Surefire
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 🏆 #197 of 348 Gameplay mods in this game by downloads
📋 About This Mod
Spells never fail and attacks never miss. Instead, magicka cost and damage scale with the success chance you would have had: a 50% spell costs double, a 60% swing deals 60% damage. Stagger and weapon enchantment procs can follow hit chance
Surefire
Spells never fail. Attacks never miss. The dice roll doesn't disappear — it moves into your resources: magicka cost and damage scale with the success chance you would have had, preserving expected value while removing the frustration of whiffing. A 50% spell costs double its magicka. A 60% swing deals 60% of its post-armor damage. Skill still matters — it just stops feeling like a slot machine.
Pure Lua for OpenMW 0. 51+. No plugin, no .esp, no records touched. Everything is toggleable and takes effect immediately.
Features
Spells
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[]Casts always succeed — Silence still blocks casting, and you still need the magicka.[/]
[]Each cast of a chance-based spell costs baseCost × 100 / chance, computed with the engine's own formula. Powers, abilities, and enchanted items are untouched.[/]
[]While a menu is open, the hidden bonus is lifted, so spell windows show your true cast chance — the exact number your cost derives from.[/]
Attacks
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[]Melee, hand-to-hand, and marksman attacks always land; damage is rescaled to chance% of the post-armor damage you'd have dealt (armor inversion is done numerically against the engine's own formula, so heavy armor keeps its full meaning).[/]
[]Stagger by hit chance: one d100 roll per landed swing. "Lucky" swings still deal their damage, wear armor, and provoke — they just don't stunlock. Killing blows always resolve normally.[/]
[]Weapon enchantments by hit chance: the same roll. Suppressed procs are stripped from the target and the weapon's charge refunded using the engine's Enchant-skill cost formula (autocalc enchantments included).[/]
HUD (optional, own settings page)
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[]A spell-cost readout ("Firebolt: 30 mp (base 12, 40%)") and a per-hit popup ("56% | 21. 2 dmg | 37. 8 full"). Swings that would have missed render in red.[/]
[]Everything is configurable: which parts show, positions (percent of screen, resolution-independent), text size, classic Morrowind colors, and an optional bordered menu box that follows your Menu Transparency setting. Gray styling inspired by Show Me Everything.[/]
Install & load order
Register the content directory and Surefire.omwscripts as usual. Load Surefire after skill-progression overhauls (MBSP-style mods, Skill Uses Scaled, …).
Using OSSC — Oblivion-Style Spell Casting? Get the Surefire OSSC Patch download — without it, OSSC quickcasts become 100% at flat cost.
Load Order with Patch
Spell Framework Plus
Surefire.omwscripts
Surefire OSSC Patch.omwscripts
OSSC (ossc.omwscripts)
The patch must load after Spell Framework Plus and before OSS
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[]A spell-cost readout ("Firebolt: 30 mp (base 12, 40%)") and a per-hit popup ("56% | 21. 2 dmg | 37. 8 full"). Swings that would have missed render in red.[/]
-
[]Melee, hand-to-hand, and marksman attacks always land; damage is rescaled to chance% of the post-armor damage you'd have dealt (armor inversion is done numerically against the engine's own formula, so heavy armor keeps its full meaning).[/]
📊 Mod Details
- Game
- Morrowind Mods
- Author
- CattoStar
- Version
- 1
- Downloads
- 65
- Endorsements
- 2
- Category
- Gameplay
- Created
- 7/20/2026
- Updated
- 7/20/2026
🔧 How to Install Morrowind Mods
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