# MWSE tinkering: Levelling, Progression, Difficulty

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To have proper TR map, configure UI Expansion in Mod Config in-game and check the expanded map option <sup><sub>\[given that you did not also enable the MW Code Patch Map Expansion option which I recommended to uncheck as to use the better UI Expansion mod]<sub></sup>
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Now to the final part of this guide: **Mod configuration and balance tweaks.** You can play with default Mod parameters but my advice is to look over these points to help you decide how the installed MWSE mods can impact gameplay and if / how you can adjust them to suit your preferences
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As we all know, the main challenges of Morrowind progression and difficulty are:

* **Becoming too powerful too early** = Too fast level/skill progression (as world is un-scaled, as compared to Oblivion or partially Skyrim). This kills sense of achievement later on and can <mark style="color:orange;">inhibit freedom in exploration</mark> and/or provoke a "min-max" approch to exploration (<mark style="color:orange;">breaks immersion</mark>)
* **Some skills do not progress "naturally"** (aka by use in role-play situations) and **require grind** <mark style="color:orange;">(fragments immersion and roleplay)</mark>; Examples are: Enchant, Alchemy or Speechcraft (Carpal tunnel torture)
* TR and Vanilla Morrowind can disrupt each other's balance. <sup>(This is addresed already by the Vvardenfell content mods \[</sup>[<sup>Section 4 in Modlist</sup>](https://nyarlantotheps-morrowind-modlist.gitbook.io/nyarlantotheps-morrowind-modlist/immersion-mechanics-and-dangerous-vvardenfell)<sup>] and the TR\_Factions plug-in \[</sup>[<sup>See discussion</sup>](https://nyarlantotheps-morrowind-modlist.gitbook.io/nyarlantotheps-morrowind-modlist/mod-configuration/tr_factions-discussion)<sup>])</sup>

To try and adress these issues, this modlist helped install some MWSE mods that are easy to configure and test _in-game_, from the <mark style="color:green;">**MWSE Mod Config Menu**</mark>, and help <mark style="color:green;">**fine-tune**</mark> Morrowind's problematic progression and difficulty balance. \
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These MWSE-only mods that we already installed are:

* **Ashfall** (balances exploration, introduces basic needs, enhances interaction with the environment)
* **MULE** (eliminates levelling min-max, naturally increase attributes by skill usage)
* **Proportional Progression** (can be used to change % rate of any skill increase rate; helping slow down skills that raise too fast, and help raise others without grind. Works well with MULE)
* **Silver Tongue** (balances NPC Disposition towards player based on social categories, makes Speecraft usage such as bribes and admire/intimidate much more engaging and with consequence)
* **Real Disposition** (NPC disposition changes brings a whole new range of NPC reactions. Works with Silver Tongue very well)
* **Enchanting Services** (overhauls Enchanting, offers scroll transcription and decypher services, can adjust Enchant prices for better economy balance)
* **abot's Smart Merchants** (overhauls Mercantile and Game economy without affecting items or creating mod/balance conflicts. makes it harder to sale very expensive items; recalculating actual barter based on PC/NPC mercantile skill levels and dispositions; works well with Silver Tongue)

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I believe all these mods come with 'ok' default values. So if you want to play without doing anything, do it.&#x20;
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**Most MWSE mods** values can be changed **at any time**. You simply <mark style="color:yellow;">open Mod Config</mark> once in Morrowind Main Menu or play-time Esc Menu; there you will find all MWSE/configurable mods on the left, with options to change as you like on the right. Most have tooltips with info for each option. \
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<mark style="color:orange;">There are no consequence in changing MWSE Mod config values mid-game</mark> or on an existing char. You can change and test as you please. Just some changes might require game restart (they mention if so in the menu)\
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Also, in-game <mark style="color:orange;">Mod Config changes does not require mod hygiene routine</mark> (PLOX reorder, etc).
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<mark style="color:yellow;">Some recommended values:</mark>

* <mark style="color:green;">**abot's Smart Merchancs**</mark> \[<mark style="color:blue;">mercantile / item price calculation changes</mark>] :&#x20;
  * Buy Percent 200%; Sell percent 80% — I feel this is a good balance which promotes Mercantile skill grown and actually makes some item values plausible (Enchanted ring for 6 gold, really?) while keeping overvalued items (12000 Daedric sword) from making you infinitely rich and break the game. Feel free to experiment with other values as you please to strike the right progression <mark style="color:purple;">4u</mark>.\

* <mark style="color:green;">**Ashfall:**</mark> \[<mark style="color:blue;">Survival Mechanics rates</mark>]&#x20;
  * Time scale (20, Default); Hunger 35, Thirst 45 (makes more impact without being too aggravating, water and food are mostly everywhere but default values I find too low) Tiredness 55, Sleep Bed 65 (You should rest well even when powernapping in an actual bed)\

* <mark style="color:green;">**MULE**</mark>**:** \[<mark style="color:blue;">determines Skill <> Attribute relationship and progress rate</mark>]
  * Skill decay NO;&#x20;
  * Major/Minor Default; (2 Major/Minor Skill increase = 1 Attribute Point).
  * Misc Skills:&#x20;
    * Level gain from Misc: (not too impactful as levels do not bring Attributes when using MULE, just Skill Usage/ Skill Raise Increase raises Attributes&#x20;
    * Level to gain attribute from Misc: 25 (or higher if you want to delay Attribute increase from Skills)
    * Misc Skills for Attribute point: 4 (means 4 misc Skills increases ⇒ + 1 attribute point which governs them); or use 0 if you want hardcore roleplaying only through Major/Minor\

* <mark style="color:green;">**Proportional Progression**</mark>**:** \[<mark style="color:blue;">determines actual Skill Rate Increase / progress rate by use/succesful Skill action</mark>; aka hit with Short Blade = Short blade increase; etc]
  * There are two Tabs in which I recommend changing values as to not be to complex: General and Skill Modified
    * Global: 75% Skill Rate (All) ; = Slows down all skill rate increase by 25%; feel free to drop this lower as you play if you feel you are becoming powerful too fast still as you advance in quests/factions. I use 75% and drop towards 50% later on. <mark style="color:orange;">OR</mark> you can use Level-Skill % changes options.\
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      By Lowering Global Skill Rate % we solve most issues with fast levelling, making for a better progression curve in TR and large-content playthroughs. However I feel some Skills require adjusting still:\

    *   \[with Global 75%] Skill-Modif: \[leave all 100% default _except_:]

        * Athletics 70% (increases too fast otherwise)
        * Alchemy, Alteration, 120% (as to not grind; <mark style="color:orange;">or lower than 100 if you do grind!)</mark>
        * Enchanting 200% (I find the default rate waay to slow to increase naturally)
        * Mysticism 150% (higher if you use it very rarely; <sup>or default if you spam absord spells</sup>)
        * Short Blade 80% (raises too fast)
        * Marksman 85%
        * Speechcraft 270% (as I said, <mark style="color:blue;">default is Carpal Tunnel Syndrome fast-lane</mark>. I feel it is more natural and real-like to use the skill less and not grind; again <mark style="color:orange;">if you do grind</mark> <mark style="color:orange;">then keep it 100% or lower it</mark>)


    * Feel free to experiment with any other Skill rates and/or Level + Global rate as you find fitting. The above numbers worked for me, but you might find another balance more suited as per your character/build/playthrough focus

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These other mods I recommend leaving on **Default** values, with no changes.&#x20;

* <mark style="color:green;">**Enchanting Services**</mark>: Default, as it comes
* <mark style="color:green;">**Real Disposition**</mark>: Default (Installed with Light Preset during Install already)
* <mark style="color:green;">**Silver Tongue**</mark>: Default, as it goes

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The above values are what I find best for me after some playtesting. You will most certainly find other or similar values to your liking. As there are no risks in adjusting these mid-playthrough, feel free to increase/decrese progression and difficulty via above settings/mods as you see fit.
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That's it. Congrats. **Morrowind is your oyster**.\
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If you need build help/suggestions — see [this page](../suggested-builds-factions/roleplaying-faction-builds)\
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If you are wandering if you should combine vanilla with TR questlines, see the [TR\_Factions explanation page](tr_factions-discussion).\
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Thank you for following this guide. I hope this effort will repay you with a stable, configurable and immersive Morrowind installation that you can tinker and expand as you see fit. Enjoy many playthroughs and characters to roleplay and explore in the beautiful world of Morrowind, ~~you **N'wah**~~\
