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Gameplay Changes

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Mods that alter some aspect of gameplay.

6 files

  1. Cliff Racer Pacification

    Pacifies normal Cliff Racers. Diseased and Blighted will still attack you, though.
    This should halve the number of Cliff Racer attacks you encounter easily.

    148 downloads

    0 comments

    Updated

  2. AFK_Armor Fix

    Makes various fixes to light and medium armor for logical and balance reasons. Precise changes have long since been forgotten.
    As with all of my Morrowind mods, AFK_ArmorFix is released as-is. I haven't touched the Morrowind CS in 8 years, and am both unable and unwilling to provide support. Use at your own risk.

    162 downloads

    0 comments

    Updated

  3. AFK_Guar Caravan

    Adds a chain of guar caravans in Balmora, Vivec, Caldera, and Pelagiad to provide a little ease of travel to the smaller settlements.
     
    As with all of my Morrowind mods, AFK_Guar Caravan is released as-is. I haven't touched the Morrowind CS in 8 years, and am both unable and unwilling to provide support. Use at your own risk.

    140 downloads

    0 comments

    Updated

  4. AFK_Troll Sign

    Adds a new Troll birthsign at Arthmoor's request. Fortifies magicka by 15, Endurance by 20, and gives 50% weakness to fire.
    As with all of my Morrowind mods, AFK_Troll Sign is released as-is. I haven't touched the Morrowind CS in 8 years, and am both unable and unwilling to provide support. Use at your own risk.

    142 downloads

    0 comments

    Updated

  5. Ashlander Transports

    Ashlander Transports
    Good or bad, like it or hate it, Morrowind did not include a fast travel system. In its place was a much more realistic network of travel services. Silt Striders in the major Dunmer cities. Guild guides at each of the Mages Guild facilities, that sort of thing. One area of the game which was lacking though was the Ashlander camps. This mod aimed to solve that problem by creating a network of transport services between the Ashlander camps and some of the outlying villages, thus completing the travel web around Morrowind. It certainly made dealing with the later portions of the game a bit less tedious, and I don't think it's out of the question for the Ashlanders to have contact enough with each other to warrant this.
    Requirements
    Morrowind with last official game patch.
    Compatibility
    As I never had a ton of Morrowind mods, I can't say for sure what sort of compatibility issues might be raised by this. The mod has worked fine in a recent run through Morrowind that had a decent sized load order, including some city mods.
    If you find any issues with it that need addressing, let me know, but I can't guarantee a fast response.
    Cleaned with TES Tool.

    145 downloads

    0 comments

    Updated

  6. Arthmoor's Morrowind Merchants

    Arthmoor's Morrowind Merchants
    A simple, yet surprisingly useful little mod. Adds 3 merchants to the game. One in Balmora, one in Solstheim at Fort Frostmoth, and one in Mournhold. The Frostmoth merchant will move to Raven Rock when it's built. Each one has approximately 50,000 gold on hand in order to be able to buy whatever wonderful loot you may have. This mod was born of the frustration at never being able to sell anything to merchants in the game because none of them ever had any money.
    Requirements
    Morrowind with last official game patch.
    Requires both Tribunal and Bloodmoon to be installed and configured correctly.
    Compatibility
    As I never had a ton of Morrowind mods, I can't say for sure what sort of compatibility issues might be raised by this. The mod has worked fine in a recent run through Morrowind that had a decent sized load order, including some city mods.
    If you find any issues with it that need addressing, let me know, but I can't guarantee a fast response.
    Cleaned with TES Tool.

    174 downloads

    0 comments

    Updated

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