SimManor Alpha

⭐ — (6 endorsements) 📥 265 downloads 📌 valpha 📅 8/8/2006
⚪ Last updated 2008

By Unknown · Buildings

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 1/7/2008 📅 Created: 8/8/2006
⚠️ Install Order · 2 steps
1🛠️ MWSE — Morrowind Script Extender Download ↗
2🔧 MCP — Morrowind Code Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #46 of 155 Buildings mods in this game by downloads

📋 About This Mod

This mod actually stems from various minor points of disatisifaction that I had while playing Morrowind. At various times I wished that arrows weighed a little less, or that the various armor types were more balanced, etc. I would make special mini-mods to adjust the game to my taste, but that always felt a little bit like cheating. What I really wanted was a way to earn the modifications. Another major drive behind production was the fact that the economic system of Morrowind starts out okay, but fails utterly in the long run. In the beginning, gold is scarce and equipment and services are hard to afford. However, it doesn\'t take long before you have more money than you know what to do with (this usually happens right after you manage to loot your first major dungeon). The problem is that you eventually graduate from the store-bought equipment and start using artifacts and other adventure loot instead. Meanwhile, your quests are netting you more and more money. The result is that you have an increasing number of septims chasing a smaller and smaller pool of goods. One of the primary cash-sinks in the game is training. However, training introduces its own problems. It is entirely possible to outright purchase several levels at a time. This badly breaks the tempo of the game. People have respondes by either ignoring the trainers, or by making them prohibitively expensive. I never really liked either of these solutions, because I think that training occupies a legitimate role in the game. I think that the problem isn\'t with training so much as it is with the economy of Morrowind. I\'m hoping that the manor will help increase the relative value of the septim by making continous monetary demands on the player. If things balance out correctly, buying several levels worth of training won\'t be feasible, because you\'ll be needing that money for other things. Another element that I hope will emerge from a Sim-Manor game environment is the importance of time. In the vanilla game, there is no penalty for blowing your enitre supply of magicka after every encounter, and then resting for 20+ hours to get it back. I never liked that. However, if you have a massive manor that requires 20,000 septims a day in upkeep (yes, that number is possible, but only if you are a totally incompetant manager), then suddenly it becomes important to not waste time. This also adds a secondary cost to training, in that the cost in time becomes significant. I have included a mini-plug-in that increases training time to 24 hours to accentuate this effect, if the player so desires. This modification comes highly recommended, but I am keeping it separate because I know that people hate having the universal settings messed with. This mod assumes \"reasonable\" behavior on the part of the player. Using exploits to gain cash, or abusing the Creeper, or adding mega-wealth merchants to the game will all dramatically decrease the challenge level of the mod. Note: Th

📊 Mod Details

Game
Morrowind Mods
Author
Unknown
Version
alpha
Downloads
265
Endorsements
6
Category
Buildings
Created
8/8/2006
Updated
1/7/2008

🔧 How to Install Morrowind Mods

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