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I haven't played it in a while and I'm getting the itch. I might start from scratch, but I wanna seek the wisdom of somebody that's already got a modlist/overhaul that they've tested and know works.

I haven't played it in a while and I'm getting the itch. I might start from scratch, but I wanna seek the wisdom of somebody that's already got a modlist/overhaul that they've tested and know works.

(post is archived)

[–] 3 pts

Haven’t played it in forever but I’m leaving this comment to tell you that modding it is extremely easy and the nexus has developed tools to make it impossible to screw up.

You should be prepared to say goodbye to your family and friends, though, because you’ll be looking at at least 500 hours of fun once you’re all set.

[–] 1 pt

I've modded it in the past, but when I went down the "extremely easy" path with MGSO but autists were screeching about it despite nothing really being wrong with it. Maybe there's better ways of going about it.

[–] 1 pt

Like milky said morrowind nexus is the way to go. Also check out skywind it's a huge overhaul of morrowind it's pretty cool

[–] 0 pt

One of the reasons why I haven't been modding non-Steam-workshop games is that the last time I modded a game with Nexus Mods I ended up saying "fuck it" and doing it manually because Nexus Mod Manager has been replaced with Vortex, which is the most overcomplicated non-functional tat I've ever seen in the world of modding. It's one of those programs that tries so hard to be user-friendly it becomes not-user-friendly.

Also, Skyrim blows. Oblivion is a better thing to mix with Morrowind.

[–] 1 pt

Don't use the nexus crap just add them manually it's pretty simple

[–] 1 pt

That's what I'd probably end up doing. I'll probably find an installation method that works and make a notepad document reminding myself how I did it. With backups, of course.

[–] 0 pt

You can use Mod Organizer with Nexus Mods, but I don't know if it supports Morrowind (probably does).

[–] 0 pt

I might try that instead of doing it manually.

[–] 0 pt
[–] 1 pt

OpenMW sounds like it'll be a pretty dope thing to try out.

[–] 0 pt

I used TES construction to make a merchant who buys everything and has large amounts of money put him in Seyda Neen lol that was years ago.

[–] [deleted] 0 pt (edited )

Yes, I have a good deal of Morrowind modding experience. Best game ever. The MSGO is the quickest and easiest compilation to use, but it's still a bitch to set up and uses a shady installer. You will need to probably update the graphics extender since the one it uses is outdated. Do that AFTER initial full install, ditto with the Unofficial Code Patch that came bundled with it.

You will probably need to generate the distant land meshes several times to tweak for a proper balance of eye candy and performance through trial and error; need to find workable distance settings for your PC. It comes at a hefty hardware tax- needs good GPU and CPU.

The mods break some access point links (doors), and a few models get borked. You will need to fix those manually in the construction set whenever you come across one. Fortunately, they're rare. Off the top of my head, I can only remember a door to a tower in Suran and a table in Mournhold being broken. I think there's a corrupted shirt as well, so the game will crash if a nearby NPC happens to be wearing it. These are easy enough to fix- just look into the crash logs for any of these, find the culprit (usually a bad .BSA), rip the stock one from the the game disc or download a fixed version, then replace it.

With distant land, player object-oriented landscape changes such as the Shrine of Boethiah, Ghost Fence, the Great House fortresses that you build, and the town you build in Solstheim will not render their current states at distance unless you add the meshes to the distant land generator manually. I forget the exact details on how that was done, but it involved creating an exceptions list with proper state flags, importing that list into the distant land generator, regenerating your meshes again, then checking to see if it worked and what, if anything else needed to be checked, and regenerated again until right. It's profoundly annoying if you're anal about visual inconsistencies and pop in. Thankfully, there are few places/things in game where this applies.

I also added some quality of life mods such as a Mark/Recall mod that allows up to ten fast travel locations, and a mod that allows you to join all three Great Houses. You may also want the official Bethesda mods: Fort Firemoth, Archery Effects, and the Master Propylon Index.

For shits and giggles, I was working on creating a "pocket dimension" mod that lets you throw a trapdoor on any ground surface to dump spoils in, then roll it up and stuff it back in your inventory. If I ever find time, I might finish it since it was mostly functional and needed just a few scripting tweaks.

As for OpenMW: Don't bother. The engine is fantastic and leagues more optimized than the official, but it is incompatible with virtually every major mod. It's good for an ugly vanilla experience and that's it.

[–] 0 pt

Might as well just pick up where I left off, then, 'cause I was using MGSO.