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Download >> Mods >> Total Conversion

BigMod2

by xereau

Version: 2.0Added: 2006-05-01Last Edited: 2012-09-05File Size: 548.28 KDownloads: 4867

Description:

OVERALL GOAL  
 
To make Morrowind more re-playable, by presenting sweeping customization options to the player via Ability, Power, Spell, and Item rewards in quests, and creature/NPC loot.  
 
Abstract  
 
During your character's life, you will gain Abilities, Powers, Spells, and Magical Items that reflect the 'atmosphere' in which they were obtained. Every single quest has been reviewed, and small rewards inserted where I deemed appropriate. Your actions now have role playing meaningfulness to them! This is my attempt at presenting the player with the opportunity to define one's own balance via extreme customization options.  
 
Example: You are supposed to kill a NPC in a dungeon. While talking to the NPC, you find out that they have been set up, and you are given the choice to spare the NPC. When you return to the quest giver, you are given a different reward for killing the NPC, and for letting the NPC go. This style of imbuing a player with an Ability, Power, Spell, or Magical Item that reflects their part in some event, plays to the heartstrings of role players, myself included smile.gif  
 
Enjoy!  
 
FEATURES  
 
Expanded Mainline Quest Rewards  
 
Every part of dialogue along the mainline quest has been reviewed, and altered atleast a little bit, at nearly every stage of the dialogue. Some item rewards have been altered to make items more useful, sometimes more powerful, sometimes less powerful. The Ability bonuses presented are nearly meaningless alone. However, when stacked together, depending on your course of actions as the player, you can attain meaningful bonuses in nearly everything (within reason!). Every reward will have some kind of atmospherical connection to the situation in which it was obtained.  
 
Expanded Guild Quest / Random Quest Rewards  
 
Every guild quest and every isolated quest (that I could find!) has been reviewed, and again altered atleast a little bit. You will now be able to gain suits of armor specific to different houses and guilds, as well as Abilities, Powers, and Spells only attainable through these quests. Your actions in the game will determine your reward (where appropriate), again giving nearly endless combinations towards an end game character. Again, it will be harder to end up with the same character as last game (as currently is the case in Morrowind).  
 
Expanded Beastiary  
 
My time, and artistic talents are somewhat lacking when it comes to making new creature models. That being said, BigMod 2 boasts over 300 new creatures, from level 1 to 55, based on old models. Using varying magicka cost, magicka pool, and magicka regen totals on creatures and NPC's, I have been able to create an 'AI', or personailities unique to that creature of NPC. Some will cast non stop, others will only cast occasionally and chase you, others drop a pet and head for high ground.  
 
The changes to the levelled creature lists that populate Vvardenfell have been radically altered to include these creatures, at many different level intervals. You will NEVER know what is going to spawn at any given spawn point. This again adds to the replayability of the game.  
 
Dissident Dark Elves now appear in the wilds of Vvardenfell. Level 1 to 40, these NPC's dont like you, and you will grow to not like them. Look out for them on back roads, and when you least expect them.  
 
 
Expanded Armor Sets, Clothing Sets, Rings, Weapons  
 
There are various levelled armor sets dispersed into the NPC's and creatures of the game. Very rarely, creatures will drop a magical item that has a name, or effect that will remind you of where you got it from. Thieves will drop thievish type armor, knights will drop knight type items, fighters drop fighter gear, etc etc. Creatures will rarely if EVER drop the same item twice in a row, and the chance of getting a full set of 1 type of armor, let alone the same exact set ever character, brings character development in Morrowind to a new level. There are hundreds and hundreds of items dispersed into the game. You will need alot of toys to beat some of the biggest creatures in BigMod.  
 
Every creature type drops some kind of ingredient, including my own version of Levelled Ingredients. Same creature types at low to high level drop level appropriate ingredients. The lowest creatures drop an item that has 3 negative effects, 1 positive. The Highest creatures drop ingredients have have 1 or no bad effects, and 3, or 4 good effects. These items drop randomly and it is not predictable when or where you will get them. Again, this adds to the replayability BigMod 2 gives to Morrowind.  
 
All NPC's have a chance at dropping 1, or more peices of magical armor. You will see random characters dear to your heart, slightly different, sometimes. Never, or atleast very rarely the same 2 games in a row. The leader of the fighters in Balmora had a magic Breastplate one time, and a trainer in the basement had a magic bracer.  
 
Many creatures drop exclusive armor sets specific to them, especially at the high end. You will be able to gear up for any kind of nasty encounter, and focus certain effects in many slots, forsaking others as you do so. You will be able to focus on anything you want, stocking up on many themed armor sets, taking customization to a new level.  
 
** MAJOR FEATURE ** Expanded Content - NEW Dialogue Driven Quests  
 
Along the mainline quest, the player will find new content in several places. Each has NOTHING to do with the mainline, and completing any or all of them has no bearing on the outcome of the mainline. That being said, it will be in the player's best interest to atleast start exploring these new places wink.gif You will find a lot of handy trinkets, armor, weapons, Abilities, Powers, and Spells that just might prove handy in beating some of BidMod 2's upper beastiary.  
 
Crito's Foxhole  
 
In Arkngthand, Cells of Hollow Hand you will find the dwemer cube that Hasphat would like as part of the mainline. In the same room, you will find a sullen ghost, who thinks you can save his partner even though he himself passed away over 3 nights prior. Dealve into Crito's Caverns and solve this mystery, if you dare!  
 
Andrano, Elders Burial  
 
Right where you get the skull for Sharn in the Andrano Ancestral Tomb, you find an andrano descendant looking for an heirloom. Can you find it for him in the massive burial below?  
 
Ilunibi, A Deep Fissure  
 
In front of the room containing Dagoth Gares you will come across a despondent pet owner. Her dog ran into a crack behind the big bad disease giving meanie himself , and she is afraid. Do you have it in you to rescue her dog, Ruff?  
 
Urshilaku, Juno Burial  
 
Hot on your heels, but never quite seen, the wife of a barbarian is somewhere to be found near the ghost from whom you obtain the famed bonebite bow. Once you obtain the bow, head back to the barbarian and chat with him to force his wife into appearing. She has 3 pets that you can fight, and if you beat all 3, she just might be willing to give you something... useful wink.gif  
 
Corprusarium, Forbidden Depths  
 
Below the Corprusarium, a place exists where the worst victims of the disease go to first go mad, then die. Within its deepest depths, lies a tortured soul that desperately needs to be put to rest. It's got to be just that easy, right? Right? Ok well maybe not quite so easy.. more like dangerous!! You will be sent into viewing pits with deadly advanced corprus victims to gain access to the lost soul in the deepest depths of this forboding place.  
 
Kogoruhn, Eye of the Inferno  
 
Right at the table where you find the Shadow Shield you will find an Emmisary of Kogoruhn. He wants you to deliver a message to the man himself, the pacifier and keeper of the very dungeon series you have so many times hacked, sneaked, and blasted your way through - Kogoruhn. Inside the Eye, you will encounter blazing elementals, and so many roaches you will be lucky not to be damaged phychologically. Kogoruhn would like you to investigate an energy burst that is threatening to engulf his realm, and may pose a threat to the empire. Defeat some lackies, and their elemental lord to save the day!  
 
Sullen's Foxhole  
 
Those of you familar with my work, it is indeed the same dungeon series (5 in total) that I released last year. It has been integrated into BigMod 2 in its near entirely except for a few reward tweaks. The Foxhole is a series of Five dungeons, four of which are initially not open to the player, but become available as you do quests for Sullen. Each dungeon is progressively harder, and although you may start the adventure at level 13, the starting content is designed for level 20+ characters. There are over 60 new creatures/NPC's, 30 enchanted items and 15 spells/abilities/powers to be found within the Foxhole. There are many additional quests, some repeatable, and MUCH danger to be found within Sullen's Foxhole. A teleporter only found within the Cavern of the Incarnate will take you to and from the Foxhole. Have fun!!  
 
Ald Daedroth, Crumbling Shrine  
 
Once you start the process of uniting the Tribes, you come across the inhabited (and war torn!) Daedric Shrine, Ald Daedroth. Within its depths, you will find a crack to an ancient, walled off, defaced Daedric Shrine. Long ago, Dark elf zealots forged a niche for Azura within the halls of the Mighty Daedra, and it still stands... well, mostly stands, to this day.  
 
When you make your way down the crumbled halls into the lower shrine, you will uncover a sick secret: the price one pays for keeping such a place from utter chaos. In a graphic demonstation of self destruction, a crumbling of one's self occurs. The player will progress through a series of Abilities that are increasingly powerful both negatively and positively until the negative is far too much and must be cured. An echo of the taint that nearly consumes you will leave you with a small, only positive effect in the end. Enjoy the scenery, and fights in this one smile.gif  
 
Race/Birthsign/Game Setting Tweaks  
 
All Birthsigns and Races now have new spells/powers/abilities that make them more entrertaining to play. Most of the additions are mundane in nature, reflecting a usefulness rather than a game breaking godlike power. That being said, these changes will add even further to the players' character development into the fighter/mage/thief ethos. Enjoy!  
 
Because nearly everything drops something (usually very rarely) in BigMod, the role of Luck plays too big a part in BigMod. I was finding far too much good loot, too early, to make it the exception, rather than the rule. You would be well advised to spend points in luck, for the rewards are as numerous as they are varied once you are lucky. All races except the beasts are at 10 to start, and the beasts are at 15.  
 
The game difficulty slider was changed to 7.0, from 5.0. Players gain 50% more health per level, in order to deal with the scaled up damage of the level 50+ beastiary in the end game. Enchantments regenerate on items at 0.3 charges per second.  
 
Summoned pets have been reworked so as to give them all specific functionality. Some are Damage Pets, some are debuff pets, some are a combination of both. Enjoy!  
 
********************************  
LEVEL UP - CHANGES  
 
20 points per level  
 
Hands on Primary Skill-ups give 3 points towards level  
 
Hands on Secondary Skill-ups give 2 points towards level  
 
Trainer visists for Primary, or Secondary Skill-ups give 1 point towards level.  
 
The goal of this change to the game was to promote variation even in the max level of a character from birth. Depending on how many Primary and Secondary skillups a player gets each level, it will put them on a different path towards each level, every single time.  
 
Enjoy LONG TERM replayability for this outstanding game!  
********************************
Submitted by: None

Submitter Comments:

This mod was copied from Planet Elder Scrolls.
Mirror: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id;=4248

Admin Comments:

Large tweaks mod
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