The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

Any level cap mods?
I'm using some mods that slow down leveling and attribute gains per level and it better balances the game, but to compliment this I would love something that caps the player level around 20 or 25. So far all I can find are mods that uncap skills and attributes which is bewildering considering how easily it is to get overpowered without even trying in this game.
< >
Showing 1-11 of 11 comments
Comrade Gimchi Apr 6, 2017 @ 7:34am 
putting a level cap would put a great hinderance. You will miss out on tons of gear and eventually you will be getting to areas that mobs are far too strong with you.

The only thing leveling effects is the items you find. so putting it at 25 will stop you from progressing and you will find the harder areas will eventually become harder and harder as you find you cannot level past 25.

So no there are no mods for something like that because of how morrowind is.
baumgartner Apr 6, 2017 @ 10:19am 
Interesting thought, and one I agree with. Unfortunately the whole work, reward ethic and logic of the TES games goes back to Dungeons and Dragons and we're stuck with it unless you want to set your own goal - say finish the main quest by level 25. An alternate approach which you might find highly original and interesting would be Sid Meier's Pirates where you start out at your most physically capabable and degrade slowly with age as you role play across the Caribbean. Can you win 'the most toys' and retire as a governor of your own island with the most beautiful trophy wife before decrepitude forced you to retire at some lesser goal?
Rio Apr 6, 2017 @ 9:13pm 
If you don't want to be overly powerful.

1. Pick a weaker race and gender like male wood elf. The lower the endurance the better.
2. Don't use trainers
3. Don't use medium/heavy armor so leveling endurance is much harder
4. Don't intentionally train up endurance to +5 it each level.
5. Pick a bad star sign that makes your character weaker or gives no real benefit
6. Don't use alchemy, if you must use potions, only use npc ones
7. Don't time skip so you can sell off everything to shops quickly
8. Don't use daedrik items, legendary items, or items that aren't legenday/daedrik but are that good.
9. Don't use spellcrafting or item enchanting. Only use what you can find or buy.
10. Don't use sneak attacks
11. Don't use booze
12. Don't learn mark/recall/intervention
13. Don't do enchanted item swapping to do things like summon a bone walker army and reduce your targets strength to zero so they can't move.

Play the game as if your a commoner, wearing commoner stuff. Like maybe your dressed like the vivic gandola people, using at best a silver dagger or short sword or something with no shield.
Brandybuck Apr 7, 2017 @ 11:13am 
I've always argued for a level-less system. There are only two reasons for levels, even back in the day: a sense of character progression and judging power level. Skill progression slready covers the first. The second isn't really needed, but if one insists then base power level on combat skills.

There are numerous table top RPGs that don't have explicit levels. There is no reason to have them except fear of change.
Rithm Fluffderg Apr 7, 2017 @ 2:05pm 
Originally posted by Brandybuck:
I've always argued for a level-less system. There are only two reasons for levels, even back in the day: a sense of character progression and judging power level. Skill progression slready covers the first. The second isn't really needed, but if one insists then base power level on combat skills.

There are numerous table top RPGs that don't have explicit levels. There is no reason to have them except fear of change.

There's no reason not to have them either.
PsychoThruster Apr 7, 2017 @ 5:00pm 
Originally posted by AmpereHour:
putting a level cap would put a great hinderance. You will miss out on tons of gear and eventually you will be getting to areas that mobs are far too strong with you.

The only thing leveling effects is the items you find. so putting it at 25 will stop you from progressing and you will find the harder areas will eventually become harder and harder as you find you cannot level past 25.

So no there are no mods for something like that because of how morrowind is.

Actually if you investigate the leveled lists in the CS you'll find that they all top out around level 20, with only the high tier lockpicks and probes coming in at 25. The fact is that the game was balanced for a player to be around level 20-25 for end game content. A mod that enforces this cap combined with the other mods I have already would make the game much much better.

Right now for example the mods I have make the maximum attribute multiplier x2 I am considering a x1. What this does is make build choices matter beyond the start of the game. In morrowind all characters start diverse and end the same because of how leveling works and the lack of an effective level cap.



Originally posted by Sashie:
If you don't want to be overly powerful.

1. Pick a weaker race and gender like male wood elf. The lower the endurance the better.
2. Don't use trainers
3. Don't use medium/heavy armor so leveling endurance is much harder
4. Don't intentionally train up endurance to +5 it each level.
5. Pick a bad star sign that makes your character weaker or gives no real benefit
6. Don't use alchemy, if you must use potions, only use npc ones
7. Don't time skip so you can sell off everything to shops quickly
8. Don't use daedrik items, legendary items, or items that aren't legenday/daedrik but are that good.
9. Don't use spellcrafting or item enchanting. Only use what you can find or buy.
10. Don't use sneak attacks
11. Don't use booze
12. Don't learn mark/recall/intervention
13. Don't do enchanted item swapping to do things like summon a bone walker army and reduce your targets strength to zero so they can't move.

Play the game as if your a commoner, wearing commoner stuff. Like maybe your dressed like the vivic gandola people, using at best a silver dagger or short sword or something with no shield.

I play by plenty of "house rules" but that's not really the point of the thread, though I appreciate you trying to help.



Originally posted by Brandybuck:
I've always argued for a level-less system. There are only two reasons for levels, even back in the day: a sense of character progression and judging power level. Skill progression slready covers the first. The second isn't really needed, but if one insists then base power level on combat skills.

There are numerous table top RPGs that don't have explicit levels. There is no reason to have them except fear of change.

This is not an early acces title where mechanics are open to discussion, the game is done lol. I'm not particularly interested in your philosphy of RPG progression in video games.
Brandybuck Apr 7, 2017 @ 5:54pm 
And yet you are asking for a mod that changes the mechanics. Go figure.
Last edited by Brandybuck; Apr 7, 2017 @ 5:55pm
Rio Apr 7, 2017 @ 5:58pm 
"Actually if you investigate the leveled lists in the CS you'll find that they all top out around level 20, with only the high tier lockpicks and probes coming in at 25. The fact is that the game was balanced for a player to be around level 20-25 for end game content. "

Not sure what CS stands for but The bloodmoon werewolf quest line had challenging parts even for my level 80 character, years and years ago on xbox original. Haven't done a full playthrough recently but I also remember tribunal sewers being pretty hard.
PsychoThruster Apr 7, 2017 @ 9:01pm 
Originally posted by Brandybuck:
And yet you are asking for a mod that changes the mechanics. Go figure.

Yes I am asking for a specific mod and you are getting on a soapbox, it's not appreciated.



Originally posted by Sashie:
"Actually if you investigate the leveled lists in the CS you'll find that they all top out around level 20, with only the high tier lockpicks and probes coming in at 25. The fact is that the game was balanced for a player to be around level 20-25 for end game content. "

Not sure what CS stands for but The bloodmoon werewolf quest line had challenging parts even for my level 80 character, years and years ago on xbox original. Haven't done a full playthrough recently but I also remember tribunal sewers being pretty hard.

The construction set, the thing that lets you mod and edit the game. I played with it a bit but don't know how to create the sort of mod I want. What I mean is that all of the best loot drops are open to the player once they reach level 20. It is effectively considered end game from then on and the only thing that opens up past level 20 are some high tier picks and probes at 25. So the argument that a level cap of 20 or 25 would kill loot drops and progression is nonsense.

Bloodmoon/tribunal had some moments that were so challenging because of some bugs that were later fixed on the pc version.
Brandybuck Apr 7, 2017 @ 9:04pm 
Originally posted by PsychoThruster:
Originally posted by Brandybuck:
And yet you are asking for a mod that changes the mechanics. Go figure.

Yes I am asking for a specific mod and you are getting on a soapbox, it's not appreciated.
Touchy touchy. Don't make a public post on a public forum inviting comments if you don't want people to respond publicly.
Rithm Fluffderg Apr 7, 2017 @ 10:57pm 
Originally posted by Brandybuck:
Originally posted by PsychoThruster:

Yes I am asking for a specific mod and you are getting on a soapbox, it's not appreciated.
Touchy touchy. Don't make a public post on a public forum inviting comments if you don't want people to respond publicly.
Don't get on a soapbox in a public forum if you don't want to get shouted down, actually.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Apr 5, 2017 @ 5:14pm
Posts: 11