| What does one say about this game? It's my current computer RPG of choice, and the goodness of it just blows me away. It's visually stunning, for starters, and it's got a HUGE world - not as big as Daggerfall's, perhaps, but it's got more life than Daggerfall ever had. I'm on my third character, and I've done maybe half or 60% of the total quests available. And the modding potential... You can do ANYTHING to this game and the world, and people most certainly have. That's the reason for this page, incidentally. The people at Alsherok have been playing the game quite a lot, and we've come up a with a few mods, which I'm offering here. |
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Plugins |
| Dwip's Armor Fix -
My armor fixer-upper mod to correct what I (and others) saw as
imbalances. Makes Indoril medium armor, tones down Glass a bit,
and makes Dwemer better. Also adds in a new type of light armor,
Guar Leather, sold in Mar Gaan somewhere. The official adamantium
armor plugin works with this one decently, and adamantium is a slight
step below Indoril.
Guar Caravans - A slight addition to the transport system I created. It adds a chain of guar caravans stringing Vivec, Pelagiad, Balmora, and Caldera together. I got highly annoyed traveling to Pelagiad all the time after about the first trip on dozens of quests, and this was the result. Samson's Merchant - Created by Samson, this mod creates a merchant in the square in Balmora who sells a little bit of stuff, but is primarily useful to sell stuff to, since he has a LOT of gold. And check out the outfit... ;) Troll Birthsign - A new birthsign I created at Samson's behest. Gives Fortify Magicka 1.0x INT, Fortify Endurance 15 points, and Weakness to Fire 50%. The graphic I used is from one of the other birthsign packs out there, which I have sadly forgotten or I'd credit the maker properly. Vivec Bridge - Creates a bridge in Vivec linking the Foreign Quarter with the Hlaalu Canton. That's it. I created it as a fast travel aid, because Vivec's walking times annoy me a great deal. |
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What's In the Plugins List |
Because somebody might be curious, this section lists what I'm currently
using for plugins, along with little blurbs why.
There are a few more than I took off, and they might get used in the future or modded by me or something.
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Characters |
| My three characters deserve some mention on this page,
somewhere. Yes, there's enough in this game to support three
characters, and more. <laugh> I've beat the game once, am in
position to do so with my second character, and am still in the midst of
doing guild quests with my third.
Valerius - A level 32 Imperial custom class (all my characters are customs). Valerius was built around my preference for rogue-type characters, and his skills reflect that: [Major: Light Armor 100, Long Blade 100, Sneak 69, Security 57, Conjuration 34] [Minor: Armorer 24, Mercantile 100, Speechcraft 39, Athletics 54, Enchant 21] [Str 99 Int 78 Wil 56 Agi 92 Spd 60 End 66 Per 100 Lck 40 Sign: The Lady] Valerius was my first character, and the only one who's beat the game so far. There was a lot of learning involved in his adventuring: Why conjuration isn't All That, the annoyances of trying to train Mercantile up, the uselessness of Speechcraft, the similar uselessness of Enchant... Valerius did a lot of dabbling in various things, too. Master Thief in the Thieves' Guild, Grandmaster of House Hlaalu, and mid-rank in the Fighters' and Mages' Guilds. Being a first character, Valerius lacks a lot of the high-powered stuff that makes my other characters so nice, but playing a talkative, light-fingered rogue with a Really Large Daedric Dai-katana was definitely a lot of fun. Theodoric - My second character, Theodoric had a number of purposes. For one, I wanted to see the end of the Mages' and Fighters' Guild quests. I also wanted to see what the Imperial Cult and the Imperial Legion were like, as well as House Telvanni. What's more, I wanted to try out heavy armor, axes, and the feasibility of being a fighter/mage character. What I ended up with was Theodoric, level 35 Breton custom class. [Major: Axe 100, Heavy Armor 100, Destruction 87, Restoration 91, Alteration 59] [Minor: Block 30, Armorer 37, Medium 17, Athletics 57, Enchant 22] [Str 100 Int 113* Wil 96 Agi 50 Spd 55 End 86 Per 70* Lck 40 Sign: The Apprentice] * - Int is boosted 25 from the Necromancer's Amulet, Personality is boosted 30 from the Masque of Clavicus Vile. Goals were certainly achieved. Theodoric is head of all four guilds as well as House Telvanni. Telvanni, it turns out, is probably the best of the houses to join - they teach you spells, give you items, and some of the quests are pretty cool. The Fighters' Guild, on the other hand, sucked a lot. The quests bored me, and the guild didn't do much for me. The Mages' Guild, however, was pretty decent, if only for the increased spell selection, and some good equipment at various points. Imperial Cult? Lots of useless quests, but some were kinda nice, and there was a lot of decent equipment to be had, and some really cool artifact stuff at later stages. The Imperial Legion was a lot of fun too. Some not bad quests, and you get some great gear out of the deal. Heavy armor was evaluated as being good, but, um, heavy. Axes aren't bad, though playing with a one-handed axe the entire game gave me a certain liking for the damage two-handers dish out. Magic was determined as...enh. There are certain spells, like touch damage spells and healing, which absolutely dominate the entire early game, because a cheap fire spells is able to kill almost anything in one or two shots. Healing spells get you back up to full decently. Alteration is a GREAT school. Armor is a great skill to have simply because you can constantly repair on the run. Unlike Valerius, Theodoric got all the high powered stuff. There's a room in Tel Uvarith that has nothing but the various artifact gear he's picked up in his travels. Later in life, Theodoric also served as a plugin test character to see which ones I liked (not many, as it happens). He could beat the game, should he feel like it, but most of the considerable fun for him has since left, and I moved on to newer, better, un-tainted by mods characters. Ten Paws - Ten Paws is my current character. He was originally going to wait until Tribunal came out, but I couldn't get enough Morrowind... ;) Like Theodoric, Ten Paws was created to satisfy curiosity on a wide variety of issues, though on a narrower scope than the Renaissance Man that was Theodoric. ;) In this case, I wanted to try out an Argonian or a Khajit just for kicks, and I wanted to try out spears and archery. In addition, I had yet to do the quests for House Redoran, the Morag Tong, and the Tribunal Temple. The resultant character was a bit...strange, but actually quite powerful, and a lot of fun to play, though subject to a lot of Mad Killer Argonian jokes... At the time of writing, Ten Paws is a 23rd level Argonian custom class with the following stats: [Major: Spear 100, Medium Armor 70, Marksman 61, Sneak 41, Security 52] [Minor: Acrobatics 32, Athletics 50, Restoration 25, Mysticism 50, Conjuration 16] [Str 75* Int 46 Wil 36 Agi 98 Spd 80 End 100 Per 58 Lck 40] * - Strength is boosted a total of 14 points from various items. Ten Paws is more like the character Valerius would have been, had I played for a while before making Valerius. As it is, I keep learning things. For example, House Redoran sucks. The quests are really boring in the beginning, then pick up at the end, but you really don't get much out of them except a bit of ebony stuff which I had sold two suits of by then anyway. Some of the plot behind them is really cool, but... And the stronghold is out in the middle of NOWHERE. Ten Paws is now the new head of House Redoran. He's also way high up in the Morag Tong, which is definitely a fun guild, for a while. Digging around for Sanguine items is pretty cool for a while, and assassinating people is GREAT. <evil grin> Not quite to the end yet, but still liking it. The Tribunal Temple stands out in my mind as having the hardest yet most interesting quests of any faction thus far. I was entering Daedric shrines at level 3, and despite being scared shitless, it was FUN. And the plot behind the quests is great, too. The only reason I'm not doing MORE Temple quests is because I can't get my skills high enough, fast enough. And speaking of skills, Ten Paws is another good skills lesson for me. Magic just sucks, I'm coming to think. There are a number of problems. One is, it takes about 50 castings of a spell to gain a rank in a school. That's a lot. The other, more important one is, it's really hard to regain mana. Much harder than health, frex. You need mana potions, or you need to rest. Plus casting in a fight is a lot longer than swinging a sword around, and at later levels, you don't do enough damage anyway. More and more, I'm beginning to lean away from magic towards enchanted items, which are better and even border on munchkin sometimes (my Helm of Tohan is enchanted with a 6hp/sec constant regen. Fights get pointless fast). It's likely that my next character won't even bother. I'm seesawing on sneak too. On the one hand, not being seen is cool. On the other hand, it takes EONS to get good at it. Security, though, is great. I was looting the Telvanni vault very, very quickly. <grin> Spears are likewise great. Great reach, great damage, and the only problem is that I can't find a bloody Daedric spear anywhere. Medium armor is good stuff, too, especially with the adamantium armor plugin. You get it very early in the game, and it's good forever and ever, and it's really light and gives good protection. I started off hating Marksman with a passion, because I was doing no damage at all, but then I got shown how to hold the string back all the way on the bow... Suddenly marksman is the uberskill, and I'm flying around doing drivebys on mudcrabs and bull netches all over the place. My next character DEFINITELY has this skill, just for a good softening weapon before the actual fight. Finally, Ten Paws is the subject of the Mad Killer Flying Argonians series of pictures: MKFAs vs. Vivec, MKFAs vs. Vivec's Foreign Quarter, and MKFAs vs. Sadrith Mora. And more! MKFAs With Forks, and Netch: It's What's For MKFA's Dinner. And still more! MKFAs vs. Cliff Racers, MKFAs vs. Dead Cliff Racers, and MKFAs vs. Amphibious Slaughterfish. And yet more! MKFAs vs. Vivec Himself! Morrowind, The Next Generation - While playing Ten Paws, I'm starting to give thought to the next character I want to play. Any new character will most likely wait until I've acquired the Tribunal Xpack, since I want a new character for that, and I want to have another storyline character to play and explore with. I know a few things for certain. The new character will probably be roguish again, and have stealth and security. Medium or light armor, since heavy's just too bloody heavy. This decision will probably wait to see what Tribunal gives us in the way of new armor. Weaponry will include marksman weapons of some sort (bows r0x0rz), and probably either blunt weapons or short blades. I too want to whack people with really big sticks, or stab them a lot. Race is almost completely undetermined. Definitely Breton, Imperial, or Argonian, since I've done those already. If Tribunal gives us any new races, probably one of those, otherwise whatever fits the concept the best. Definitely shooting for the Thieves' Guild again, maybe the Tong, and probably Hlaalu again, just 'cause I like them a bunch. Magic will probably be completely ignored, except perhaps Alteration just because it rules. Armorer will be grabbed because it's just that cool, and I'm tired of running Ten Paws back to the smith every 5 minutes. Sign undetermined too. If there's a new one probably that. If not, the Lady, because my lord that sign is the best thing birthsigns ever saw. The resultant concept looks about like this: Name: Yetanoc
Prime Attributes: Strength, Agility
Skills: Major:
Minor:
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