[Mod-announce] Sim-Manor Alpha for Morrowind has been listed on
elricm.com
Elric Melnibone and the Elder Scrolls Web Portal
Elric_Melnibone at elricm.com
Tue Aug 8 09:19:02 CDT 2006
The download: 'Sim-Manor Alpha'
in category Morrowind/Houses
by HotFusion has been listed on elricm.com.
The page link for this individual mod/file is:
http://www.elricm.com/mods.php?mod=3103
Mod Descripton:
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.
<b>ADMIN NOTE: Several GMST's</b>
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