MORONWIND
🟡 Updated this year⚠️ Install Order · 2 steps
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🔍 Analysis
- 🏆 #61 of 69 Overhauls mods in this game by downloads
📋 About This Mod
Prepare yourself...this mod is a total overhaul to make the game more immersive and harder.
This overhaul contains a giant amount of modifications that involve almost everything in game.
Weapons weights is half than vanilla.
Weapons speed vary depending from weapon type and weight.
Even if weapons are lighter, thay use the same fatigue amount, i changed a multipler to compensate.
Weapon's range has been accurately calculated looking in vanity mode and fixing a range when weapon lightly touches the enemy.
Sadly, the game engine mess with this, because a lot of creatures can't reach you, expecially those who swim or fly.
This is because the damp between you and them, messes with their AI.
I had to add a 0. 5 reach to all the weaopons and fists, to make it work again.
Anyway, the proportions between a shorter weapon and a longer one, still remains.
Armors protect less, and weight half, but i changes the right parameters to don't mess with armors's types (light, medium or heavy).
Creatures are more dangerous, and their damage is no more from a minimum to a maximum value, but at a standard value.
They are very much stronger and they carry an ability that restores 0. 5 hp/s, 1 magicka point/s, 2 Fatigue points/seconds, 25 fortify attack and 1 attribute regereration per seconds to all attributes... All of them.
Undeads are immune to poison, paralysis, common and blight diseases and frost.
Undeads resist at 50% to magicka and shock.
Bonelords can summon a skeletal minion, lich has a better spell set.
Ghostly creatures are immune to poisons, common and blight diseases, paralysis, normal weapons and frost.
Ghostly creatures resist 50% to shock.
Grave curses and dread curses has been reworked.
Dwemer machines are a hell.
As a kind of robots, they have no soul obliviously and never end their fatigue, so punches don't do the trick anymore.
They are immune to common diseases, blight diseases, frost, poison, magicka and paralysis.
They resist 50% to fire, only electric damages deal full magnitude.
They don't restore their health and restore their magicka 50% slower than creatures, but to kill them you must use brute force.
To creatures's health calculation i did: (strength + endurange) / 2 + (Endurance x ((0,1 x (level -1)) + (Medium damage x 10)
Anyway, slaughter fishes, mudcrabs, rats, scribs and kwama foragers's fatigue amount have been changed to be easier to kill even with fists (they are the beginner's creature to face afterall).
Their health is 1/10 of the calculated result i used to them, their fatigue is (willpower + strength + agility + endurance) / 10.
All races restore 0. 5 magicka points per second.
All races has a 25 fortify attack.
All races restore 0. 5 points per seconds to all attributes, useful in case your strength may drop to 0, but slow enough to require a potion in case of danger.
Diseases are a h
📊 Mod Details
- Game
- Morrowind Mods
- Author
- Sambuca42
- Version
- 1
- Downloads
- 33
- Endorsements
- 2
- Category
- Overhauls
- Created
- 1/1/2026
- Updated
- 3/15/2026
🔧 How to Install Morrowind Mods
Download from Nexus.
📖 Full step-by-step install guide for Morrowind →
Visit the official mod page for specific installation instructions for this mod.
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