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Morrowind mods

Nov 19th, 2015
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  1. ==================================
  2. =/ Mod managing /=
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  5. Mlox. Automatically sets mod load orders to (hopefully) prevent conflicts. Link: https://code.google.com/p/mlox/wiki/Mlox
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  7. Wyre Mash. Another mod managing tool, you should use it when activating/deactivating various mods. It can be very handy hunting down peculiarities and errors. Also has some functionality regarding keeping saved games intact when altering mod configurations. Link: http://www.uesp.net/wiki/Tes3Mod:Wrye_Mash
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  10. =/ Bugfixes /=
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  13. Morrowind Code Patch. Patches the Morrowind executable to fix a number of engine bugs. It also allows you to select from a handful of tweaks and I wholly recommend applying them liberally. Link: http://www.nexusmods.com/morrowind/mods/19510/?
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  15. Morrowind Patch Project. Patches the game content and official expansions to fix a shitload of bugs. Link: http://www.uesp.net/wiki/Tes3Mod:Morrowind_Patch_Project
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  18. =/ Gameplay changes/additions /=
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  21. The official expansions. There are a total of 8 minor official additions. Careful with Master Index, there's an unofficial patch going around to fix a clunky interaction with Bloodmoon iirc. Link: http://www.elderscrolls.com/morrowind/expansions/
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  23. Less Generic NPCs. Gives the NPCs in Morrowind more things to talk about, gives them more unique personalities, and adds a bunch of quests to go along with it. Link: http://lgnpc.org/ Unofficial, recommended additions: http://www.nexusmods.com/morrowind/mods/23346/? http://www.nexusmods.com/morrowind/mods/23363/? http://www.nexusmods.com/morrowind/mods/23335/?
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  25. Service Requirements. It slightly reworks how some guild/faction privileges are gained and I personally think it's a huge improvement. Link: http://www.nexusmods.com/morrowind/mods/6036/?
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  27. Antares' Big and Little Mods. Big Mod adds some really cool functionality mostly related to guild/faction members. Small Mods are a bunch of minor changes that can breathe new life into some areas of the game. Links: http://arcimaestroantares.webs.com/antaresbigmod.htm http://arcimaestroantares.webs.com/antareslittlemods.htm
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  29. Random Passive Cliff Racers. Adjusts the most infamously irritating enemy in the game so that not all instances are hostile by default. Link: http://www.gamefront.com/files/7646766/Random_Passive_Cliff_Racers_v1_0
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  31. I'm limiting myself to the most important stuff here, if you're feeling adventurous I very much recommend looking for more gameplay tweaks that you feel will make the game more fun for you. I DON'T recommend using mods that change how leveling and stats work - that part of the game might seem unintuitive at first but it actually works very well. So here's a few mod lists: http://forums.bethsoft.com/topic/1060141-mod-recommendations-for-new-players/ http://wiki.tesnexus.com/index.php/Recommended_mods_Morrowind http://www.mwmythicmods.com/telesphoros.htm
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  34. =/ Graphics /=
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  37. MGE XE. Adds a lot of options for graphics changes like shaders and larger drawing distances. It can really take a toll on performance, though, and I suggest keeping the changes limited. (I use it only to fix the aspect ratio since widescreen isn't supported natively by Morrowind.) If you use it you'll probably have to disable the Steam overlay to avoid some bugs. Link: http://www.uesp.net/wiki/Tes3Mod:Graphics_Extender
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  39. And lastly, Morrowind's graphics have not aged very well. If they're bothering you, here's a list of mods. Personally, in terms of graphics, I've installed only a mod called Westly's Pluginless Head and Hair Replacer, and Better Dialog Font. Link: http://forums.bethsoft.com/topic/1103737-add-to-the-list-of-needed-graphics-mods/?p=16150079&fromsearch=1#entry16150079
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