Richer World

Description

Every time when I played Morrowind I was disturbed by all the manu empty containers lying around. This seldom happens in real life, does it? That containers like barrels and crates and the like simply lie around, all ampty... Usually there is something there, even if it is only junk. So I attempted to remedy the situation. I fished out all the containers which showed "empty" in the Construction Set and put stuff in...

The Richer World mod is actually a compilation of a bunch of smaller mods (each of them, and more, can be found on the Downloads page. I think the best way to describe the compilation is to go into details of what the separate modules are all about. So lets just do it...

Modules

Richer World: Fill Containers

This module fills the empty containers in Morrowind and expansions. Anywhere between 4 and 10 items can be found, if all goes well. Most of the stuff added is junk of the sort already found in most other containers. Some is enchanted items, like rings and belts, but the chance of finding those is not large. In addition, the chests marked "Evidence" have some nice goodies in them now... but they are not easy to get. :)

Richer World: Flora Bonus

Each of the plants in Morrowind is gives some "umph"! There are 5 different categories of items which are put inside, each with a rather small chance of being found... and each becomes more valuable as the level of the player rises. These categories and the respective chances of them being found are: gold (10%), arrow (5%), throwing star (5%), soul gem (5%), enchanted dagger (1%). As you see the chances are rather small... but it can happen that more than one item is found. And this is in addition to the regular herbs found inside plants.

Richer World: More Loot

More Loot adds the stuff simmilar to the Fill Containers stuff, but it addis it to the containers already having something in them... so now they have more. Because of this, the chances of finding the extra stuff were made slightly lower than in Fill Containers. Other than this, the two modules are pretty much similar.

Richer World: More Variety

This module does not add any extra items to existing containers. Rather what it does is to fill some existing lists with more variety of items. For example, the lists distributing common clothes had only one set of clothing in them... now they have them all. Same goes for cheap food, exquisite clothes, and so on. This is the module which is the least finished and with which I keep tinkering them most. :)

Richer World: Respawn Minerals

This is the simplest one of the modules. Its basic function is to make sure that the minerals containers (like diamond, adamantium, glass, ebony, etc.) behave like plants and organic containers - i.e. they respawn after a time. This way the player will never really run out of minerals. I though this might come in handy in connection with mods which use the minerals for something, like making weapons, for example. Of course, I could not resist the temptation, and there is now a tiny chance of finding something really nice inside the minerals containers, like a big sword, for example. If you are patient, it might pay off to run to the next ebony mine...

Richer World: Urn Bonus

The idea for this module was inspired by Sri's Alchemy mod, which added little "bonuses" to the urn in various crypts and tombs. I liked this so much that I decied to expand on it. Now there is a small chance of finding stuff in urns (in addition to the regular stuff and Sri's bonuses if you use TESTool or something like that.) The mechanism is similar to the one in Flora Bonus module, and the categories added are as follows: gold (10%), ingredient (5%), soul gem (5%), gem (5%), enchanted blunt weapon (1%).

Extra Module

There is an extra module which I decided not to include in the final compilation. This means that you have to download, install it, and run it separately to have the benefit of its adjustment. The reason I have not included it within the actual Richer World compilation is that I had a feeling that it unbalances the game too much for my liking. You might have a different opinion, though. So, for the sake of completeness, I include the module on the Downloads page. And here is the description:

Richer World: Ingredient Prices

The purpose of this module is to give some more value to the various ingredients. I was annoyed by the low price of them, like when I find 500 little "things", which overburden me, but then when I finally make it to a trader and sell them, all I get is like 23GP for my trouble. Yuck! So I decided to do something about it and make the whole flower-petal hunting experience more "rewarding". The basic algorightm I used is to make every ingredient which was cheaper than 10GP to be 10GP. Easy. In addition, I increased the prices of some "trophy" ingredients (i.e. those found in killed foes, like Alit Hide) to be more expensive (50GP and above.) Unfortunately, as I explained above, this unbalanced the game too much for my liking. But who knows, maybe you will find it fun to play.

Conclusion

The total result of the Richer World mod (sans the Ingredient Prices) is a world that is slightly richer in loot and variety. It does tend to unbalance the game, but not too much, I hope. I would rather say that it "enriches" it... But to each its own. If you are a purist, this mod will not be for you. But if you are not, than you might find the gaming experience more fun with it.

Just try it. :)