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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!
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[RELz] Morrowind XP

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Morrowind XP

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Morrowind XP




Regarding mod stability:

With latest version (v.1.4.6) when I completed 100% playthrough, no major bugs were encountered. During that playthrough game crashed three times. When using this mod there is one inconvenience: you need to save manually, don't quicksave.



Inspired by SirFrederik’s wondrous Oblivion XP mod, I decided to create Morrowind’s XP mod. Due to the limitations of Morrowind’s scripting language, this wasn’t as easy task as I had suspected. In any case I started to plan things out, and before I had noticed my inner perfectionist forced me to implement many features, which required lots of work, but didn’t really serve as major improvement on their own. Now, after almost two years of work (I could have probably finished this in a week or two, but unfortunately my mind apparently isn’t capable of focusing to only one project extended periods of time) it is finally finished. Okay, at least almost finished. The most notable imperfection of this mod is the fact that it lacks any kind of balance. Amounts of XP aren’t really well-thought. Best way to fix this flaw is to let players tell their experiences -so feedback is important.




Why I created this mod?


When it comes to RPGs, Morrowind could be seen as a true masterpiece. However, it isn’t without it’s own flaws. For me personally, game’s leveling system is the worst offender. To put it bluntly, when it comes to raising your skills the game rewards player for quantity and ignores quality. This is due to the fact that skills will increase based on how many times spesific action has been performed, not how efficient action itself was. Hitting a bandit ten times with your sword yields ten times more skill adcvancement than OHKOing bandit with one powerfull swing. Game basically encourages players to play unefficiently! The problem is, it isn’t really fun to cast mediocre spells when playing as a mage or whack dozens of powerless swings as a warrior just to raise your skills. Combat can easily start to feel like a chore, tiresome grinding which you are forced to endure to strenghten your character (without exploiting various game mechanics, that is).
Another problem all together is Morrowind’s way to punish players for leveling wrong skills at the wrong time -due to the fact that (specific) skills influence (specific) attribute growth rates, player is basically forced to carefully plan which skills to raise (this planning usually leads to grinding) before level up if he doesn’t want to seriously hinder his character.


Goal of this mod is to remove this kind of hindering leveling mechanics, make character growth more natural part of gameplay without a need to powergame, and most importantly offer real satisfaction to player when his character is greeted with level up menu.
To put it simply:
Maximum player freedom combined with maximum enjoyment -that’s the goal.






-Fully patched Morrowind with expansions


-latest version of Morrowind Script Extender (MWSE v.0.9.4a + Merzasphor’s update)


-MGE XE 0.10.0 b9 -use v.0.10.0 b16, check installation instructions below!




This mod is likely to conflict with any mod that edits skill growth rates or modifies level up system in general. Skill uncapper which is included in Morrowind Code Patch is compatible.






Nothing unusual here, just put contents to your data files.


IMPORTANT! MGE XE 0.10.0 b9 isn't available anymore, use MGE XE 0.10.0 b16 instead. How to get it to work:
1.Install MGE XE 0.10.0 b16 normally.
2.create file called MGEfuncs.dll (just create empty txt file and change extension from txt to dll).
3.Place dll file to Morrowind/mge3 folder.
4.run MGEXEgui.exe once (it's inside Morrowind folder).
That's it. Now just launch the game using MWSE launcher.


Implemented features


Following actions will grant XP to player character:


-obtaining new books, scrolls and notes


-finding artifacts ( Daedric artifacts and some other unique items)


-pickpocketing NPCs.


-stealing items (XP amount is based on stolen item’s value. XP will only be granted to player if player is sneaking when he steals an item)


-lockpicking (XP amount is based on lock difficulty)


-practising alchemy (i.e. creating potions)


-practising enchanting (i.e. recharging and enchanting objects)


-practising smithing (i.e. repairing equipment)


-discovering new locations ( experience is rewarded based on player’s distance to nearest major city. You won’t believe how much it took me to make this work correctly)


-gaining reputation


-freeing slaves


-completing quests/advancing to next rank in the guild


-killing enemies. Maximum XP gained by this way is 5,0% (10% with sleep multiplier). I had to limit maximum XP because without it low-level player could reach high levels instantly by just killing few guards.


Sleep multiplier has been implemented, and player will gain increased XP after he has rested some time (right now it doesn’t actually matter how long you sleep (althought if you only sleep short time, script doesn’t always have time to activate)). When sleep multiplier is activated, it will stay on until you have gained spesific percentage of XP which is needed to level up. Sleeping again will reset whole thing. (note.When sleep multiplier is active, corresponding icon will appear in the lower right corner of the screen)




How new leveling system works


In your inventory you will find find green item icon which will show your current xp amount (icon is named as [XP], you should never try drop these)


You will have one new spell, named as [boost Skill]


Leveling is based on experience points -your actions yield xp which will be added to universal experience pool. When you have gained enought experience you will meet good old level up screen and all three attributes which you choose (exept luck) are raised by 4 (level up screen will insist that it only raises skills by 1, but it will actually raise them by 4). However, if player chooses luck as one of the attributes other two attributes will increase by 5 points. After a standard level up, new window will open and you may allocate either 25 (if under lvl16) or 20 skill points depending on your level.


There is also a way to only increase your skills without actually leveling up.
Casting a spell titled as [boost Skill] can be used to ‘buy’ skill advancement (like with skill trainers). It has static price of 5000 gold and requires you to sacrifice some of your collected XP (which is obviously less than xp needed to level up). Using this option is for those who don’t care to raise their level and attributes and just want to increase their skills. So it’s high-level players who will benefit for this. If you meet requirements to buy skills, skill menu will pop up. if you don't meet requirements, message will appear and notify you about them.






-You should never raise enchanting, alchemy, sneak, security or smithing to 100. To compensate this, when you reach level 99 in said skills, you will get permanent fortify skill effect to boost skill to 100.





-xp from Ahnassi questline is now calculated correctly.
-improved Solstheim distance calculation algorithm, discovering locations should now give reasonable amount of xp.
-There was a cell near Raven Rock that could cause game to freeze when entering. (command that told distance calculation script to stop processing itself when entering there got bugged and due to that script kept looping eternally)

-fixed a bug that could cause duplication of books and artifacts in player’s inventory
-stealing item from countainer can no longer create duplicate of said item.
-mages guild xp reward script was bugged, now it calculates xp correctly
-balance changes: player will now only receive 25 skill points when levelinh up if he is under lvl 16, afte that the amount is loweredto 20. When leveling up attributed are increased by 4 points, unless player invests in luck in which case other two stats increase by 5.
-...disturping visual anomaly that haunted those that played in third person fixed
-one outdated script removed that was meant to be removed in the last version.
-Updated the formula that is used to calculate the amount of xp gained from defeated enemies. It should now scale less harshly at later levels. I also added new random factor to make killing weak enemies more rewarding: most of the time killing mudcrabs will still only give few experience points, but there is slight chance that player could get hefty xp bonus. It's still not perfect system but it's step in the right direction.
-Morrowind XP is now fully compatible with MCP’s skill uncapper.
-skill changes caused by damage/drain/fortify effects can no longer mess up leveling system.
-trainer services are now safe to use
-rare skill reset bug when leveling fixed
-Repairing weapons and armor will now reward less xp (the old rate was way too high).
-level up menu can no longer pop up when in menu mode
-artifact found -message typo fixed
-player's death can no longer trigger error message
-rapidly travelling between outdoor cells will no longer give player extra xp.
-Bloodmoon and Tribunal content fully supported!
-major stability improvements: all rogue scripts have been rewritten, many script conflicts have been adressed.
-permanent corpses will no longer trigger xp reward script.
-fixed rare bug that deleted all saved location variables (due to this already discovered location could be rediscovered)
-few skill books weren't working properly, now they work.
-New feature added: freeing slaves gives experience now!
-Fixed a bug that prevented experience from misc quests scaling to player’s level.
-Removed test object that was erraneously left in the game world in the last update.
-quick hotfix to fix minor oversight in v1.2.0
-added level up menu for skills.
-bug that could prevent updating from previous version has been fixed. Check the readme if you have problems with updating.
-Fixed a bug that deactivated location discovery XP script after some time had passed.
-added shiny new XP meter.
-some minor performance fixes
-Intial release




Known bugs:


-if two actions which are handled by same script occur simulatenously, player doesn't receive full XP ( eg. if you buy two different books from merchant in one go, or do quest which rewards you with two different scrolls, xp will be awarded only once). Luckily, this kind of situations are quite rare, so fixing this doesn't seem necessary)


-Script which grants experience points for discovering new locations has one known flaw:
It can't tell apart locations which have extremely similar names (actually only one instance of this is known: locations Shara and Shal were mixed with each other -this has been fixed, but if someone encounters other false discovery messages, it should be reported to me so that I can fix it)


-If player steals a soul gem that is already filled, XP awarded will be based on the value of empty version of said soul gem.


-if player obtains enough experience to level up multiple times in one go, attributes won’t get increased as they should. This is mostly theoretical problem because there shouldn’t be a way to encounter this kind of situation during normal gameplay.


-Small-scale microstuttering can be encountered, especially when inventory menu is open. Fixed?


Things to do


-update script that handles xp that is granted for stealing stuff to take into account player’s guild status (right now the script doesn’t check if player is part of the guild and taking guild supplies is considered stealing. Should be easy to fix, it just isn’t that notable flaw so I didn’t bother to fix it)


-balance XP gain multipliers.


-if needed, boost performance of the mod by making it handle its scripts more efficiently (there shouldn’t be any serious problems with FPS, but I haven’t done any testing with low-end machines) performance is a lot better now.


*next update will be about combat xp reward mechanics.






-SirFrederik for original concept of Oblivion XP


-GhanBuriGhan, Yacoby and melian for creation of ‘Morrowind Scripting for Dummies’ manual (without this beginner-friendly guide I probably would have never bothered to learn Morrowind’s scripting language)


-Soralis for his math mod


-Modding community at Great House Fliggerty forums (If I had a problem with some MWSE function, Google usually led me there)


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Congrats to your release! :beerchug:




This mod is likely to conflict with any mod that edits skill growth rates or modifies level up system in general.

I know one thing that will definitely cause an issue and that's these patches in MCP when either of them is active.  What I'm talking about is of course the attribute uncap and the skill uncap patch in MCP (scroll down to the Features (optional) section).


- Attribute uncap. Allows levelling of the eight main attributes past 100.
- Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays.

It's known fact that using levelling mod such as GCD or perhaps Madd Leveler when having any of these patches active will cause an issue.  Although, the GCD mod doesn't give you a CTD instead Morrowind is frozen, so you need to close it via the task manager in Windows or rebooting your computer.




I almost forgot to ask about MGE-XE.  Is there a reason why only MGE-XE and not MGE or either one of them is required for Morrowind XP and AFAIK both has an internal MWSE 0.9.4a included?


Edited by Leonardo

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Have just reinstalled Morrowind with all expansions on my new PC and wanted to play your Morrowind XP mod when I realize something that would be a nice addition to Morrowind XP.


I know SpiritHawke upgraded Fliggerty's Skill Progress 1.0 mod to 2.0 and I've play it for quite some time, so I thought either version of the Skill Progress mod should work with Morrowind XP.  So if Fliggety granted you permission for his Skill Progress mod (I think you need permission from both Fliggerty and SpiritHawke for the Skill Progress 2.0) then you can incorporate the Skill Progress mod into Morrowind XP and I can test it since I'm gonna to start a new game very soon. :)

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-You should never raise enchanting, alchemy, sneak, security or smithing to 100. To compensate this, when you reach level 99 in said skills, you will get permanent fortify skill effect to boost skill to 100.

Regardig this, I suggest to change it if possible because a lot of people, myself included, often enchant some useful skills into armor, amulets, clothes, rings etc etc as an enchanted item with constant effect (CE) or a normal enchantment.


The Smithing skill doesn't exist in Morrowind and I think you mean the Armorer skill.  Although, I think there is a Smith profession for NPC's.


Using a fortify skill effect to compensate levelling above 100 would probably conflict with the uncap skill patch and uncap attribute skill patch in MCP and if that occur god knows what could happen in-game.


- Attribute uncap. Allows levelling of the eight main attributes past 100.

- Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays.




I also have other ideas of how to improve Morrowind XP, but first I want to play Morrowind XP a little with a few mods (only essential and useful mods) in a new game when testing Morrowind XP for the first time ever. :)

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I'm just about to start a new game, so here is my loadorder and Morrowind XP is loaded just before the Mashed Lists.esp.


Active Mod List


_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.4.esm
_005_ Better Heads.esm
_006_ Better Heads Tribunal addon.esm
_007_ Better Heads Bloodmoon addon.esm
_008_ Book Rotate.esm
_009_ TR_Data.esm
_010_ TR_Mainland.esm
_011_ Better Bodies.esp
_012_ Dragonbone_Pauldrons.esp
_013_ Lost pieces of unknown armor - Class 04.esp
_014_ Secret_Master's_Alchemy_Equipment_v1.0.esp
_015_ ChaniBalmoraVendor.esp
_016_ Better Balmora river.esp
_017_ Arthmoors_Merchants.esp
_018_ Ashlander_Transports.esp
_019_ Mana_Regen_v13.esp
_020_ 20books.esp
_021_ Better Clothes_v1.1_nac.esp
_022_ More Better Clothes.ESP
_023_ More Exquisite Clothes.esp
_024_ Exquisite Robes II.esp
_025_ vince_robe_drakescale.esp
_026_ vince_robe_haazheel.esp
_027_ atronach_robe.ESP
_028_ Sleepers Robe.esp
_029_ LotsOfRings.esp
_030_ LotsOfRingsPlus.esp
_031_ acsSaviorArmor.esp
_032_ Amulet of Icarian flight.esp
_033_ ImprovedAdamantiumArmor.esp
_034_ CleanAreaEffectArrows.esp
_035_ CleanBitterCoastSounds.esp
_036_ CleanMasterIndex.esp
_037_ Master Index Upgrade.esp
_038_ Adamantium Roundshield.esp
_039_ Glass Gauntlets 10.esp
_040_ Ghostgate_Sactuary.esp
_041_ LOCH_Strider_Hovel.esp
_042_ Maar Gan Hut.esp
_043_ abotSiltStridersTR.esp
_044_ abotWhereAreAllBirdsGoing.esp
_045_ abotRainSplash.esp
_046_ Book Rotate - Tribunal v5.3.esp
_047_ Book Rotate - Bloodmoon v5.3.esp
_048_ Book Jackets - Tribunal - BookRotate.esp
_049_ Book Jackets - Bloodmoon - BookRotate.esp
_050_ abotBoatsTR.esp
_051_ DM_DB Armor Replacer-Exp.esp
_052_ abotTRWaterSound.esp
_053_ abotRiverStridersTR.esp
_054_ Passive Wildlife Vvardenfell.esp
_055_ Westly's Master Headpack X.esp
_056_ Stalhrim Stuff.esp
_057_ abotThunders&Lightnings.esp
_058_ The regulars - Sitting NPC's v2.02.esp
_059_ Bloodmoon Vendor.esp
_060_ md_magebane_replacer.esp
_061_ BB_Grimoires.esp
_062_ abotLava&Steam.esp
_063_ Westly_Presents_Unique_Winged_Twilights.esp
_064_ UFR_v3dot2.esp
_065_ XE Sky Variations.esp
_066_ New Randagulf's Fists.ESP
_067_ New Lord's Mail.ESP
_068_ ASH 2.0.esp
_069_ abotSkarPlatforms.esp
_070_ New Umbra.ESP
_071_ Books of Vvardenfell.esp
_072_ COI.ESP
_073_ Graphic Herbalism.esp
_074_ Graphic Herbalism Extra.esp
_075_ Graphic Herbalism TR.ESP
_076_ Graphic Herbalism TR Extra.ESP
_077_ Redaynia Village.esp
_078_ TR_Travels.esp
_079_ Village of Mora Uvirith v1.2.esp
_080_ Uvirith's Legacy_3.41.esp
_081_ UL_3.4_MWSE_Add-on.esp
_082_ UL_3.4_TR_15.12_Add-on.esp
_083_ Salit Camp_Yakaridan Camp - Fixed Door Marker.esp
_084_ Hlormaren - Fixed Dome building.esp
_085_ Dock Walkway_No Building.esp
_086_ Morrowind XP.esp
_087_ Mashed Lists.esp


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