BigMod...
 

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This is a Morrowind Mod that contains changes to nearly EVERY aspect of the game in some way or another.  From the game settings, to spell effects, to races, to birthsigns, to creatures and lists, to quest rewards and dialogue, to hundreds of unique items.  All changes take place on Vvardenfell.  The Bloodmoon patch contains fixes that are necessary for proper functioning of BigMod.

I always found that the original game of Morrowind became too easy after level 20, and repetitive in terms of character development, quest reward and encounter style/difficulty.  BigMod started with the goal of making a few extra creatures in the high end game, and quickly blossomed into a complete mod.  Here are some of the features:


  • Races:    All of the races can now do more.  They all have more worn abilities, spells, and powers. All races were given one of three ‘spirit’ abilities that reflects their true calling, combat, magic or stealth. I then split the races up into 5 sister race pairs, and gave each pair a power that ‘shifts’ them further towards their true calling.  Each race has its own unique powers and abilities, furthering their specialization giving both advantages and disadvantages.

  •  Birthsigns:    All of the birthsigns have been altered.  Each has a new set of worn abilities, spells, and powers.  Although the racial abilities/powers are useful in and of themselves, the birthsign for players is where the real fun and innovation can be found.  The possible combination of race/birthsigns is large, and provides for some dynamics not found in MW previously.

  •  Spells:    There are over 60 new players spells found on 20 ‘bonus’ merchants found around Vvardenfell.  They are located in the regular world as well as new dungeons found along key points of the mainline quest.  These spells are important but not imperative to survive the creatures of BigMod.  There are over 100 spells for creatures found in Big Mod.  Watch out!

  • Creatures:     There are over 50 new creatures based on old models in MW.  Each has balanced stats, and in many situations, will really surprise you with what they do.  Leveled creature lists have all been tailored to showcase new and old creatures.  Starting at level 12 you will see new creatures, but with my leveled creature design you get a healthy mix of new and old creatures as you level up.  This highest level creatures are level 50, and user beware, they can hand you your arse on a platter faster than you can say Ouch!  Be prepared, be wary.

  •  Items:     I have lost track of how many items are in BigMod.  It is in the hundreds, with new moderate to high end armor sets, and new light, medium, and heavy enchanted armor sets that fill gaps seemingly left wide open in Morrowind.  Magic artifacts abound as BigMod turns up the fun!  Altered leveled item lists give the world a much needed upgrade, taking seemingly barren and under-used container and creature sets and giving them new potential.  Ask around, perhaps people know a few secrets about where the Dunmer used to keep their family heirlooms.

  • Classes:     There are 27 new classes in the character generation part of the game.  These classes were designed with a player character in mind, and no NPC currently exist that use new class specs.  I assume that it would be fine to do so.  Each new class has unique ability trees and should prove fun to anyone that tries one.  Each class comes with a description that I came up with, some corny, some funny, some disturbing.  Enjoy!

  • Dungeons:     There are approximately 15 ‘new’ dungeons found in BigMod.  ***These are all found at key points along the mainline quest, with each containing a spell merchant selling new BigMod spells. ***   Watch out!  These merchants can be found amongst some dangerous enemies.

  • Skills:     A few skills have had their base attribute altered, as well as the skill-up rate associated with several has been changed.  These changes were made to address issues with skills that seemingly went up too slow.  None of the changes are drastic, however I do believe that they make the game better.

  • Game Settings:    Much of what makes the game ‘fun’ has been altered in order to make the game more challenging and bring in not before seen nuances to Morrowind.  Changes include tweaking the game difficulty, primary skills now give 2 points towards level (level 100 or so is now attainable), PC’s and NPC’s now have a bit more mana, enchantment regeneration is faster, and hit point gain per level is increased to reflect the difficulty of BigMod.

  • Quest rewards and Dialogue:   Every guild’s quests, and several along the mainline, have had the rewards altered, or added to.  Many new unique items have been added to the reward lists, new gear and many of the items already given out were reviewed and changed slightly if necessary.  In addition to loot rewards, each guild now gives out spells, powers, and abilities for completing quests for them.  Each of these reflects the guild it came from and adds to the combat, magic, and stealth specializations found in the races and birthsigns.  The rewards can vary within each quest depending on how you resolve it.  If the NPC was pleased with you, you receive the best reward.  If the NPC was semi pleased with you, you receive a moderate reward, and are reminded that had you done better, your reward would have also been better. 

  • You have to make several choices within the game, from letting guild leaders live to letting people escape.  Within the context of guild and mainline dialogue, I have added a new feature to the game I call ‘Marks’.  Depending on what path you choose, you are marked with a different ability, sometimes great, sometimes reflective of the soft-armed approach you took to resolving the quest.  I believe that these changes greatly enhance the game, bringing the specter of ‘consequence in choice’ into the game.  Enjoy!

 

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