Fortify attribute 1 pt constant effect on exquisite amulet with golden saint soul - probably the best you'll get if at all. Then it gets even more irritating when I'm reading something on the UESP and it doesn't match up with my game, so I turn off the patch project and whooola, that was the problem. I personally wanted to re-experience Morrowind vanilla style like I did many years ago (My first TES game) and when the patch project throws something off it really irritates me because I'm trying to experience the vanilla game, not someone elses idea of balance and obscure gameplay changes. The reason I got the patch project to begin with was to fix bugs, not alter the vanilla gameplay. They're playing balance developers and I'm personally not interested in getting a mod like that. Furthermore, even if they think it's out of whack, it's not evidently a bug and they're overstepping their boundaries when trying to package a mod of fixes. Something like Resist Magicka protects you against all sorts of spells. Resist Paralysis just protects you against paralysis, that's it. The other resist spells cost more because they do more and are more useful. In any case, if that's the real justification then I think it's a load of bullocks. I fear that If I do something I might break it.
#Morrowind patch 1.6 how to#
I was trying to edit the esm but I'm not sure how to do it since it's an esm file and not an esp. (This guy designed a ton of cool enchantments on GameFaqs years ago.) The reason it bothers me so much is I like to make a lot of the enchantments designed by SR71. It's arguable that paralysis is rather rare and should be cheaper than the other effects. IIRC the justification for it was that the other Resist spells cost 2.0, so Resist Paralysis should too. The 10x base cost for Resist Paralysis also bothered me.