to be vulnerable to fire... on the other hand, their advantage is being strong.
A quote from the game: "Those born under the sign of the Lord are stronger and healthier than those born under other signs."



---Shadow---
• Changes:
ADDED: to already existing Power:
- Speed 20 pts for sec, Chameleon 20 pts for 30 sec.
- Fortify Sneak & Acrobatics by 25 pts for 30 sec.

NEW SPELL: "The Void" - Invisibility + Fortify Speed (10 pts) for 12 sec, Paralyze + Blind (200 pts) for 2 sec, (all on self) - cost: 4 magicka (100% success).

Reason:
- Given how invisibility works in Morrowind, the original "Shadow" was simply a bad sign... easily replaced with a spell or an item with the same effect.
These small additions are quite useful ("letting you move like a shadow") but at the same time, not necessarily too broken.
- A new spell makes this birthsign more consistent (not just once per day). A 2 sec negatives are meant to minimize abusing this spell too much (ex. in combat).



---Apprentice---
• Changes:
NEW POWER: "Apprentice's Focus" - Fortify all Magick Schools 15-20 pts for 60 sec (except of Enhancing and Alchemy).

Reason:
- Quote: "Those born under the sign of the apprentice have a special affinity for magick of all kinds"

This sign wasn't that much attractive, when compared to "The Atronach" - giving 50% weakness to magick, over a 50% "shield" to it.
The only real advantage over "The Atronach" sign was no Stunted Magicka; which to be honest wasn't a deal-breaker.



---Steed---
• Changes:
CAP INCREASE: Ability "Charioteer" (25 pts Speed) now ignores stat cap (allowing to reach 125 points in total).
NEW ABILITY: "Horse's Back" Feather 25 pts.

Reason:
- Any fortify effect which comes from Birthsign is considered as a base stat - meaning Achieving 125 pts of Speed is not possible (No more with this mod!).
This over time would result in rendering this sign completely obsolete; As it is possible to achieve 100 pts (base maximum) in all Attributes, without need of Birthsigns like Steed.
- Feather effect added to make this sign more appealing (and for "immersion").



---Lady---
• Changes:
CAP INCREASE: "Lady's Favor" - the Ability giving +25 Personality now ignores max stat cap (allowing to reach 125 points in total).

Reason:
- Altho the situation looks fairly similar to "The Steed"; an Endurance however, determines amount of HP bonus with each level, being pretty much a main selling point for The Lady sign - as from the min-maxing stand point (for a maximum hp), it's important to max out Endurance asap.

The other reason why I've decided to not touch this part of sign is to make it backwards compatible - if you dislike this mod & decide it's actually not for you; there will be no actual HP penalty when removing it mid-game.



---The Serpent---
• Changes:
CHANGED: Poison 3 pts -> 1 pts on touch + Damage Health 1p on touch + 1 pt -> 1-2 pts on self (all effects lasts 30 sec).
NEW POWER: "Serpent's Blessing" - Dispel 90 pts, Cure Poison,, Damage Fatigue 100.
NEW ABILITY: "Cult of the Stars" - 20 Agility

Reason:
- This is one of birthsigns, I would honestly prefer to rework through some advanced scripting, rather than just pure vanilla spell-effects; but compromises have to be made...
"The most blessed and the most cursed" one, Could be interpreted in multiple ways... Well, this is my interpretation, closely based on Oblivion version.
High risk, high reward.

With v1.1 - Serpent got new Ability: +20 Agility (not 25 for balancing reasons). 2 effects (1 positive, 1 negative) were also removed from Power.



---Tower---
• Changes:
CHANGED: Removed Detect Animal effect from "Beggar's Nose" Spell.
CHANGED: "Tower Key" - Open 50 pts -> 50-100 pts on Touch.
NEW ABILITY: "Way of Tower" - Shield 10 pts (purple effect automatically removed once player is set free from Census Office).

Reason:
1. Animal detection was an effect completely out of place - lore-wise and logically.
2. One of the two "supposed" selling points of "The Tower" sign - the "opening power", was in fact, one of the worst and underwhelming parts; being easily replaced by "Ondusi's Open Door" spell and a scroll with a similar name - literally within the very first few hours of the game.
Extending range of the "Tower Key" power now makes it not only more lore-accurate, but simply - more useful, without necessarily being (too) broken.
3. A "Tower" should be somehow durable... the "Way of Tower" also covers two aspects - the Lore & Being more competitive/reliable birthsign.



---Lover---
• Changes:
CHANGED: "Lover's Kiss" - Paralyze 60 -> 25 sec. Added: Calm Humanoid 5-30 pts for 25 sec - 5 ft range (both effects). Damage Fatigue effect preserved.
CHANGED: "Mooncalf" Ability shifted from Agility(+25) to Willpower(+25). Now ignores max stat cap (allowing to reach 125 points in total).

Reason:
- Paralyze effect lasted just too long. In exchange, it can be used now as a calming "seductive" charm. Added slight AoE range, since it could easily miss.
- Similar to Steed birthsign - the "Mooncalf" will no longer be obsolete in a late game, once attributes are maxed out.
Changed to Willpower to don't overlap with Serpent (to which it fits more) and give more diversity options to player.



---Ritual---
• Changes:
CHANGED: "Blessed Touch" - Spell -> Power & removed old effect. New Effects:
- Summon Skeleton Minions, Ancestral Ghost & Bound Helm for 120 seconds.
- Fortify Conjuration & Alteration by 35 pts for 120 seconds.

Reason:
- I genuinely have no idea what to do with this Birthsign. Due to certain game's problems and other "gimmicks", the only most suitable thing would to go with a plain creatures summon - which even this is far from perfect.
While "Turn Undead" is a really good spell in general, it's mostly situational, and thus not that good Sign pick.

Regardless, I've still done my attempt on it, But I'm open for any propositions as to what could be done with this Sign especially.
Sign more suitable for necromancer-like playstyle. Command spells purposely avoided.



---Mage---
• Changes:
ADDED: to already existing Ability:
- Restore Magicka by 1 pt per 2 seconds.
ADDED: "Arrogance of a Wise" penalty to Personality (-25 pts). This penalty will limit a max value of Personality player can get to 75 in total.

Reason:

- While "The Mage" was a fairly "safe" and neutral choice, it wasn't really anything crazy, being mostly skipped because of a better alternatives.
We could say a Magicka restoration effect is and alternative call to "The Lord" sign, but for "Mages" (which also fits lore).
 ̶-̶ ̶A̶d̶d̶e̶d̶ ̶a̶l̶s̶o̶ ̶a̶ ̶W̶e̶a̶k̶n̶e̶s̶s̶ ̶f̶o̶r̶ ̶a̶ ̶c̶o̶u̶n̶t̶e̶r̶-̶b̶a̶l̶a̶n̶c̶e̶ ̶(̶i̶t̶'̶s̶ ̶a̶ ̶m̶a̶g̶e̶ ̶a̶f̶t̶e̶r̶ ̶a̶l̶l̶,̶ ̶n̶o̶t̶ ̶a̶ ̶w̶a̶r̶r̶i̶o̶r̶)̶.̶
- Added -25 Personality (instead of 25% weakness to normal weapons) to make The Mage less punishing to play & more lore-accurate.




Any feedback or questions you can leave in comments (Posts).