4 posts / 0 new
Last post
ponyrider0
ponyrider0's picture
Member
Offline
Last seen: 1 hour 25 min ago
Joined: 07/22/2016 - 05:01
Karma: 378
[REL] Morrowind Starting Spells v1.5

Morrowind Starting Spells v1.5 for Morroblivion v064

Starting with v1.5, most of the scripted features of this Mod have moved to Morroblivion-Fixes-v1.6e.  This mod now focuses on rebalancing the starting spells to be castable by all race/class combos and to reproduce the gameplay balance of Morrowind casting and leveling as faithfully as possible.

This mod automatically enables or disables Morrowind/Oblivion starting spells based on the setting of mwMainMenu.AltStart in Morroblivion.ini.  So in addition to Morrowind starting spells, if you start in Cyrodil, your character will get the original Oblivion starting spells without the Morrowind clutter.  

The Morrowind starting spell set has been adjusted to be faithful to Morrowind and also rebalanced to be usable by any player class without any training.   

NOTE: You will not get any Oblivion starting spells which were not in Morrowind -- this includes the default heal and flare spells.  So warriors should go stock up on healing potions and scrolls.  Also, the starting race is changed to Dunmer just like in Morrowind.  See Morroblivion-Fixes v1.6e for new Oblivionized starting spell feature.

Requirements/Compatibility:
This mod requires Morroblivion v064 and Morroblivion-Fixes-v1.6e.
This mod should be compatible with other magic mods, but will over-ride starting spell list.  There are compatibility patches for MOB_magic and Lost Magic.  

Installation/Load Order:
Load this mod after the morroblivion-fixes-v1_6.esp.  There are two extra ESPs which are compatibility patches for iamnone's MOB_magic rebalance mod and qwertyasdfgh's Lost Magic mod.  These patches should be loaded after the corresponding ESP that they patch.  

Bashed Patch:
MorrowindStartingSpells-v1_4.esp and MorrowindStartingSpells-v1_4-MOB-patch.esp can be merged without problems into a Bashed Patch.  However, Wrye Bash is not compatible with OBME-based mods (like "Morrowind_ob - LostMagic OBME.esp" and the "MorrowindStartingSpells-v1_4-LostMagic-patch.esp").  These mods should not be imported or merged into a Bashed Patch.  

Change Log:
Version 1.5:
- Compatibility update.  Scripts and new features moved to Morroblivion-Fixes v1.6e.

Version 1.4:
- Starting spells rebalanced to be castable by any class without training.  

Version 1.3:
- never released, changes rolled into 1.4.  

Version 1.2:
- Now requires morroblivion-fixes-v1_5.esp for autodetection and dynamically enabling/disabling Morrowind or Oblivion Starting Spells based on the AltStart setting in Morroblivion.ini.  

TODO:
I may add true Morrowind Birth Signs and Racial abilities in a future version.  

CREDITS:
Thanks to the all the Morroblivion contributors and to qwertyasdfgh and iamnone and all the active TESRenewal members for their great mods and inspiration in making this mod.

Edited by: ponyrider0 on 04/22/2017 - 02:51
ponyrider0
ponyrider0's picture
Member
Offline
Last seen: 1 hour 25 min ago
Joined: 07/22/2016 - 05:01
Karma: 378
After further testing, I

After further testing, I realized that Bashed Patch is unable to correctly preserve any OBME extensions.  This only affects "MorrowindStartingSpells-vX_X-LostMagic-patch.esp".  This file should be placed after the Bashed Patch.

ponyrider0
ponyrider0's picture
Member
Offline
Last seen: 1 hour 25 min ago
Joined: 07/22/2016 - 05:01
Karma: 378
I just uploaded version 1.2

I just uploaded version 1.2 which requires morroblivion-fixes-v1_5.  The new feature is that it now automatically switches between Morrowind/Oblivion starting spells based on mwMainMenu.AltStart.  Check original post for more info.

ponyrider0
ponyrider0's picture
Member
Offline
Last seen: 1 hour 25 min ago
Joined: 07/22/2016 - 05:01
Karma: 378
Finally released v1.4 -- it

Finally released v1.4 -- it contains spell rebalancing so that starting spells can be cast by any class regardless of training in that school of magic. 

This means that warrior classes without any magic training can now buy these starting spells and then have a Mage Guild Spellmaker create a low cost version that can be spam-cast to train up that school of magic.