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house95: great games, but very hards for me
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spindown: Do we have another rep abuser? I've seen several of your posts today which are all high rated, just like this one.
Does look suspicious doesn't it.

Prepare to downrep!

Preparing to downrep.

Downrep!
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Roman5: This thread pleases Roman
Since you are just Morrowind fan I have to ask, what would you recommend? :)
Only mods I use for Morrowind are widescreen and the unofficial patch. Game is perfect as it is dammit... PERFECT!
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Roman5: This thread pleases Roman
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Detlik: Since you are just Morrowind fan I have to ask, what would you recommend? :)
My honest advice for you would be this:

If you are new and unfamiliar with the game then avoid mods, except for Maybe a journal mod since the game has a pretty bad Quest/Journal system and if you get a lot of quests it can be hard to keep a track of all of them

Apart from that...just experience the game in Vanilla form (GOTY edition that is) Explore the world, appreciate the lore and just take your time with the game

After you are done with that, go crazy with the mods

Graphical mods to make the game look better than Oblivion
HD and Widescreen mods
Mods that enhance the look of Characters/NPC's etc
Texture mods
And all other 10 Bazillion mods that add replayability

Enjoy
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house95: great games, but very hards for me
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spindown: Do we have another rep abuser? I've seen several of your posts today which are all high rated, just like this one.
I've seen the same thing
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Post edited November 09, 2011 by Roman5
Morrowind has lots of content in the base game already, and also has tons of mods (about 15,000 in my library, which should be fairly complete). Therefore, no matter which kind of mod one's looking for, there's a good chance that it does exist. It also means that everyone asking for advice about mods will receive dozens of totally different answers, reflecting the personal preferences of the respective players.

Taking this into account, my advice to new players is this:

First, install the game (GotY version, which includes the two expansions - they add content, improve usability, and lots of mods need them to work), and only two mods: The Unofficial Code Patch by Hrnchamd, and the Unofficial Patch Project. Both mods correct bugs (and the former offers some optional tweaks as well), but they don't change anything else.

Then, start playing a bit. Take some hours to experiment with the game, try out different characters, do some battles and quests. Take note of the things you like and don't like.

Then, look or ask for mods that match your preferences. Common picks are:

- Graphics mods, like Better Bodies, or one of many head replacers. Bethesda's original models and textures were very crude. Most people think of these mods as essential improvements.

- MGE (Morrowind Graphics Extender), which extends the view distance up to infinity if your hardware can handle it. It's also seen as essential by many players, though some prefer the original short/foggy view distance as more atmospheric. Personally, I wouldn't play without MGE and for me, the increased view distance adds much more to the atmosphere than distracting from it. But as can be seen in this thread, there are people who feel different.

- Forestation mods (which add lots of trees to the exteriors) have also become very popular. They make Morrowind a much more beautiful place, though some people (myself included) believe that Morrowind was meant to be gritty and exotic (it has some giant mushrooms as stand-ins for trees) rather than beautiful. Again, different strokes for different folks.

- Dialogue mods: LGNPC project gives each NPC a unique personality, and adds lots of dialogue and some quests. Fits very well in Morrowind's original atmosphere. Recommended by many (myself included), though there are also players who don't regard dialogue as important anyway.

- There are mods that improve the game's combat, though personally I wouldn't recommend them, as the main mods (Morrowind Enhanced) is known to cause stability problems for many players. Still, combat is one of Morrowind's weak spots, so this mod is worth a shot if the combat is perceived as a deal breaker otherwise.

There are also many, many mods that add new quests (several of them sporting an amount of content that rivals those of the official expansions), new challenges (more powerful creatures, or changes to the game rules that make the game harder), new objects (weapons, armor sets, magical items, crafting mods ...), NPC/companion mods, or player-owned houses (something that most players felt was lacking in the original game). However, none of these mods will be crucial for a beginner. The game has a lot of content even without these additions, and for a beginner it might even be challenging. In most cases you can add these mods later if you want to.

In short, my recommendation is: Experience the original game (plus a few bugfixes) first. Afterwards you'll know much better which kind of mods you want (and which you won't need). Then, ask specifically for mods that improve the aspects of the game that have turned out to be important for you. This will help creating a mod setup that matches your personal preferences, as opposed to having a setup that matches the preferences of someone else (which you will get when asking for mods without knowing what you're looking for).
One of my fondest memories in my entire history of gaming was when I broke into the secret library in the Temple in Vivec and learned the truth! THE TRUTH ABOUT THE UNIVERSE! My face looked like this.
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When I played Morrowind it was important for me to keep the world as close to original as it possible. So I didn't use much mods. Some mods are definitely a must-have though. Here's the short list:
- Official mods (Bitter Coast Sounds, Adamantium Armor, Helm Of Tohan, LeFemm Armor, Area Effect Arrows, Siege At Firemoth, Master Index, Entertainers)
- Fixes (General Fix Mod aka GFM, Ring Texture Fix etc)
- Graphic enhancers for better looking (Morrowind Visual Pack is very good one; also Windows Glow and Flora Glow)
- Other (I didn't use them much but I would advise Armor Mannequin)

You can also try Morrowind Advanced by Gary Noonan.
Post edited November 10, 2011 by veryblackraven
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OctopusMan: Also, I'd especially warn against using the program to expand the viewing range. If you can see many times further ahead than you were meant to you it:

1: Takes away a lot of the joy and mystique of exploring in the game. Also, fog is beautiful.

2: Makes the game look a lot of uglier, it wasn't meant to be viewed this way and it shows.
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AlexY: I am going to sound terribly, gruesomely dickish, but what the hell are you talking about? The difference is amazing! Vivec actually looks intimidating and the Bitter Coast is gorgeously lush. And the way it all naturally blurs and fades away, and how you don't see anything during an ashstorm/blizzard with the exponential fog, it feels better than vanilla Oblivion and its distant land!
I'm inclined to agree. The world feels bigger and more beautiful with the improved viewing distance. As an added bonus, removing the fog also means you spend less time getting lost, which can lead to a fair amount of frustration in the vanilla game.
Here are what I consider the two essential fixes: Morrowind Patch Project and Morrowind Code Patch.
I'd recommend getting the GCD mod on top of the graphical ones. The GCD mod does away with the crappy (but still better than Oblivion) levelling system and replaces it with something altogether more natural. It's a bit tougher at first, mind.
I'd go with the unmodded consensus here: I've poured over 100+ hours into Morrowind + Expansions and have had an absolute blast.
As Roman5 mentioned, the quest log is easily broken so you might want to get a mod for that (though personally, I never did and found it fine just like that).

I reinstalled the game around last New Year's last year and tried MGE. I found it rubbish and was dying to get back to an unmodded state. Sure, it contains some decent mods but it also contains a lot of horse shit.
Since you haven't played the game yet, I'd recommend leaving it unmodded.

But then again, it's not like you're going to play it anyway.
This is probably a good baseline, just enough to spice up the game's visual appeal without detracting much from the vanilla feel and experience:

Morrowind Graphics Extender or MGE (sometimes *necessary* on newer systems because it offers vsync, which stops screen tearing; it also offers "distant land" view as in Oblivion)

Morrowind Code Patch or MCP (fixes mod loader to avoid save game corruption, etc; just uncheck any gameplay tweaks if you want the vanilla experience)

Better Bodies
New Beast Bodies
Better Clothes
Hurdy Gurdy Robe Replacer
Better Heads

Vibrant Morrowind (no Vibrant Trees)
Apel's Ascadian Isle Retex (apply over Vibrant Morrowind)
Sail Cloth Retexture SCR
Crimson soul Realistic Dark Stone Imperial Texture Replacer

There's a lot more that can be done, of course, and much of it is subject to personal preference, but these might be a good start if you want a mostly vanilla experience but the default game seems too visually dated for you.

EDIT: Forgot Imperial retex. :-)
Post edited November 12, 2011 by ddmuse
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Psyringe: Morrowind has lots of content in the base game already, and also has tons of mods (about 15,000 in my library, which should be fairly complete). Therefore, no matter which kind of mod one's looking for, there's a good chance that it does exist. It also means that everyone asking for advice about mods will receive dozens of totally different answers, reflecting the personal preferences of the respective players.

Taking this into account, my advice to new players is this:

First, install the game (GotY version, which includes the two expansions - they add content, improve usability, and lots of mods need them to work), and only two mods: The Unofficial Code Patch by Hrnchamd, and the Unofficial Patch Project. Both mods correct bugs (and the former offers some optional tweaks as well), but they don't change anything else.

Then, start playing a bit. Take some hours to experiment with the game, try out different characters, do some battles and quests. Take note of the things you like and don't like.

Then, look or ask for mods that match your preferences. Common picks are:

- Graphics mods, like Better Bodies, or one of many head replacers. Bethesda's original models and textures were very crude. Most people think of these mods as essential improvements.

- MGE (Morrowind Graphics Extender), which extends the view distance up to infinity if your hardware can handle it. It's also seen as essential by many players, though some prefer the original short/foggy view distance as more atmospheric. Personally, I wouldn't play without MGE and for me, the increased view distance adds much more to the atmosphere than distracting from it. But as can be seen in this thread, there are people who feel different.

- Forestation mods (which add lots of trees to the exteriors) have also become very popular. They make Morrowind a much more beautiful place, though some people (myself included) believe that Morrowind was meant to be gritty and exotic (it has some giant mushrooms as stand-ins for trees) rather than beautiful. Again, different strokes for different folks.

- Dialogue mods: LGNPC project gives each NPC a unique personality, and adds lots of dialogue and some quests. Fits very well in Morrowind's original atmosphere. Recommended by many (myself included), though there are also players who don't regard dialogue as important anyway.

- There are mods that improve the game's combat, though personally I wouldn't recommend them, as the main mods (Morrowind Enhanced) is known to cause stability problems for many players. Still, combat is one of Morrowind's weak spots, so this mod is worth a shot if the combat is perceived as a deal breaker otherwise.

There are also many, many mods that add new quests (several of them sporting an amount of content that rivals those of the official expansions), new challenges (more powerful creatures, or changes to the game rules that make the game harder), new objects (weapons, armor sets, magical items, crafting mods ...), NPC/companion mods, or player-owned houses (something that most players felt was lacking in the original game). However, none of these mods will be crucial for a beginner. The game has a lot of content even without these additions, and for a beginner it might even be challenging. In most cases you can add these mods later if you want to.

In short, my recommendation is: Experience the original game (plus a few bugfixes) first. Afterwards you'll know much better which kind of mods you want (and which you won't need). Then, ask specifically for mods that improve the aspects of the game that have turned out to be important for you. This will help creating a mod setup that matches your personal preferences, as opposed to having a setup that matches the preferences of someone else (which you will get when asking for mods without knowing what you're looking for).
Are you the 'Psyringe' that did some of the great Morrowind Mods? If so i just want to say thanks, people like yourself(and all the other great Morrowind Modders, Emma, Grumpy, Wrye etc) really inspired me to build my Massively Modded Morrowind game, and i still play it to this day and have hardly scratched the surface(It is so massive!). Awesome work by all you guys :)

And i agree it best to start out with the original game + those base fan patch fixes, this also gives the advantage of fully seeing just how much the various mods ended up improving the whole game. And start small when modding, then slowly build it up over time. I run about 240 mods currently using Wyre Mash, that took about a year to build up!
Post edited November 12, 2011 by ThorChild
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ThorChild: Are you the 'Psyringe' that did some of the great Morrowind Mods? If so i just want to say thanks, people like yourself(and all the other great Morrowind Modders, Emma, Grumpy, Wrye etc) really inspired me to build my Massively Modded Morrowind game, and i still play it to this day and have hardly scratched the surface. Awesome work by all you guys :)
I actually didn't create any Morrowind mods (yet ;) ), but I was quite active on the official forums, and often provided suggestions or technical help, so I'm probably the guy you remember. :)