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===Morrowind 2017: Cynderal Edition===

This is my personal set of tweaks for Guideanon's 2016 guide. The official guide
hasn't been updated in around 8 months as of writing this, so I figured that while
I work on completing my own guide, I would make some adjustments and additions to
this one. Any of my changes are marked with a tilde (~) symbol. Pretty much all of
the work here is Guideanon's, my tweaks just fix some errors that new players
looking to mod the game might not notice. This is still a work in progress, so not
everything I plan to tweak or add has been done yet.
The original guide can be found here. Much love to you Guideanon, if you're out
there: (http://pastebin.com/7gF2VLaf)
The Guide for a Guide has also been largely incorporated into this. I love you too,
whoever made it: (http://pastebin.com/5diKftC7)

===Before we begin===
You should always read the mod page or glance through the readme of any mod we're
downloading, so you'll at least be aware of what you're getting and what your
options are. Also, you should extract the mods into a separate folder and not
directly into your Morrowind install, because sometimes I'll ask you to delete
textures or meshes as we already have something better. I'll be striving to arrange
mod install order so that you don't have to do that very often. A few terms to keep
in mind:

>Install: This means dragging & dropping or copy and pasting the mod files into
their proper folders in your Morrowind install directory. Almost all mods we
download will be in the proper install setup (textures in textures folder, meshes
in meshes subfolders), and if they're not, I'll tell you where they need to go.
Unless I say otherwise, you should overwrite files as you go. If the mod comes with
a .esp or .esm, you should activate it, again unless I say otherwise. Sometimes
activating the .esp file is optional.

>Activate the .esp/.esm: This means going into your Morrowind Launcher, clicking
Data Files, and scrolling to find the new .esp or .esm and double clicking on the
checkbox to activate it. Without this step, the game doesn't know to use the mod.

>Pluginless: A pluginless replacer does what it says; it replaces game files


(usually textures, sometimes meshes) without requiring a .esp or .esm file to do
so. Most of the mods in this guide are pluginless.

>Activate the archive: This only comes into play in a few mods listed in the guide,
and all of them are optional. Still, if a mod comes with a .bsa, you need to open
your Morrowind.ini and find the [Archives] section. By default, if you have
Morrowind and both expansions, it should look like this:
[Archives]
Archive 0=Tribunal.bsa
Archive 1=Bloodmoon.bsa

If you install a mod with a .bsa, you need to add another line, and put the name of
the .bsa there. An example, using Windoors Glow:
[Archives]
Archive 0=Tribunal.bsa
Archive 1=Bloodmoon.bsa
Archive 2=RR_Windoors_Glow.bsa

~Additionally, if you can't be bothered to register the BSAs yourself (I certainly


can't) a tool to automate the process can be found here:
http://download.fliggerty.com/download-58-633
>Generate distant land: This is a function of MGE XE and will have its own section
towards the very end of the guide, so if you don't know what it is yet, don't worry
about it until then. Most of the really cool functions of MGE XE (like per pixel
lighting) require distant land to be generated.

>Bump mapped mods: A lot of links in this guide will have bump map versions
available, especially once we hit the architecture section. I don't know all the
technical details of it, but bump mapping in Morrowind isn't quite like what you'd
expect it to be. It's often very shiny looking, sometimes plastic-y, and it can
make things look very bright depending on the reflection texture used. This is fine
for metals and wet looking plants (it looks great on mushrooms, in my opinion), but
can sometimes look a little weird on architecture. That means, if you ever have a
choice between getting a bump map or no bump map version, the choice is 100% yours.
If you do download a bump map version and decide you don't like it, you can get rid
of the bumps by deleting the meshes that were included in the mod, and you can also
delete the normal maps (usually they have _nm or _n at the end of their filename)
if you want to save space. A note for anyone using or thinking about using OpenMW:
do NOT use bump mapped mods made for the original Morrowind. It looks awful in
OpenMW.

===Install the game===


a) Install the game, preferably not in Program Files. If GOTY edition, no patches
are necessary. If you have some ancient disc version, the Tribunal patch is here
(http://download.zenimax.com/elderscrolls/morrowind/patches/tribunal_v1.4.1313.exe)
and the Bloodmoon patch is here
(http://download.zenimax.com/elderscrolls/morrowind/patches/Bloodmoon_v1.6.1820.exe
).

b) Download Morrowind Code Patch (http://www.nexusmods.com/morrowind/mods/19510/?),


extract it in your game directory and run it. Read through the patches, but the
most important ones should be checked already. You might be interested in some of
the game mechanic changing options--toggle sneak is great! For a modern install,
make sure to check 'Bump/reflect map local lighting' under Graphics changes. If you
want to download HD cutscene replacers, check 'Hi-def cutscene support' under Mod
related features. If you want to try a sound overhaul mod later (like Morrowind
Acoustic Overhaul) make sure to check 'Scripted music uninterruptible' and
'Separate axe inventory sounds'. Make SURE to keep the backup Morrowind.Original
that running the code patch makes, this way, if you ever need to change your MCP
applied patches, you'll have your original executable to go back to. You can't code
patch Morrowind once you've used the .exe optimizer or the 4gb patch.

c) Next, use Timeslip's .exe Optimizer


(http://timeslip.users.sourceforge.net/exeopt.html) on your Morrowind.exe. If it
doesn't work for you (it didn't for me at first), there's a few things you can try.
The first thing I recommend is to go into the code generator patch and changing all
the drop downs to read 0; this worked for me. Other things you can try are to turn
off the 'Benchmark patches' option in the Benchmarker tab, or setting exeOpt to run
with only one CPU affinity in task manager. If you try all of this and it still
errors out or doesn't work for you, just restore your backup (by running exeOpt
again and trying to patch Morrowind one last time, and choosing to restore backup,
or renaming Morrowind.Original to Morrowind and rerunning the code patch) and go to
the next step.

d) Use the 4gb patch (http://www.ntcore.com/4gb_patch.php) on Morrowind.exe.

e) Download and extract MGE XE (http://www.nexusmods.com/morrowind/mods/41102/?)


into your install folder--not the data folder! MGEXEgui must be in the same folder
as Morrowind.exe! Run MGEXEgui, choose your resolution and settings from the first
tab (don't forget to click the Auto FOV button). I don't recommend messing with
shaders at this time, and don't even bother clicking on the Distant Land tab;
that's going to be one of our final steps. The In-Game tab lets you edit some .ini
settings easily. Choose whatever you want. For lighting settings, use the following
(from Knots' old guide):
Quadratic 2.619
Linear 1.0
Constant 0.382

If you'd like the latest version of MGE XE, the beta can be found here
(http://www.nexusmods.com/morrowind/mods/26348/?). It's the second file down. It
needs to be installed over the 0.9.10 you got earlier.

f) Download mlox (http://www.nexusmods.com/morrowind/mods/43001/?). You can also


get the latest data file for it here (http://sourceforge.net/projects/mlox/). mlox
is the Morrowind equivalent of LOOT or BOSS, and it needs to go into its own folder
in your Morrowind install. Mine is in Morrowind\mlox. Extract the latest data file
(mlox_base) into your mlox folder, run the application and hit update load order.
You should get into the habit of doing this after you install mods that require
an .esp to be activated. It's a few months out of date, but the mods we'll be
downloading with .esps are all old enough that they're included in the mlox_base
file.

Reminder: From now on, unless told otherwise, files should go into either Data
Files or their respective folder (usually Meshes or Textures). .esps, .esms and
.bsas go directly into Data Files. .dds and .tga are texture files. .nifs are
meshes, but almost always go in a subfolder based on a prefix (ex_ goes in x, in_
goes in i, furn_ or flora_ goes in f, etc). Most mods are already packaged so that
it's a simple matter of drag and drop to install them manually.

===Patch Plugins===
a) Unfortunately, unlike newer titles, there's no simple Unofficial Patch--yet. The
closest Morrowind has is the Morrowind Patch Project, which is now several years
out of date and no longer includes every known bugfix. There's a group working on
the Unofficial Morrowind Patch, but they haven't released anything yet. Download
Morrowind Patch v1.6.6_beta.7z here
(http://www.theassimilationlab.com/forums/files/download/1060-previous-patches-
unofficial-morrowind-patch/). Don't forget to go into your Morrowind Launcher and
activate the .esp.

b) Go ahead and get the following mods:


>Script Improvements (http://www.nexusmods.com/morrowind/mods/43828/?) - Edits over
200 scripts, with a focus on reducing the chances of encountering quest-breaking
errors.
>PeterBitts Small Mods (http://www.nexusmods.com/morrowind/mods/42306/?) - Look
through and download what you want. I would highly recommend Gondolier
Destinations, Grahl Eye Fix, Legion Uniforms, and No Resting in Ald Velothi.
>Texture Fix 2.0 (http://mw.modhistory.com/download-90-10353) - Repairs landscape
seams
*Texture Fix - Bloodmoon 1.1 (http://mw.modhistory.com/download-90-10388) - Repairs
landscape seams on Solstheim. However, you might be interested in Wollibeebee's
Solstheim overhaul mod (http://www.nexusmods.com/morrowind/mods/42979/?). Wolli's
Tomb of the Snow Prince includes a landscape overhaul that negates this mod. If
it's your first time playing, I would use this instead of TOTSP.
>Poorly Placed Object Fix 1.2 (http://mw.modhistory.com/download-56-12002)
>Mesh Fix 1.2 (http://mw.modhistory.com/download-15-6088)
>Delayed Dark Brotherhood Attack Add-On 2.0 (http://mw.modhistory.com/download-90-
7300) - Delays the Tribunal main quest from staring until a reasonable time.
>Illy's Solstheim Rumour Fix 1.0 (http://www.nexusmods.com/morrowind/mods/42952/?)
- Makes it so every NPC in the game will no longer want to discuss Solstheim. Only
people with a reason to talk about Solstheim talk about it.
>Bloated Caves (http://www.nexusmods.com/morrowind/mods/43141/?) - Adds bloatspores
(a plant) to Morrowind. Bloatspores were included in the game files but not placed
in the world.

===Official Bethesda Plugins===


Bethesda made a number of official plug-ins for Morrowind. Unfortunately, they have
some problems. Fixed versions of all of them can be found here
(http://download.fliggerty.com/download-13-1079). The download includes all of
Bethesda's official plugins, but you don't actually have to USE all of them. You
can read about the official add-ons here
(http://www.uesp.net/wiki/Morrowind:Official_Plug-ins). I personally use Bitter
Coast Sounds, Master Index, LeFemm Armor and Adamantium Armor. Siege at Firemoth
and Helm of Tohan add quests, if you're interested. Some of the folders have
optional components, usually with higher res textures, glow maps, or normal maps.
Feel free to install all of the optional folders.

===Dialogue Mods===
a) First and foremost you should get the LGNPC mods. (http://lgnpc.org/downloads)
Download the LGNPC bundle. You should install all of the mods. A few notes:
>If you want to avoid wereguars, skip LGNPC Pelagiad. It's one of their earliest
mods and it really shows.
>Make sure to read LGNPC Soul Sickness Patch's readme. It's optional, so decide on
your own if you want it or not.
>In LGNPC Tel Uvirith, ignore the LGNPC_TelUvirith_v1_20_UI esp. Unless you decide
to play with outdated House Telvanni mods, it's unnecessary.
>As far as I can tell, there's no reason not to use LGNPC NoLore 1.02. The others
seem to be unnecessary.

b) Get the Less Generic modules. These give the main quests of Morrowind, Tribunal
and Bloodmoon the LGNPC treatment and are fantastic. It does tend to make some of
the quests a little trickier, though.
>Less Generic Nerevarine (http://www.nexusmods.com/morrowind/mods/23335/?)
>Less Generic Tribunal (http://www.nexusmods.com/morrowind/mods/23363/?) - This one
is a bit of a mess. Grab the v2 archive, and then
(https://drive.google.com/file/d/0Bywrx4WHfGJJZTdsOEJsdFFFdmM/edit) to fix missing
texture problems and finally the fixed .esp
(https://drive.google.com/file/d/0Bywrx4WHfGJJcjZJVFVLVXhsREE/view) to repair sound
problems and other bugs. The fixes were assembled or made by abot.
>Less Generic Bloodmoon (http://www.nexusmods.com/morrowind/mods/23346/?)

c) A few extra mods to add even more to the dialogue of the game:
>Django's Dialogue (http://www.nexusmods.com/morrowind/mods/37328/?)
>Nastier Camonna Tong (http://www.nexusmods.com/morrowind/mods/22601/?)

===User Interface===
a) Get your dialogue font mod. Start with Better Dialogue
Font(http://www.nexusmods.com/morrowind/mods/36873/?), which makes the standard
Morrowind font (Magic Cards) higher resolution. Consider the mods below afterwards
if you wish.
*Bigger Vanilla Font (http://www.nexusmods.com/morrowind/mods/42420/?) - Optional.
Use if you'd like a larger font. Requires Better Dialogue Font and 'Unrestrict menu
size' option from MCP.
*MORRA BUF - MORe ReadAble Bigger UI Fonts
(http://www.nexusmods.com/morrowind/mods/42934/?) - Don't like Magic Cards? Here
you go. Take note of the .ini changes you'll need to do.

b) Replace your icons with Ultimate Icon Replacer


(http://mw.modhistory.com/download-56-6673). Mods you install further down the line
will overwrite some of these.

c) HD video/splash screen replacers. You can get all of these.


~Before installing any replacer for splash screens, delete your vanilla morrowind
"Splash" folder.
>HD Intro Cinematic - English (http://www.nexusmods.com/morrowind/mods/39329/?) -
Make sure to pick the right one for your resolution, and only get this if you
picked the proper option in MCP. To install, you need to rename the movie file to
mw_intro.bik before dropping it in your data/video folder. You might want to make a
backup of the original first, just in case; I usually just rename the original to
mw_intro.bak before installing the HD replacement.
>Morrowind Bethesda Logo HD Makeover
(http://www.nexusmods.com/morrowind/mods/42352/?) - If you have 'skip intro movie'
turned on in MGE XE, there's no point to downloading this.
>HD Concept-art Splash Screen and Main Menu
(http://www.nexusmods.com/morrowind/mods/43081/?) - Skip this if you absolutely
can't stand the Russian writing on the splash screens, but the screens look amazing
enough that you should overlook it.

~If you aren't a fan of the suggested main menu/splash screen replacer, you have
several other options to choose from.
>2015 Main Menu Background Replacers
(http://www.nexusmods.com/morrowind/mods/43923/?) - These look absolutely gorgeous,
and in most cases would be the ones I would recommend first when it comes to the
main menu. Only choose one.
>Animated Main Menu for Morrowind (http://www.nexusmods.com/morrowind/mods/43341/?)
- This is a really pretty main menu. The downside is that it's a 300 mb file. I
personally don't want to waste that much space on the main menu, but if you don't
care about that this may be a good option.
>Concept Art Based Loading Screens
(http://www.nexusmods.com/morrowind/mods/43603/?) - For splash screens, this would
be my personal recommendation. If you like the look of the primary replacer but
can't stand the Russian writing, you may enjoy this.
>Morrowloading (http://www.nexusmods.com/morrowind/mods/44364/?) - If you want
splash screens with tidbits of information, like in Oblivion and Skyrim. Note that
the screenshots used by this mod differ occasionally from how your game will look
following this guide.

d) Finally, get JiFFY Morrowind UI Revamped


(http://www.nexusmods.com/morrowind/mods/43922/?). This UI mod was chosen in
particular because of how much it revamps, and it looks nice to boot. Choose
between Dark or Classic, pick your crosshair and choose any size options. I went
with 50% smaller crosshair and 25% smaller cursor, but you can and should try all
the sizes in game to see which you prefer. Lastly, don't forget to make the
necessary changes to your .ini.

===Major mods to be aware of===


The following mods are optional to install, but have compatibility patches listed
in the mesh/texture replacers we'll soon be downloading, so I'm listing them here.
Read up on them and decide if you want to use them or not.

~Tamriel Data (http://www.nexusmods.com/morrowind/mods/44537/?) - This is a


requirement for the below mod. Download the HD version.
>Tamriel Rebuilt (http://www.nexusmods.com/morrowind/mods/42145/?) - One of the
biggest mods in Morrowind and still a work in progress, but it adds a huge chunk of
playable landscape (mainland Morrowind). It shouldn't be incompatible with anything
listed here, but you should keep an eye out for things with TR compatibility if you
choose to install it.
>Graphic Herbalism (http://www.nexusmods.com/morrowind/mods/43140/?) - By default,
plants in Morrowind act as containers: when you activate them, the container
interface opens and you can remove any ingredients that might be present 'inside'
the plant. Graphic Herbalism is a rather old mod that makes plants act more like
plants; activating the plant picks it, you automatically get the ingredients, and
the plant changes in the world to show it has been picked. Think Skyrim plants. If
you want to use Graphic Herbalism, you'll need to keep compatibility in mind when
we download plant replacers, otherwise it might be a little jarring when your
smooth plant mesh gets replaced with an ugly vanilla mesh and texture.

~If using both Tamriel Rebuilt and Graphic Herbalism, you'll want the Tamriel Data
patch from here: (http://www.nexusmods.com/morrowind/mods/43829/)

>Windoors Glow (https://mega.nz/#!7gpUCBwS!


RFCTKmTE_2qSbjy_KC9x4rWQErFlZbm77vrJaFWT-dY) - Windoors Glow is a remade version of
the older mod Windows Glow by Siberian Crab. It can only be downloaded (that I can
find) on the Russian forum fullrest.ru, so I uploaded to the Mega for your
convenience. In addition to doing what Windows Glow + Windows Glow expansion did,
it also adds the glowing window effect to shack 'screen' windows, Imperial fort
arrow-slits, a very faint glow to Ashlander yurt doors, and underneath some doors.
You will need to activate the included .bsa file in your Morrowind.ini. Two .esps
are included; you should use the one named 'RR_Windoors_Glow_1C' and not the
original Russian version.
~If using Windoors Glow, you will also want to install this fix:
(https://www.dropbox.com/s/6p1kd5rs8bfj2vp/bugfix%20for%20windoors%20glow.7z?dl=0)
*Windows Glow - Tribunal 1.1 (http://mw.modhistory.com/download-56-12181) -
Windoors Glow does not cover Tribunal so you'll need this for Mournhold. Don't
forget to activate the .bsa.
*Windows Glow - Bloodmoon (now with Raven Rock) (http://mw.modhistory.com/download-
56-6231) - Same with Solstheim. Again, activate the .bsa if you use it.

===Mesh fixes and improvements===


>Mesh Improvements 1.7 (http://mw.modhistory.com/download-90-13384)
>Better Meshes plus Optimization (http://www.nexusmods.com/morrowind/mods/38170/?)
>Mesh Fix (http://www.nexusmods.com/morrowind/mods/42134/?) - You need to use both
folders in the Compatibility fixes folder.
>TM - Various Fixes (http://www.nexusmods.com/morrowind/mods/43148/?) - Get all of
them.
>Correct Meshes (http://www.nexusmods.com/morrowind/mods/39348/?)
>More Improved Imperial Fort UVs
(https://www.dropbox.com/s/0likn9n2fyq4o0s/More_Improved_Imperial_Fort_UVs.7z) -
These go in your meshes\x folder.
>Dwemer Mesh Improvement (http://www.nexusmods.com/morrowind/mods/43101/?)
>Dahrk Mods by Melchior (http://www.nexusmods.com/morrowind/mods/43528/?) - Get
Common doors fixes and UV Fix for Velothi Trap Doors_1.0
>Various tweaks and fixes (http://www.nexusmods.com/morrowind/mods/43795/?) - Get
BoatFixes. If you're not using Windoors Glow, feel free to grab Common Windows UV
Fixes and Tavern UV fix as well. If you're using Windows Glow, you can get them,
but you need the compatibility patches.
>Mesh Improvements Optimized (http://download.fliggerty.com/download-56-1088)
>RR Mod Series - Better Meshes (http://www.nexusmods.com/morrowind/mods/43266/?) -
Get the RR - Better Meshes V1.2 file and the Bittercup fix. Before installing,
delete meshes/m/misc_com_pillow_01.
>MOAR Mesh Replacers (http://www.nexusmods.com/morrowind/mods/44057/?)

===Nature texture & mesh replacers===


This is by far going to be the most complicated part of the guide so hold on to
your butts.
a) Morrowind Visual Pack (http://mw.modhistory.com/download-56-6990) - This is our
base mod. It replaces a lot of stuff that still isn't touched by modern mods,
mostly because they're not really used often enough to think about replacing. Most
of the textures will be overwritten.

b) Bitter Coast. Install the following mods in this order:


>Connary's Bitter Coast (http://www.fullrest.ru/files/connarysbittercoast)
>Apel's Bitter Coast Retexture (http://www.nexusmods.com/morrowind/mods/42661/?)
Feel free to start the game and check out Seyda Neen if you'd like, but we're not
done and the Bitter Coast landscape will be changing more later as we add tree,
plant and new landscape textures.

c) While we're at it, lets get a few more Connary packs. Some of this stuff will
end up overwritten later; that's fine.
>Grazelands (http://www.fullrest.ru/files/connarysgrazelands)
>West Gash (http://www.fullrest.ru/files/connaryswestgash)
>Webs (http://www.fullrest.ru/files/connaryswebs)
>Caves (http://www.fullrest.ru/files/connaryscaves)

d) Get Apel's Asura Coast retexture.


(http://www.nexusmods.com/morrowind/mods/42573/?)
*Using Graphic Herbalism? (https://mega.nz/#!f8AW2bTK!
LaQ0WoYtU59iwVHF_fAvieOfwx0tJB4buQM3urBCDNY)

e) Time for rocks. Download the following, overwriting as you go:


>Correct UV rocks v1.0 (http://mw.modhistory.com/download-56-12003)
>WIP Smooth Correct UV Rocks (http://forums.bethsoft.com/topic/1514660-
alternatives-to-on-the-rocks/?p=23908143)
>correctUV Diverse Ore veins v1.0 (http://mw.modhistory.com/download-56-13484)
*Using Graphic Herbalism and it's Extra Mining module? Get this patch
(http://www.nexusmods.com/morrowind/mods/43197/?).
>Ore Rock Retexture ORR (http://mw.modhistory.com/download-56-12942)
Yes, this does overwrite Apel's admittedly nice Azura's Coast rocks. I'll explain
later, you might want to skip ahead and read the end of this section, then you can
decide if you want to keep Apel's rocks or not.

f) Water.
>Dongle's Waterpack Bumpmapped (http://www.nexusmods.com/morrowind/mods/42317/?) -
Personally, I don't use this. I don't like the way the water looks. Try it out in
your own game (to do it quickly, start the game, press ` to go into the console,
type COC "Vivec, Puzzle Canal, Level 1", hit enter, and leave through the grate
ahead of you). If you're not playing with Tamriel Rebuilt, all you need are the
following files:
Meshes\x\Ex_Vivec_P_water_01.nif
Textures\water\ (just copy the folder)
>Waterfalls Bump mapped (http://www.nexusmods.com/morrowind/mods/42405/?) - These I
do play with.

g) Fire and smoke.


>Apel's Fire Retexture (http://www.nexusmods.com/morrowind/mods/42554/?)
>Vurt's Lava and Smoke (http://www.nexusmods.com/morrowind/mods/28519/?) - Just get
the smoke folder, we'll get lava in the landscape textures section.

h) Trees. The only real option is Vurt's various tree mods, with one exception.
>Vurt's Bitter Coast Trees II (http://www.nexusmods.com/morrowind/mods/37489/?) -
Don't forget to activate the .esp, otherwise the mushrooms will look weird.
>Vurt's Ascadian Isles Trees Replacer II
(http://www.nexusmods.com/morrowind/mods/37249/?) - Make sure to get the newer
file.
>Dahrk Mods by Melchior (http://www.nexusmods.com/morrowind/mods/43528/?) -
Specifically, Vurt's Ashtrees - Shorter. But you should also grab the BC Trees
Collision Fix right below it.
>Vurt's Grazelands Trees I (http://www.nexusmods.com/morrowind/mods/35368/?) OR
Vurt's Grazeland Trees II (http://www.nexusmods.com/morrowind/mods/37038/?) - Pick
the one you like best. I prefer 1, and I use the palms free version.
>Vurt's Trees Fix by Greatness7
(https://www.dropbox.com/s/rwtjc7stx1gbeje/VurtsTreesFix.7z?dl=0) - Install the
meshes from the Ascadian Isles and Bitter Coast folders. Leafy West Gash can be
deleted if you're following this guide as we used different trees. Only use the
Grazelands folder if you're using Grazelands II.
>Vurt's Mournhold Trees II (http://www.nexusmods.com/morrowind/mods/35400/?)
>Vurt's Solstheim Tree Replacer II
(http://www.nexusmods.com/morrowind/mods/37856/?)

~For the West Gash trees, you have two options. Vurt's look nicer, in my opinion,
but Vanilla-friendly West Gash is MUCH more... well, vanilla friendly. Only use ONE
of the below mods.
>Vurts Leafy West Gash II (http://www.nexusmods.com/morrowind/mods/37400/?) - Make
sure to get the newer file. Do NOT download the bridge rope textures.
>Vanilla-friendly West Gash Tree Placer
(http://www.nexusmods.com/morrowind/mods/44173/?) - The only non-Vurt tree mod in
the list. I recommend using the darker leaf texture found in the extras folder.

i) Plants.
>Underwater Static Replacer (http://mw.modhistory.com/download-56-11998)
>Better Barnacles (http://www.nexusmods.com/morrowind/mods/43605/?)
>Lush Ascadian Isles (http://www.nexusmods.com/morrowind/mods/43872/?)
>Plant life retexture (http://www.nexusmods.com/morrowind/mods/37947/?)
>Bloatspore retexture (http://www.nexusmods.com/morrowind/mods/42384/?) - We
already have a better bloatspore mesh, so just get the 'simple retexture' file.
Unless you REALLY want bump/glow mapped bloatspores for some reason, but you'll
have a less smooth bloatspore as a result.
>flora_bush_01 replacer (http://www.nexusmods.com/morrowind/mods/42941/?) - Get the
1.3 file, and I highly recommend grabbing the 1k texture optional file because 2k
textures for a bush is a little overkill. Make sure to look through your options. I
used the flowerless version of the mesh with browner bark. If you do decide to
change anything, make sure to follow the instructions closely and rename the files
properly.
>Trama Bump mapped (http://www.nexusmods.com/morrowind/mods/43015/?) - Make sure to
get the Graphic Herbalism compatibility patch if you need it.
>Hackle-lo Fixed (http://www.nexusmods.com/morrowind/mods/42784/?) - The extras
folder contains a patch for Graphic Herbalism.
>Comberry Bush and Ingredient Replacer
(http://www.nexusmods.com/morrowind/mods/42586/?) - The extras folder contains a
patch for Graphic Herbalism. Additionally, there's another folder which includes
vanilla style textures. I recommend those.
>Improved Kwama Eggs and Egg Sacs (http://www.nexusmods.com/morrowind/mods/43555/?)
- Technically not a plant, but they work the same way plants do. The install is a
little complicated if you're doing it manually. If you want the full package (bump
maps + animation) get 00 + 01 + 03 (and 05 if you use Graphic Herbalism). If you
don't want bump maps but do want the animation, get 00 + 02 (and 04 for GH). For a
no frills retexture, just get folder 00 (and 04 for GH).
>Fire Fern Plant and Ingredient Retexture
(http://www.nexusmods.com/morrowind/mods/43568/?) - Get the GH patch if you need
it.
>Better flora (https://mega.nz/#!HwpRRRZQ!IKYOhTxBrfEATUXGltYNsESBZs_Y-
CZRQ4zq2bM8duo) - We're just after the meshes from this mod, but the original had
collisions for all the flower meshes. I've fixed that in this version. You do need
to delete four files from meshes\o, and those are the three kreshweed .nifs and the
marshmerrow .nif. If you don't like spinning flowers, you might want to delete the
gold kanet meshes as well, as the flowers will rotate when you move your camera.
Included in the extras folder are Graphic Herbalism meshes; install them if you're
using GH.
Original mod can be found here: http://www.nexusmods.com/morrowind/mods/43288/
>Ascadian Isles Plants (http://www.nexusmods.com/morrowind/mods/36810/?) - If you'd
like, install these. I personally don't like the way they look in-game, I think
they stick out too much. You might want to skip the comberry bush meshes and
textures if you prefer Pherim's (which we already installed). Your choice. If you'd
like to use the flowers but want to skip the bush, simply delete the following
files before copying into your installation:
Meshes\f\flora_comberry_01
Meshes\Gherb\Comberry_01_P
Meshes\n\ingred_comberry_01
If you aren't using Graphic Herbalism, it's actually safe to delete the entire
Meshes\Gherb folder.
>EKM Corkbulb Retexture (http://www.nexusmods.com/morrowind/mods/43809/?)
>EKM Vanilla-Based Ash Grasses (http://www.nexusmods.com/morrowind/mods/43836/?)
>Vurt's Grazeland Trees II (http://www.nexusmods.com/morrowind/mods/37038/?) - We
only want the chokewood and roobrush assets. Install only the meshes/o folder and
vurt_chokeweed, vurt_oakbark07, and vurt_roobrush textures. Delete everything else.
*Using Graphic Herbalism? (https://mega.nz/#!a04nVKYZ!5voYIPYMnPEhoD5-
wz71eWHLlYuRfumScCGFQGrO__A) - I don't remember who made this and I can no longer
find the download link, so I uploaded it to Mega.

j) Solstheim textures. (http://www.nexusmods.com/morrowind/mods/42979/?) This mod


is actually a massive overhaul of Solstheim. If you're not interested in a massive
overhaul, you should download it for the meshes and textures. Just don't activate
the .esm. If you don't want to clutter your data folder with unnecessary files, you
can safely delete the following folders:
Icons\WL
Meshes\WL
Textures\WL*
*Using Windows Glow, but not activating the STOTSP .esm? There are Windows Glow
textures included in STOTSP, but they're in the Textures\WL folder. If you want to
use them, rename the following files and put them in your Textures\_wgb folder,
creating such a folder if you don't have one already:
wl_win_light_00 to tex00
wl_win_light_01 to tex01
wl_win_bm_a01 to tx_s_windowpane_a01
wl_win_bm_a02 to tx_s_windowpane_a02
wl_win_bm_a03 to tx_s_windowpane_a03
wl_win_bm_00 to tx_s_windowpane00
wl_win_bm_01 to tx_s_windowpane01
wl_win_bm_02 to tx_s_windowpane02

k) Landscape textures. (http://www.fullrest.ru/files/tyd_landscape-


texture_compilation_1/files). Delete the following before installing, we have
better from Lush Ascadian Isles:
tx_ai_clover_02
tx_ai_dirtpatch_01
tx_ai_dirtroad_01
tx_ai_grass_01
tx_ai_grass_dirt_01
tx_ai_mudflats_01
tx_grass_01
tx_grass_rocky_01
tx_rock_brown_02
tx_rockybadlands_01
tx_rockyscrub_01
~Note that some of these may not exist in the files to delete. This isn't a
problem, jut delete all of the ones that are listed and can be found.

l) Skies. A little more advanced due to the required .ini edits. For now, just
download all of these, don't install them yet.
>Skies .IV (http://www.nexusmods.com/morrowind/mods/43311/?)
>Alternate Skies (http://www.nexusmods.com/morrowind/mods/42629/?)

Okay, now that you have all the files...

1) From the Skies IV archive, install all the files from the Skies - .IV folder.
2) If you can see the textures yourself, just pick and choose from among the Skies
IV folder (which we already installed) and Alternate Skies for your favorite sky
textures. If you can't, then I suggest using all the skies from Skies IV except
foggy and ashstorm, which you should take from Alternate Skies.
3) Install the moon textures from Skies .IV.
~If you want moons that more closely resemble their appearances in the later games,
download Skies v3 from the Skies .IV mod page and install the moon textures from
there instead.
~If you want moons that look like they once contained life, try Dying Worlds:
(http://www.nexusmods.com/morrowind/mods/43023/?)
4) Install the Particles folder from Skies IV.
5) You might notice your clouds moving by far too quickly. Let's fix that. First,
make a backup of your Morrowind.ini. Grab this file (https://mega.nz/#!zsADQbQQ!
d5uOr1R8SM468G7DwA0a3cchDuFHbTJrKaAFtFTgURQ), then copy/paste the weather sections
over your own weather settings in your .ini. This includes fixes to cloud speed
required by Skies IV but also changes the weather settings to correspond to those
provided by Alternate Skies. Try them out and see if you like them. Among other
color changes, they make the nights darker, but not so dark as to blind you. If you
don't like them, just restore your backup and keep reading.
6) If you ONLY want the cloud speed .ini adjustments required for Skies and not the
weather color changes, change these lines in your .ini:

[Weather Clear]
Cloud Speed=0.25

[Weather Cloudy]
Cloud Speed=0.4

[Weather Foggy]
Cloud Speed=0.25

[Weather Overcast]
Cloud Speed=0.3

[Weather Rain]
Cloud Speed=0.4

[Weather Thunderstorm]
Cloud Speed=0.6

[Weather Ashstorm]
Cloud Speed=1.4

[Weather Blight]
Cloud Speed=1.8
[Weather Snow]
Cloud Speed=0.3

[Weather Blizzard]
Cloud Speed=1.5

Keep in mind the Snow/Blizzard sections might be at the end of your .ini and not
with the rest of the weather sections, as they were added by Bloodmoon.

And with that, we're done with the nature section of the guide. If you'd like,
generate distant land (if you plan to use it) and run around in-game to check
things out. We'll be generating MGE XE grass in a later step, so don't worry if you
still find the landscape bare.

*Q: Why didn't you just delete the meshes from Better flora yourself if you made
the fixed version?
*A: Just in case anyone prefers the Better flora kreshweed and marshmerrow to
Apel's versions. I wanted it to be a complete archive.

*Q: Why didn't you include On the Rocks?


*A: Despite the fact that On the Rocks has much more detailed rock meshes, they
unfortunately change the shape/size from vanilla so drastically that they sometimes
block entrances to caves and tombs. This is especially prevalent in landmass mods
(like Tamriel Rebuilt) or quest mods that use rocks. The same can be said for
Apel's Asura Coast rock meshes, which is why we overwrote them. This CAN be fixed
by going into the console (` key), clicking on the rock in question and typing
disable, then hitting enter, but a workaround like that shouldn't be required to
play the game. If you want to use OtR anyway, do the following:
1) Skip out on downloading Correct UV Rocks and WIP Smooth Correct UV Rocks. [If
you've already installed everything, that's fine, but you should go back and
reinstall the Meshes folder from Apel's Asura's Coast mod before continuing.]
2) Download ONLY the Ashlands, Molag Amur and Red Mountain modules from here
(http://mw.modhistory.com/download-44-14107). [If you've already done the install,
go ahead and overwrite everything, but reinstall the landscape textures from step K
afterwards.]
3) Download everything except Azura's Coast and Shores from here
(http://www.nexusmods.com/morrowind/mods/43075/?) and install it.
That's it, you're done. Now you have nicer (and bigger) rocks.

*Q: Why did you suggest On the Rocks Optimised instead of regular On the Rocks?
*A: Because optimization. Less polys means higher FPS and Morrowind already runs
pretty poorly if you completely mod it. Every little bit helps. If you really want
to use the full versions, go ahead. Skip step 3 and download every module except
Azura's Coast and Shores from the link on step 2. Apel's Asura's Coast mod replaces
the Azura's Coast and Shores rocks, so those modules are unnecessary.

*Q: Why overwrite OtR textures with Tyddy's landscape textures?


*A: Personal preference. Tyddy's textures are a lot more vanilla friendly than the
ones used by Taddeus, and there are times when different region rocks will be right
next to each other and look very out of place with OtR textures. Feel free to use
Taddeus' if you want, though, it's your install.

*Q: Why didn't you include Caverns Bump mapped by Lougian?


*A: I originally planned to, but the textures included in it are a pretty vast
departure from vanilla, which is important to me. The only real alternative was
Connary's, which come pretty close to vanilla. But the deciding factor was actually
the comments section on Nexus, which pointed out a lot of issues with the meshes,
and Lougian himself commenting that he really needed to update the mod. It hasn't
been updated in over two years. If you want to use it despite the problems with it,
feel free. You can get it here (http://www.nexusmods.com/morrowind/mods/42412/?).

*Q: What if I don't want to use Vurt's trees?


*A: Unfortunately you don't have a lot of options... You can get correct UV Trees
(http://mw.modhistory.com/download-35-5808) to make the textures look better. You
can use the billboard trees from Better flora
(http://www.nexusmods.com/morrowind/mods/43288/?), but keep in mind you'll need to
replace the meshes for distant land generation, and then switch them back
afterwards. SWG has a similar, though older replacer for the Grazelands
(http://www.nexusmods.com/morrowind/mods/24537/?) but it doesn't have a distant
land compatibility patch, so you'll have no leaves.

===Architecture replacers===
Hopefully this will be slightly less complicated than the nature section. Something
to keep in mind: if a section mentions bump mapping, you CAN safely ignore/skip the
bump map mod and use only the textures listed if you want to. Bump mapping doesn't
always look great in Morrowind. If, as you're going along, you actually prefer the
look of one of the bump-mapped mods instead of my suggestion (meaning Lougian's
textures instead of Tyddy's, most of the time), feel free to use the bump map
textures instead and skip my recommendation. The ones I picked are closer to
vanilla Morrowind, but that doesn't mean it's to everyone's taste.

a) Windows. Only get this step if you're not using Windows/Windoors Glow.
Personally, I'd suggest using Windoors Glow instead.
>KN Windows (http://www.nexusmods.com/morrowind/mods/42099/?)
>There's a missing texture, tx_glass_reena_01. Ironically, that can be found in
Windows Glow. (http://mw.modhistory.com/download--442) Just put the missing texture
in your texture folder and delete the rest.

b) Imperial architecture and shacks.


>Bump-mapped AOFs Imperial Housing
(http://www.nexusmods.com/morrowind/mods/42407/?) - Install 1, 3, and if you're
using WinDOWS (not WinDOORS) Glow or KN Windows, 5. Skip this entirely if you don't
want bump-maps. Please note that even though it says you need the original mod, you
DO NOT need the original mod!
>Bump-mapped Imperial Housing Fixed Filter Mode
(https://www.dropbox.com/s/sjsxdkuy46d136k/Bump-mapped_AOFs_Imperial_Housing-
fixed_Filter_Mode.7z) - Fixes issues with the meshes from the last step. Again,
skip this if you don't want bump maps.
>Imperial Houses and Forts Retexture
(http://www.nexusmods.com/morrowind/mods/43940/?) - This is the actual texture pack
we'll be using. HQ is 2k, MQ is 1k. Get the optional Bump Mapped files if you're
using those. Finally, if you're using Windoors Glow, get that patch as well.
>Dragon Statue Replacer (http://www.nexusmods.com/morrowind/mods/43218/?) - I used
Option 3.
>Apel's Lighthouse Retexture (http://www.nexusmods.com/morrowind/mods/42532/?) -
Get the version you want, bumps or no bumps.
>Shacks, Docks and Ships (http://www.nexusmods.com/morrowind/mods/43520/?) - Get
the Windoors Glow patch if you need it.
*Tydz Small Mods (http://www.nexusmods.com/morrowind/mods/44028/?) - Specifically,
the Gnisis Fort Roof file. It's a very small change, so feel free to skip it if you
want.

c) Hlaalu. Again, feel free to skip the bump-map mod.


>Hlaalu Bump mapped (http://www.nexusmods.com/morrowind/mods/42396/?) - Note that
you only need the meshes folder, and the tx_hlaalu_reflection from the textures
folder. Everything else can be safely deleted. Of special note, if you're using
Windows or Windoors Glow, make SURE not to use the three tx_glass_amber_02
textures.
>Hlaalu Arkitektora (http://www.nexusmods.com/morrowind/mods/43098/?) - The actual
texture pack. Get the normals file if you're using the bump maps.

d) Redoran.
>Redoran Bump mapped (http://www.nexusmods.com/morrowind/mods/42406/?) - A note on
these: they use extremely high poly meshes. If you're already struggling to top 30
FPS in exteriors, you should pass on these.
>Redoran Bump mapped fixes (https://mega.nz/#!qkY2gRJI!
VSHQoMctyzL9X2qGYXMC2qqN7kHmu2kzsF--nwBJR2Y) - You only need these if you're using
bump maps, obviously.
>Redoran Arkitektora (http://www.nexusmods.com/morrowind/mods/43003/?) - The actual
texture file, for those of you skipping the bump maps. Get the normals if you are
using bump maps, as usual.

e) Telvanni.
>Telvanni Mesh Improvement (http://www.nexusmods.com/morrowind/mods/42343/?) - If
you're bump mapping, nearly everything here will be overwritten. If you're only
using textures, grab this.
>Telvanni Bump Maps (http://www.nexusmods.com/morrowind/mods/42431/?) - Go ahead
and get both the main file and the interiors WIP.
>Telvanni Arkitektora (http://www.nexusmods.com/morrowind/mods/43530/?) - Has a few
problems, easy to fix.
1) Delete textures\tx_metal_silver.
2) If you're only using the textures, you'll need to download the Bump Maps file
anyway and get the bark_01_nm texture and put it in your textures folder.
3) If you're using bump mapping, delete meshes\x\ex_t_manor_01 and
meshes\x\ex_t_manor_02, use the ones from Telvanni Bump Maps instead.
>Telvanni Fireplace Replacer (http://www.nexusmods.com/morrowind/mods/43232/?)

f) Velothi.
>Velothi Arikitektora (http://www.nexusmods.com/morrowind/mods/43511/?)
>Set in Stone (http://www.nexusmods.com/morrowind/mods/21377/?)
>One True Faith (http://www.nexusmods.com/morrowind/mods/43810/?)
>Ministry of truth Bump mapped (http://www.nexusmods.com/morrowind/mods/42921/?) -
If you don't want bump maps, the only file you need is textures\tx_moon_base_01.
>Sewers Arkitektora (http://www.nexusmods.com/morrowind/mods/43144/?) - There are
pictures showing the difference between the versions in the user uploaded images
area.
*Concept Art Ghostfence Replacer (http://www.nexusmods.com/morrowind/mods/43316/?)
- Optional, because it IS a departure from the vanilla game. However, it looks
great and it's based on concept art. Your choice.

g) Dwemer & Mournhold.


>Connary's Old Mournhold (http://www.fullrest.ru/files/connarysoldmournhold/files)
*The Mourning of Bamz-Amschend (http://mw.modhistory.com/download-56-11888) - Only
three of these textures are better than what we have: tx_coilcopper00,
tx_coilcopper01 and tx_coilcopper02. Grab only those three files and delete the
rest. I've marked this as optional, because the textures in question are just 4x
magnified vanilla textures.
>The Clockwork City (http://mw.modhistory.com/download-56-12886)
*~Clockwork City Reborn (http://www.nexusmods.com/morrowind/mods/38369/?) - These
textures are less vanilla friendly than the ones above, but in my opinion look much
nicer.
>Green Marble Mournhold (http://mw.modhistory.com/download-64-11859) - Use the
alternate walls but not the alternate roof.
>Full Dwemer Retexture (http://www.nexusmods.com/morrowind/mods/44264/?) - This
also covers armor, weapon and creature textures. Grab the Only Architecture archive
of your preference for now. MQ is 1024, HQ is 2048.
h) Daedric Ruins.
>Daedric Ruins Retexture (http://www.nexusmods.com/morrowind/mods/39125/?)
>Daedric ruins bump mapped (http://www.nexusmods.com/morrowind/mods/43318/?) - If
you want bump mapping.
>Daedric Ruins Arkitektora (http://www.nexusmods.com/morrowind/mods/43486/?) - Get
the bump map patch if you want it.
Feel free to choose between Lougian and Tyddy's packs, if you prefer Lougian's then
by all means don't get Tyddy's. Tyddy's is closer to vanilla, as usual.

i) Miscellaneous architecture stuff.


>Stronghold Retexture (http://www.nexusmods.com/morrowind/mods/43948/?) - Get the
vanilla friendly floor tiles if you want it.
>Connary's 6th House (http://www.fullrest.ru/files/connarys6thhouse/files)
>Road Marker retextured (http://www.nexusmods.com/morrowind/mods/28311/?)
>Banners retextured (http://www.nexusmods.com/morrowind/mods/21405/?) - We really
only want a few of these. Others will be trumped by the next mod.
>Arukinn's Better Banner Signs and Signposts
(http://www.nexusmods.com/morrowind/mods/41658/?)
~Signposts Retextured (http://www.nexusmods.com/morrowind/mods/42126/?) Optional,
as they are lower res than Arukinn's, but if you want signposts readable in English
this is what I would recommend. Download the Tamriel Rebuilt patch if using TR.

And done.

*Q: What about Bloodmoon?


*A: Bloodmoon textures were actually covered in nature when we downloaded STOTSP.
Remember, STOTSP is a massive overhaul of Solstheim's entire landscape. You do NOT
need to activate the .esm if you only wanted to use it as a texture/mesh replacer.

*Q: Why delete metal_iron_rusty so often?


*A: Because the rusty iron texture is used in a ton of places, not only in
architecture but in weapons and clutter. Tyddy's (from Shacks and Docks) is very
close to vanilla so should (in theory) match the closest with everything we're
installing.

===Miscellaneous replacers===
For things that don't really fit in any other section. If some of this seems too
tedious to you, feel free to skip it. Some of this is pretty nitpicky...

~Pick ONE book mod. I prefer Arukinn's.


>Arukinn's Better Books and Scrolls
(http://www.nexusmods.com/morrowind/mods/43100/?)
>Illy's Dirty Books (http://www.nexusmods.com/morrowind/mods/42257/?)

a) Let's start off with Papill6n's various graphic things.


(http://www.nexusmods.com/morrowind/mods/39122/?) This is a big package of... just
what it says, but we don't need everything. Grab the following:
>Awning woven
>Bellow and canvaswrap
>Bridge rope brown
>Fabric on the imperial altar - more vanilla
>Kneeling stool - Get the texture only, we have a better mesh
>Logo crate
>Loom
>Ropes - only tx_rope_heavy_01
>Ropes woven + hammock's pillow
>Rusted metal
>Siltstrider - We'll be installing Vurt's silt strider soon.
>Soulgems - Take a look at the included screenshot, you'll want to know what they
look like for later.
>Spinningwheel + spool
>Tribunal required - Almalexia and Mehrunes Dagon statues
>Tribunal required - Better Almalexia by Plangkye - note that we don't have this
mod installed yet, but we'll get to it later
>Tribunal required - Mournhold roof

b) Qarl's mods. The following mods were made by Qarl but uploaded by someone else
on fullrest.
>Plates. (http://www.fullrest.ru/files/Plate_Items/files)
>Bowls (http://www.fullrest.ru/files/Bowl_Items/files) - Delete the following
before installing, we have better:
meshes folder
textures\q_wood_plate
When overwriting, if you have any larger or newer textures, you probably shouldn't
overwrite them.

c) Other, less complicated to install mods.


>Connary's Fine Vials (http://www.fullrest.ru/files/connarysfinevials) - Delete
tx_rustedmetal00.
>Connary's Mixed Pottery (http://www.fullrest.ru/files/connarysmixedpottery) -
Delete the mottled texture and pewter 1 texture.
>AOF Containers (http://www.nexusmods.com/morrowind/mods/32427/?) - Delete
meshes\m\misc_com_bucket_01.
>Small Mods by Wolli (http://www.nexusmods.com/morrowind/mods/42453/?) - Get Darker
Crates to match AOF's barrels.
>Better Kegstands (http://www.nexusmods.com/morrowind/mods/37708/?)
>Apel's Various Things - Sacks (http://www.nexusmods.com/morrowind/mods/42558/?) -
Bump mapped or not, it's your choice.
>Dahrk Mods by Melchior (http://www.nexusmods.com/morrowind/mods/43528/?) - Get
Detailed Brooms.
>Dunmer Lanterns Replacer (http://www.nexusmods.com/morrowind/mods/43219/?) - Make
sure to look at the images and choose the textures you want.
>EKM Vanilla-Based Paper Lanterns (http://www.nexusmods.com/morrowind/mods/43837/?)
>AST beds texture replacer (http://www.nexusmods.com/morrowind/mods/21970/?) - We
only want the chair mesh, the rest will be overwritten with the next mod.
>Illy's Bedspreads (http://www.nexusmods.com/morrowind/mods/43565/?)
>Illy's Hot Pots (http://www.nexusmods.com/morrowind/mods/43206/?) - Make sure to
activate the .esp.
>AST redware texture replacer (http://www.nexusmods.com/morrowind/mods/21981/?)
>Better Skulls (http://www.nexusmods.com/morrowind/mods/28729/?) - Activate the
.esp if you want. I don't.
>Dunmeri Urns Aestetika (http://www.nexusmods.com/morrowind/mods/43541/?) - Get
either the simple retexture or the bump map file, you don't need both.
>Cart Cloth Retexture CCR (http://www.nexusmods.com/morrowind/mods/21837/?) - I
prefer the normal version.
>Propylon Pillar Retexture PPR (http://www.nexusmods.com/morrowind/mods/19600/?) -
Get either PPR_Glow or PPR_Normal, then get the PPR_Index Addon.
>Soulgem Ingredient Retexture SIR (http://www.nexusmods.com/morrowind/mods/19467/?)
- If you have both expansions (you should!) then pick SIR_TBandBM_v3 to download.
Do NOT overwrite your stalhrim texture! You have a better one.
>Ingredients Mesh Replacer (http://www.nexusmods.com/morrowind/mods/44067/?) -
You'll need to use the files in the compatibility patch folder.
>Crabmeat Ingredient Replacer (http://www.nexusmods.com/morrowind/mods/43387/?)
>Django's Rugs and Tapestries (http://www.nexusmods.com/morrowind/mods/36872/?)
>Detailed Tapestries (http://www.nexusmods.com/morrowind/mods/22551/?)
>Shiny Septims (http://www.nexusmods.com/morrowind/mods/42113/?) - I get the dulled
version.
>Ghostnull's Silverware Enhancer (http://mw.modhistory.com/download-44-10088)
>Better Blood Morrowind (http://www.nexusmods.com/morrowind/mods/33426/?)
>Skeleton and Metal Sparks blood retexture
(http://www.nexusmods.com/morrowind/mods/43359/?)
>Improved Cavern Clutter
(https://www.dropbox.com/sh/l1660o8fg664bii/AABLfGQtcBsb0jfTsftnBZ-ca/Improved
%20Cavern%20Clutter?dl=0) - Download as zip. You'll want to delete the three
wood_weathered and rope_heavy textures before installing.
>Insanity's Potion Replacer
(http://tesalliance.org/forums/index.php?/files/file/1402-insanitys-potion-
replacer/) - You'll need an account to download these.
*Insanity's Soul Gem Replacer
(http://tesalliance.org/forums/index.php?/files/file/1397-insanitys-soul-gem-
replacer/) - Again, you'll need an account. If you like the look of these soul gems
better than Papill6n's, go ahead and get them, overwriting your existing meshes. If
you like the ones you already have, you might want to download it anyway, as
Papill6n's didn't include a retexture of grand soul gems. If you just want the
grand soul gems from this mod, get only the following files:
meshes\m\misc_soulgem_grand and textures\tx_soulgem_grand.
*Insanity's lowres (https://mega.nz/#!T4pB3TCY!
wQ3okENYSVv8T2PpHW5jxPiPkbOGrlXBP7ODVglGsDA) - Insanity's replacers are really high
resolution for such small objects, especially in an old game like Morrowind. If
you'd like, you can get these resized textures instead. You'll still need the
original mods for the meshes! Also, if you're only using the grand soul gem, make
sure to delete the other textures in the soulgems folder, as you don't need them.
>Long Live The Glassware (http://www.nexusmods.com/morrowind/mods/44016/?) - Delete
tx_metal_strip_02.
>Long Live The Limeware (http://www.nexusmods.com/morrowind/mods/44045/?)
>R-Zero's Random Retextures (http://www.nexusmods.com/morrowind/mods/44025/?) - Get
both files.

===Creature replacers===
a) Let's start off with our base. We're starting off with Darknut's suite of
textures.
>Darknut's Creature Textures (http://www.nexusmods.com/morrowind/mods/43420/?)
>Darknut's Creature Textures addendum
(http://www.nexusmods.com/morrowind/mods/43441/?)
>Darknut's Creature Textures TB (http://www.nexusmods.com/morrowind/mods/43421/?)
>Darknut's Creature Textures BM (http://www.nexusmods.com/morrowind/mods/43422/?)

b) Connary made some good creature retextures.


>Storm Atronach (http://www.fullrest.ru/files/connarysstormatronach/files)
>Skeleton (http://www.fullrest.ru/files/connarysskeleton/files)
>Lich (http://www.fullrest.ru/files/connaryslichking/files)
>Kwama (http://www.fullrest.ru/files/connaryskwama/files)
>Imperfect (http://www.fullrest.ru/files/connarysimperfect/files)
>Bonewalker (http://www.fullrest.ru/files/connarysbonewalker/files)
>Daedroth (http://www.fullrest.ru/files/connarysbaddaedroth/files)

c) And now for other replacers.


>Correct UV Mudcrabs (http://www.nexusmods.com/morrowind/mods/42130/?) - Not a
retexture, but it'll make them look better.
>Guars Aendemika (http://www.nexusmods.com/morrowind/mods/42521/?)
>Kagouti Aendemika (http://www.nexusmods.com/morrowind/mods/42523/?)
>Alit Aendemika (http://www.nexusmods.com/morrowind/mods/42520/?)
>Ash Vampire Reworked (http://www.nexusmods.com/morrowind/mods/43633/?)
>Cliffracer Replacer (http://www.nexusmods.com/morrowind/mods/43925/?)
>Nix-Hound Replacer (http://www.nexusmods.com/morrowind/mods/43620/?)
>Scamp Replacer (http://www.nexusmods.com/morrowind/mods/44314/?) - You (probably)
don't need the PBR files, it's still a bleeding edge new feature in MGE XE. Get the
Creeper replacer if you want.
>Luminous Atronachs (http://www.nexusmods.com/morrowind/mods/42613/?)
>Vurt's Silt Strider Retexture (http://www.nexusmods.com/morrowind/mods/30696/?) -
Don't use skin_01 and skin_03, we have fixed versions of those.
>Netch Bump mapped (http://www.nexusmods.com/morrowind/mods/42851/?) - Get the main
file and the optional file.
>HiRes Scrib (http://www.nexusmods.com/morrowind/mods/43352/?) - I use the bright
version.
>Unique Winged Twilights (http://download.fliggerty.com/download--743) - The .esp
is unnecessary if you just want a replacer.
>BB Dwarven Spectre (http://www.nexusmods.com/morrowind/mods/29671/?)
>Better Almalexia (http://www.nexusmods.com/morrowind/mods/23388/?) - Either delete
mask_glow before installing or don't overwrite.
>Azura Replacer (http://mw.modhistory.com/download-45-6053)
>Vivec God Replacement Creature Edition (http://mw.modhistory.com/download-26-
10946) - Feel free to look through the extras folder at your options.
>Voiced Vivec and Yakety Yagrum (http://www.nexusmods.com/morrowind/mods/40994/?) -
Not really a replacer, but it does involve 'creatures'.

We'll get a replacer for Dagoth Ur and dremora in the next step.

*Q: What about *insert other creature replacer here*?


*A: Dwemer will be installed in the next section. Otherwise, I don't know about it,
or it didn't suit my taste. Here's a small list of mods I know about that didn't
make the cut:
>Connary's other replacers - fullrest.ru
>Silt Strider Bump Mapped by Lougian - Nexus
>Psy's Golden Saint Replacer - MMH
>Divine Dagoth Ur - Nexus
>Spriggan Bump Mapped by Lougian - Nexus
>Kwama Forager Bump Mapped by Lougian - Nexus, specifically in his Various Little
Mods
>Tyddy's Cliff Racer Aendemika - Nexus

===Body, weapon, armor and clothes replacers===


If you've modded Morrowind before, this section is going to be the biggest change
to what you're used to. Better Bodies and Better Heads are both outdated, and armor
and robes have both underwent major overhauls.

a) Let's start with heads.


>Westly's Pluginless Head and Hair Replacer
(http://download.fliggerty.com/download-127-874)
>Various tweaks and fixes (http://www.nexusmods.com/morrowind/mods/43795/?) -
Specifically, Fixed Westly's Female Orc Heads and Fixed Westly's Barenziah Head.
>Westly's Heads Anim Fix
(https://www.dropbox.com/s/d70l2lbjvm0xloo/WestlyHeadsAnimFix.zip?dl=0)
>Pluginless Khajiit Head Pack (http://www.nexusmods.com/morrowind/mods/43110/?)
>Pluginless Khajiit Head Pack Talk-Blink Fix
(http://abitoftaste.altervista.org/morrowind/index.php?
option=downloads&task=info&id=68&Itemid=50&-Pluginless-Khajiit-Head-Pack-Talk-
Blink-Fix)

Argonians will be in the next step, don't worry.

b) Body replacers.
>Robert's bodies (http://www.nexusmods.com/morrowind/mods/43138/?) - Get the main
file. Optionally, get Dagoth Ur OR Dagoth Ur (vanilla shaders), and RB Altmer
Females, RB Bosmer Females, RB Orcish females. For the last three, you should look
at the images section to see what they do; Westly's version is on the top, RB
version is in the middle, and vanilla is at the bottom. The Orcish heads in
particular are a drastic departure from Westly's heads, but they look more like the
vanilla heads.
*Note that at the time this guide is being written, Khajiit meshes are nude. If
seeing girl Khajiit nipples bother you, you should consider activating New Beast
Bodies Khajit - Clean below, and make sure it overrides Robert's bodies. Also, it
seems the nude meshes have been removed.
>Unique Shadow Pack (http://mw.modhistory.com/download-10-6029) - This is a
requirement for...
>New Beast Bodies - Clean Version (http://mw.modhistory.com/download-10-10928) -
You only need the argonian .esp and files. If you want to delete the khajiit meshes
and textures, you can, but as long as you don't activate the Khajit bodies .esp,
you'll be fine leaving them alone.
*Want 'mature' Argonians? (http://mw.modhistory.com/download-10-11364)
>Wey's Argonians (http://www.nexusmods.com/morrowind/mods/43766/?) - Get the
optional darker mouths file if you wish. I use it.

c) Clothes.
>Better Clothes (http://www.nexusmods.com/morrowind/mods/42262/?) - Get the non-
installer version. Only activate ONE esp. If you want your Argonian females to have
breasts lumps when clothed for some reason, choose the regular version. For flat
Argonian females, choose the nac version.
>Common Shirt Fix (https://www.dropbox.com/s/3kwi2ha2anpu7kw/BCFix.zip)
>BC Shoes Fix (https://www.dropbox.com/s/usgjr6hwi53c6ma/BC%20Shoes%20Fix.zip)
>Expensive Female Shirt Fix (http://mw.modhistory.com/download--14998) - Put this
in your meshes\BC folder.
>More Better Clothes (http://mw.modhistory.com/download-53-6647) - Get both the
main file at the bottom of the page and the MBC_ArmsFix.
>Better Clothes for Tribunal (http://mw.modhistory.com/download-87-11804)
>Better Clothes Bloodmoon Plus (http://download.fliggerty.com/download-21-804) -
Make sure to get the 1.5 version.
>BCBM Pants Fix (https://www.dropbox.com/s/lkxditr9gl3a92c/BCBM_Pants_Fix.zip)
>Darknut's Better Clothes Textures
(http://www.nexusmods.com/morrowind/mods/43423/?)

d) Accessories. Note that some of this stuff (belts, rings, amulets) won't actually
appear on your character model. It's mostly so your unique, fancy stuff will look
cool when you painstakingly put it on shelves in your stronghold later.
>Drakkmore's Plugginless Ring Replacer (http://download.fliggerty.com/download-136-
1035) - Actually gives rings textures. Without this they'll all appear black in-
game.
>Unique Finery Replacer UFR (http://www.nexusmods.com/morrowind/mods/25725/?) -
Activate the regular version. The robe mod we'll be using comes with a
compatibility patch.

e) Robes.
>Better Robes (http://www.nexusmods.com/morrowind/mods/42773/?) - Make sure to also
install the patches for Tamriel Rebuilt if you're using it (TR folder) and UFR. If
you plan to use Animated Morrowind, download the separate patch for that as well.
>Robe Overhaul (http://www.nexusmods.com/morrowind/mods/43748/?)
*Various tweaks and fixes (http://www.nexusmods.com/morrowind/mods/43795/?) -
Optionally, if you hate the glow effect that Robe Overhaul adds to some robes, you
can download Blank Glow Maps for Robe Overhaul. You might also be interested in
Pluginless NoGlow Lite, which removes the plastic-y looking 'enchantment' effect
from all items in game.

f) Weapons! There are likely a ton of unique/artifact weapon replacers I've missed.
I was never very good at keeping track of weapon mods...
>Darknut's Little Weapons Mod Complete
(http://www.nexusmods.com/morrowind/mods/43418/?) - Our base. Unless you're on a
toaster, use the 1024 folder. Delete the following 9 files before installing:
>Oriental Mesh Improvements (http://www.nexusmods.com/morrowind/mods/29906/?)
>Crossbows (http://download.fliggerty.com/download-98-1010) - If you don't want the
new crossbows, don't activate the .esps. You'll still get new meshes for the base
game's crossbows.
>Real Reflective Weapons - Iron (http://www.nexusmods.com/morrowind/mods/43077/?) -
Install the base (Data Files) folder and the bonus folder.
>Improved Weapon Meshes - Steel (http://www.nexusmods.com/morrowind/mods/43120/?) -
Install 00 and 01. You do not need the .esps.
>Improved Weapon Mehses - Ebony (http://www.nexusmods.com/morrowind/mods/43484/?) -
Install 00. Install 01 if you want an Ebony Claymore in your game, you'll need
the .esp.
>Dwemer Armoury (http://www.nexusmods.com/morrowind/mods/43335/?) - Unfortunately,
this isn't totally compatible with our armor mods, but the weapon meshes and a few
of the armor meshes will show up in game.
>Mehrunes Razor Replacer - Oblivion
(http://www.nexusmods.com/morrowind/mods/23825/?)
>True Trueflame (http://www.nexusmods.com/morrowind/mods/33432/?)
>HopesFire Replacer Morrowind Edition (http://mw.modhistory.com/download-98-12378)
>Various little mods (http://www.nexusmods.com/morrowind/mods/43330/?) -
Volendrung. While you're getting that, you might as well download Colovian helm and
Dust adept retextures, but don't install them yet.
>Improved Weapon Meshes & Textures WIP
(https://www.dropbox.com/sh/l1660o8fg664bii/AAAO3m96a4O4J4JOUOUBmFnFa/Improved
%20Weapon%20Meshes%20%26%20Textures%20WIP?dl=0) - Download as .zip.
>Flash's Minor Retextures (http://www.nexusmods.com/morrowind/mods/44322/?) -
Download both files.
*Spear-Staff Fix (http://www.nexusmods.com/morrowind/mods/43353/?) - An optional
fix for the position where spears and staves are held. Use it if you want. If you
do, you'll need the Real Reflective Weapons Iron, Improved Weapon Meshes Steel, and
Improved Weapon Meshes Ebony files from the Compatability [sic] folder.

g) Armor!
>Darknut's Armor Textures (http://www.nexusmods.com/morrowind/mods/43416/?) - Make
sure to get the newest version.
>Various little mods (http://www.nexusmods.com/morrowind/mods/43330/?) - Install
Colovian helm and Dust adept helm now.
>Improved Armor Parts (https://www.dropbox.com/sh/l1660o8fg664bii/AAB-
OssUyNu03Y5aGCO1Gav0a/Improved%20Armor%20parts?dl=0) - Download as .zip. First,
delete the Bloodmoon folder; you already have that mesh. If you want a less bulky
chitin pauldron, put that in meshes\a. Then go ahead and install the meshes and
texture folder.
>Various tweaks and fixes (http://www.nexusmods.com/morrowind/mods/43795/?) - Get
Lougian's Colovian Helm fix. Install it and overwrite.
>HiRez Armors - Native Styles (http://forums.bethsoft.com/topic/1441431-relz-hirez-
armors-native-styles-v2)
>Native HiRez fixes (http://forums.bethsoft.com/topic/1441431-relz-hirez-armors-
native-styles-v2/page-2#entry22297270) and
(http://forums.bethsoft.com/topic/1441431-relz-hirez-armors-native-styles-v2/page-
2#entry23936622)
>Armor Retexture - Outlander Styles
(http://www.nexusmods.com/morrowind/mods/44210/?) - Get the HQ version. You don't
need to get the dragonscale armor textures. You should delete tx_a_templar_helmet
before installing; we have better from Improved Armor Parts.
>Full Dwemer Retexture (http://www.nexusmods.com/morrowind/mods/44264/?) - We
already installed the architecture, now we need the 'Only armor, robots, and
weapons' archive. Pick MQ (1024) or HQ (2048), your choice.
>Better Morrowind Armor (http://www.nexusmods.com/morrowind/mods/42509/?) - This
needs more detailed install instructions, so...
1) First, install the main (Data Files) folder. You need to activate the Better
Morrowind Armor .esp, and optionally one DeFemm patch of your choice. A removes all
female versions of cuirasses (no boob armor for females), O acts like the original
game, R gives boob armor only to stretchy armor. You should use the DeFemm patches
from here (https://mega.nz/#!WgBQ2RRL!5CQU0ZIVvIv1vyUsutAr3gT-qMhRUU6E4KEvoE9AeOs).
2) Install the patch for Hirez Armors - Native Styles V2.
3) If you're using the LeFemm official plugin for Bethesda, install the patch for
that as well. That means DEACTIVATING the [Official]LeFemm Armor.esp included with
WHReaper's Morrowind Official Plugins and using the LeFemmArmor.esp included with
Better Morrowind Armor.
>Daedric Lord Armor Morrowind Edition (http://download.fliggerty.com/download-4-
1063) - Not only does this replace Daedric armor and gives bound armor a unique
look, it acts as a replacer for Dremora as well. It's newer than Better Morrowind
Armor and should load after it, so you'll get this nicer looking Daedric Armor in
game.
*Less Bulky Pauldrons (http://www.nexusmods.com/morrowind/mods/42566/?) -
Optionally, you might like this. If you do decide to use it, make sure to use the
the BAM & Native HiRez 2 files in the optional folder.

h) And finally, animations.


>Animation Compilation (http://www.nexusmods.com/morrowind/mods/43982/?)

===MGE XE Setup===
If you have a toaster, you might want to skip most of this section. Run distant
land as explained towards the end with default settings and see how the game runs
for you first before trying out grass or any of the fancier light settings in the
distant land tab. You might also try out shaders.

a) Before we begin, we need to download some grass mods. Please note, DO NOT
ACTIVATE THESE .esps IN YOUR LAUNCHER!
>Azura's Coast and Sheogorath - Grassmod
(http://www.nexusmods.com/morrowind/mods/30788/?)
>Morrowind grass mod combined v1.0 (http://mw.modhistory.com/download-56-14671) -
Activate the .bsa in your .ini. Alternatively, you could use...
>Vurt's Groundcover (http://www.nexusmods.com/morrowind/mods/31051/?) - If you want
Ashlands grass, you'll need to download this as none was included in the previous
download. Use EITHER the previous mod OR this one for the other regions, do NOT use
both. Use Reeds and the optional Corals download if you want, they should work with
Grass Mod Combined just fine.

b) Some other MGE XE relevant mods.


>Distant Mournhold (http://www.nexusmods.com/morrowind/mods/43255/?) - DO activate
this .esp in your launcher.
>PeterBitt's Small Mods (http://www.nexusmods.com/morrowind/mods/42306/?) - If you
have a good computer and plan to use Per Pixel Lighting, get the Negative Lights
Remover. Activate in your launcher.

c) Time for distant land! First, make sure all the mods you're using are activated
in the launcher (again, don't activate the grass mods in the launcher). Then, run
MGEXEgui.
1) Go into your Distant Land tab, and click on Distant land generator.
2) Click 'Use current load order', then go through the list and activate
Grass_AC&S, Vurt's Groundcover - The Ashlands (if you're using it), and either
Ozzy's Grass packages (there are five total) or Vurt's Groundcover - BC, AI, WG, GL
and Vurt's Groundcover - Solstheim. Also, activate the reeds module and the corals
module if you're using those. Click continue.
3) On the next few screens, change the settings only if you think it's necessary.
If you're running a toaster you might want to turn your settings down. Be very
conservative if you try to turn the settings up higher, as it CAN make your game
run very slow. That said, re-running the distant land generator isn't too
difficult. On the statics screen, make sure to read the tooltips for your options
and set them accordingly.
4) When your distant land generation is finally complete, you'll have a lot more
options in MGE XE to play with. Most of these are self-explanatory. If you have a
toaster, you probably shouldn't mess with the default settings much; instead,
launch the game and see how it runs for you with the basic settings, and with
shaders, before messing with anything here. If you have a beastly machine, try out
Per-pixel lighting (make sure to use Negative Lights Remover.esp in this case),
high quality exponential fog, and high quality atmosphere and distance coloring.
And, of course, turn up your draw distance. I play with 10 visible cells.

d) Shaders. Click the shader setup screen on the General tab. If you're using the
latest MGE XE beta, the shaders screen will be pretty easy for you. Pick your
quality preset, adjust it how you want (turning on/off DoF, using lower quality
SSAO, etc.), and play. If, however, you're using the older, stable version of MGE
XE, things are just a little more complicated. Follow the recommended install order
at the bottom of the shader setup screen. For example, if you want the top of the
line setup, using the best of ALL the available shaders, you'll want to double
click first on SSAO HQ, then both Underwater effects, Depth of Field, Sunshafts,
Bloom Soft, then finally, Eye Adaptation goes last.

Optionally, you might want to take a look at this water shader


(http://forums.bethsoft.com/topic/1438303-mge-screenshot-thread-no-8/page-
4#entry22311144). Screenshots of it can be found in the post. If you'd like to give
greener water a try, download the XE Water.fx file, and put it in your Data
Files\shaders folder, overwriting the old XE Water.fx. You might want to back up
your old one in case you want to go back to the default water at some point.

e) Finally, and only when you're satisfied with your distant land generation,
install Lore-Friendly Ghostfence Texture
(http://www.nexusmods.com/morrowind/mods/29206/?). Why is this step last? Because
if you generate distant land with these textures in your folder, it makes the
ghostfence look like it has holes in it. Stick with the vanilla textures for
distant land generation. If you re-run your distant land generation later, try to
remove to remove the textures tx_gg_fence_01 and tx_gg_fence_02 from your textures
folder first.

===Load Order===
If you've followed this guide to the letter, your (almost!) final load order of
ACTIVATED .esps should look something like this:
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.6_beta.esm
_005_ Texture Fix - Bloodmoon 1.1.esm
_006_ Texture Fix 2.0.esm
_007_ Poorly Placed Object Fix 1.2.esm
_008_ Windows Glow - Tribunal Eng.esp
_009_ Windows Glow - Bloodmoon Eng.esp
_010_ Windows Glow - Raven Rock Eng.esp
_011_ Vurt's Grazelands Trees.ESP
_012_ VoicedVivec.ESP
_013_ YaketyYagrum.ESP
_014_ Vurt's BC Tree Replacer II.ESP
_015_ Vurt's Leafy West Gash.esp
_016_ aru_signs_en.esp
_017_ Better Clothes_v1.1_nac.esp
_018_ BetterClothesForTB.esp
_019_ New Argonian Bodies - Clean.esp
_020_ More Better Clothes.ESP
_021_ LGNPC_NoLore.esp
_022_ gr_ScriptImprovements.esp
_023_ [Official]Bitter Coast Sounds.esp
_024_ [Official]Master Index.esp
_025_ DB_Attack_Mod.esp
_026_ correctUV Ore Replacer 1.0.esp
_027_ Nasty Camonna Tong.esp
_028_ Better Morrowind Armor.esp
_029_ LeFemmArmor.esp
_030_ Djangos Dialogue.ESP
_031_ BetterClothesBloodmoonPlus1.5.esp
_032_ RR_Windoors_Glow_1C.esp
_033_ Better Morrowind Armor DeFemm(o).ESP
_034_ Better Robes.ESP
_035_ UFR_v3dot2.esp
_036_ PB_NegativeLightRemover.esp
_037_ Less_Generic_Bloodmoon.esp
_038_ Illy's Solsteim Rumour Fix.esp
_039_ PB_NoRestAldVelothi.esp
_040_ PB_LegionUniforms.esp
_041_ LGNPC_SeydaNeen.esp
_042_ LGNPC_GnaarMok_v1_20.esp
_043_ LGNPC_AldVelothi_v1_20.esp
_044_ LGNPC_MaarGan.esp
_045_ LGNPC_HlaOad.esp
_046_ LGNPC_Aldruhn_v1_20.esp
_047_ LGNPC_Aldruhn_suppl.esp
_048_ LGNPC_Pelagiad.esp
_049_ LGNPC_TelMora_v1_30.esp
_050_ LGNPC_Khuul_v2_21.esp
_051_ LGNPC_VivecFQ.esp
_052_ Less_Generic_Nerevarine.esp
_053_ Bloated Caves.esp
_054_ LGNPC_TelUvirith_v1_20.esp
_055_ LGNPC_SecretMasters_v1_30.esp
_056_ LGNPC_IndarysManor_v1_51.esp
_057_ LGNPC_VivecRedoran.esp
_058_ LGNPC_PaxRedoran_v1_20.esp
_059_ Illy's Hot Pots.ESP
_060_ DaedricArmor.esp
_061_ Mournhold LOD.ESP
_062_ Wey_New_Argonians.ESP
_063_ Graphic Herbalism.esp
_064_ Robert's Bodies.ESP
_065_ RB Altmer Females.ESP
_066_ RB Bosmer Females.ESP
_067_ RB Orcish Females.ESP
_068_ Less_Generic_Tribunal.esp

===Other mods===
Not satisfied with just a graphics overhaul? Here are some other mods you might
want to try. Please, PLEASE read the mod pages for the following mods. Simply
downloading and installing everything here could very well make your game laggy
and/or unstable, especially if you don't use a proper load order. I do not play
with all of the below mods myself anymore, but have played most of them in the
past. Some I've never played at all, but they do come highly recommended and
endorsed by the community.

1) Want your sound overhauled as well as your graphics? You can try Atmospheric
Sound Effects (http://mw.modhistory.com/download-51-7148).

*Q: What about the Morrowind Acoustic Overhaul?


*A: Despite its upgrade to 1.0 status, I had a lot of issues with it in
playtesting. I encountered the 'silent sound' bug, where the game would go
completely silent and had to be restarted to fix it. Attempting to use the lower
quality sound archive linked in the readme actually decreased my FPS for some
reason, more than MAO already did. Trying to dispose of certain corpses (Scamps and
Fire Atronachs, consistently) caused the game to immediately crash to desktop with
no error message or warnings in logs. Attempting to use the modular .esps instead
of the .esm made it so the game gave a bunch of errors when attempting to start a
new game, and I could find no documentation anywhere listing what each
individual .esp file changed. That being said, when playing with the .esm, when the
sound worked, it was a really great experience. I really liked the container
opening noises, and the different footstep noises based on equipped armor, and the
environment sounds were wonderful. If you want to try it out, you can get it here
(http://download.fliggerty.com/download-76-1045). Make SURE to backup your sound\fx
folder and music folder before installing, just in case you need to uninstall it.

2) Don't want to worry about raising your Endurance early on in the game? Want your
health to raise retroactively when you finally get around to training Endurance?
Try this. (http://mw.modhistory.com/download-98-6521) However, if the idea of a
leveling overhaul interests you, hold off on downloading this for now and keep
reading.

3) Don't like vanilla leveling for whatever reason? Can't resist the urge to
minmax, so you want to remove the temptation? You might consider one of the
following mods. Use ONLY one.
>Galsiah's Character Development Lean 2.04a (http://wolflore.net/viewtopic.php?
f=22&t=1116) - Tribunal or Bloodmoon is required. Not compatible with State Based
HP, it has its own system.
>Automatic Leveling v0.4 (http://forums.bethsoft.com/topic/1533992-rel-automatic-
leveling/) - Requires the latest version of MWSE (which itself requires the beta
version of MGE XE), there's a link to the newest version in the post. A much more
modern mod, but it's still a WIP. This mod includes it's own health calculating
function, so you don't need State-Based HP. But you can turn off this mod's health
function and use it anyway if you want.

In the case of the two versions of GCD, you need to make sure you didn't activate
the skill/attribute uncapper patches in MCP. Also, you might want to turn off GCD's
Magicka regen system because it's pretty laggy. You can do so by going into your
console (`) and typing Set VgGCDMagickaOn to 0. Magicka regen mods will be listed
below, use one of those instead. In addition to activating the GCD .esp of your
choice, you might also consider activating Better Balanced Birthsigns and the
Potion Fix with it. You can find out what those do in the file 3GCDReadmeFirst.

4) Are you used to newer Bethesda games where you swing your weapon and hit the
enemy without miss chance? Is Morrowind absolutely ruined for you if your attacks
miss when it clearly looks like they should hit? Try this.
(http://forums.bethsoft.com/topic/1513002-rel-oblivion-like-combat-tweaks-part-of-
men-project/)
*Disclaimer: I haven't tried this. But reading through the forum thread, it seems
like a solid mod.

5) Want to be a wizard? Here are some mods you might like.


>Mastering Magicka (http://www.nexusmods.com/morrowind/mods/42269/?) - This mod is
a complete overhaul of the magic system. You should read the mod page to learn
more. If you think this mod does a little too much and want to pick and choose for
yourself, keep reading.
>Fair Magicka Regen (http://www.nexusmods.com/morrowind/mods/39350/?)
>Raym's Simple Mana Regeneration (http://www.wolflore.net/viewtopic.php?
f=108&t=1553.) - Use either this OR Fair Magicka Regen, not both. The difference
between them is that Fair Magicka Regen is percent based, while Raym's is simpler
and lighter on CPU/scripting. Don't use this OR Fair Magicka Regen if you're using
Mastering Magicka.
>Spell Cast Reduction (http://mw.modhistory.com/download-37-1406) - Another feature
already included in Mastering Magicka.
>Melian's Teleport Mod (http://mw.modhistory.com/download-21-6360) - Not only for
wizards, this mod makes travelling around Vvardenfell a breeze by allowing you to
have unlimited Mark locations.

6) Do you want to travel with a companion (or two)? Then here is, hands down, the
best Morrowind companion mod: Julan, Ashlander Companion.
(http://lovkullen.net/Emma/Kateri.htm) You might also be interested in this
(http://www.nexusmods.com/morrowind/mods/42780/?) to give Julan plus some other
characters the fully red Dunmer eyes. There are some other companion mods for
Morrowind, but none with the sheer amount of dialogue (or a quest directly tied to
the main plot) as Julan.

7) Want harder dungeons?


>Darknut's Greater Dwemer Ruins versions 1.1
(http://www.nexusmods.com/morrowind/mods/43544/?) - A widely used and recommended
overhaul of the Red Mountain citadels. It was mentioned in Knots' guide. It's
incompatible with most anything that changes any of the final dunmer strongholds.
Unfortunately, most of the compatibility patches for it only work with 1.0, which
can be found here (http://mw.modhistory.com/download-98-11646).
>Sotha Sil Expanded (http://www.nexusmods.com/morrowind/mods/42347/?) - Trainwiz's
epic mod that completely overhauls the final dungeon of the Tribunal expansion.
Conflicts with anything changing Tribunal's final dungeon. Less Generic Tribunal
MIGHT be fine, as I can't find anything saying otherwise, but I haven't made it far
enough in the Tribunal story to test it with the newest version of LG Tribunal.

8) Want a mod that gives your character needs?


>Necessities of Morrowind (http://mw.modhistory.com/download-53-12114) - For a long
time, NoM was the only needs mod Morrowind had. NoM has several compatibility
patches with various mods as a result. Seeing as it actually adds quite a bit to
the world with food stalls, restaurants, wells, etc., if you plan to use NoM you
should keep compatibility in mind. Alternatively, you could use the new mod The
Bare Necessities instead, which strips out a lot of things NoM added (world
changes, new items, cooking system) while keeping hunger, thirst and the need for
sleep. You can find it here (http://www.nexusmods.com/morrowind/mods/43365/?).

9) Want kids in your game?


>Children of Morrowind (http://lovkullen.net/Emma/kids.htm) - If you want kids, or
to play a teenager, in Morrowind, this mod is your only option. Because this mod
adds NPCs and items to settlements all over Vvardenfell, you should keep an eye out
for any compatibility patches if you use this mod. And one last thing, CoM was
designed in a way to keep the children of the mod safe, meaning if you attack them,
they'll teleport away before you can hurt them. This was a design decision on
Emma's part, so if you don't like invincible kids, don't download the mod.

10) Want mods to add atmosphere or to give you a more immersive experience?
>Mountainous Red Mountain (http://www.nexusmods.com/morrowind/mods/42125/?) - Makes
Red Mountain much bigger, at the cost of breaking compatibility with any mod
centered in and around Red Mountain. It's popular enough that there are
compatibility patches for most popular mods. I believe there's a patch for Julan
and another patch for Greater Dwemer Ruins 1.0.
>Gondoliers (http://www.nexusmods.com/morrowind/mods/43291/?), Boats
(http://www.nexusmods.com/morrowind/mods/42270/?), Silt Striders
(http://www.nexusmods.com/morrowind/mods/42267/?). All by abot. Travel in real time
instead of instantaneously!
>Where are all birds going (http://www.nexusmods.com/morrowind/mods/43128/?) and
Water Life (http://www.nexusmods.com/morrowind/mods/42417/?), by the same wonderful
guy who made the above mods, adds birds and aquatic creatures to Morrowind.
>Animated Morrowind (http://www.nexusmods.com/morrowind/mods/43960/?) - Adds NPCs
to the game with new and unique animations to make the world feel more alive.
>Starfire's NPC Additions (http://mw.modhistory.com/download-90-13583) - Adds a ton
more generic NPCs to the world to make it feel more lively, with a lot less
'getting destroyed by a high level vampire on the road to Pelagiad in the fucking
DAYLIGHT' than Morrowind Comes Alive had. (I'm not bitter or anything.)

11) Are you an aspiring member of House Telvanni? The following mods might interest
you, and as a bonus, they can all be used together.
>Uvirith's Legacy (http://download.fliggerty.com/download-35-884) - A major revamp
of Tel Uvirith, your stronghold if you join and advance in House Telvanni. Make
sure to use the RoHT addon from the addons folder if you plan to use Rise of House
Telvanni (see below).
>Building Up Uvirith's Legacy (http://mw.modhistory.com/download-47-11851) - This
mod is a major revamp of Uvirith's Grave, which is the area surrounding Tel
Uvirith. If you plan to use Uvirith's Legacy, this is the version of BuUG you
should use.
>Rise of House Telvanni (http://mw.modhistory.com/download-21-10664) - Further
expands the Telvanni questline in a major way. Be warned there are some... special
characters included in this. Do NOT get the compatibility addon! It's very out of
date, use the one from Uvirith's Legacy instead!

*Q: What if I plan to join House Hlaalu or Redoran instead of Telvanni?


*A: If you plan to join House Redoran, you're in luck: you've already downloaded
and installed the best major overhaul for Redoran around if you've followed this
guide to the letter, and that would be the LGNPC suite. The LGNPC mods cover the
entirety of House Redoran at this point in time, and a lot of their holdings,
making a House Redoran playthrough a lot of fun. Also, the new mod Bal Isra Rising
(http://www.nexusmods.com/morrowind/mods/44329/?) overhauls the Redoran player
stronghold. At this time it looks like it MIGHT have some compatibility issues with
LGNPC Indarys. If you want to be totally safe, you could play the mod without LGNPC
Indarys activated, or you could wait for a compatibility patch from the mod author.
If you want to use both, it sounds like the worst case scenario is that you might
have to use the console to go to the old version of Indarys Manor to talk to NPCs
inside it for new dialogue.

If you're going to join House Hlaalu... well, unfortunately, at this time, there
really is nothing I can recommend. There are a few mods that revamp Rethan Manor,
but nothing really spectacular stands out. House Hlaalu is still a very vanilla
experience.

11) Annoyed with how quickly vanilla torches go out? While you're at it, want them
to put out more light? What about lanterns and candles? Try out True Skyrimized
Torches (http://www.nexusmods.com/morrowind/mods/43192/?).

12) Do you feel like you don't get enough benefits from being in a guild? Do you
want more perks from joining the Temple or the Cult? Want to boss around your
underlings after you become the Head of a House? You might like Antares' Big Mod
(http://mw.modhistory.com/download-26-15472).

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