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Is there a complete/modern Morrowind Mod Guide?


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#16 bakunomatic

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Posted 25 February 2017 - 01:29 PM

Late to the party, but I want to chime in with an endorsement for Wrye Mash as a mod manager for non-OpenMW setups. Wrye Mash Standalone is a bit limited compared to later iterations since you can't drag and drop mods to change load order--you have to manually enter the LO number. Minor grievance!

 

I've logged ~130 hours into my current (very heavily modded) Morrowind playthrough, which is based off the guide here on STEP. There are some minor compatibility issues with the guide (mostly armor/better bodies related), but nothing major. It's a pretty light-weight guide and everything works great.

 

I used the STEP forum guide as a base, but integrated mods from these mod lists/guides here:
 

An Alternative to MGSO: This guide bills itself as a comprehensive overhaul guide that does everything MGSO does and better. Lists all the original mods, or better alternatives. I highly recommend it. It also includes a few optional fixes for Vurt's grass overhauls (floating grass, grass on roads). Lots of overlap with the STEP guide, but lots more texture/mesh replacers and

 

GeeTee's Guide: A Steam community guide that uses MGSO as a base. I don't recommend MGSO, but there are some great mods to pick and choose from.

 

Tomorrowind: A hybrid list/guide that includes a lot of the classic Morrowind mods that live on MW Modding History or Fliggerty's.

 

So far the only issues I've had with my build are some minor typos. Everything works smoothly. Other mods I highly recommend: Weapon Rotate, the White Wolf of Lokken, Julan Ashlander Companion. Kateri's and Emma's mods use Westley's heads, so there are neck/body issues when playing with MacKom's heads. Lastly, I recommend using the lean version of Galsiah's Character Development. I've played with the original, and the lean version throws up far fewer errors--almost never. If you don't adjust your LO too much after starting a game, you won't have any problems.

 

The biggest issue is actually MacKom's Races Redone and missing neck textures with full-face helmets. The list of affected helmets is pretty small, but I'm a Blender/NifSkope newbie so it's taking me a while to get around to making a personal patch.

 

I think there would be real value in updating the STEP forum guide or creating a new one based off Neovalen's Skyrim template. There are a lot of poorly-packaged Morrowind mods, and without an xEdit tool it felt like going back to square one. 


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#17 Enkida

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Posted 17 April 2017 - 05:05 AM

Woo!  I got a new graphics card!  And so I am re-installing MW again, with higher quality texture mods this time around.  To that effect, I wanted to point out that someone updated the pastebin guide in February of 2017.  It only has minor changes from what's listed here already, but that includes at least one bugfix that isn't mentioned in the original 2016 GuideAnon version.

 

Link: Cynderal Edition 2017

https://pastebin.com/print/B8SqRJtH


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#18 Enkida

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Posted 17 April 2017 - 07:37 AM

Ah, one more link I forgot to include, danjb's Morrowind Today guide.  I'm listing that here because although it's not well known, it has links to some little known old mods that still contain pertinent fixes (Enough is Not Enough, Potion Sorter, Named Keys, etc).

 

Morrowind Today

http://danjb.com/blo...rrowind_today_1

 

Also, just in case a lot of people pass this by without realizing it, the most recent Morrowind Code Patch is version 2.3, and can be found here, which is coincidentally the same place you can download the lastest beta version of MGE XE.  MCP v2.3 INCLUDES THE 4GB PATCH.  So you can cut that step out if you use this one.

 

MCP Skunkworks

http://www.nexusmods...nd/mods/26348/?

 

Edit: more assorted basic installation notes, and eh, at this point I'm thinking maybe I should just publish my self made guide somewhere, but:

 

- If you're one of those people who wants to use GOTY Script Tidy but also Script Improvements at the same time, be sure to install the MINIMAL .esm version of GOTY Script Tidy (GOTYMinImpactSomeMPP.esm).  Then choose the .esp version of Script Improvements, and Script Improvements will override GOTY Script Tidy where necessary, et voila, they'll work together.

 

- Be sure to look at PeterBitt's profile page on the Nexus; this guy is continuously releasing new, small, well-thought-out and safe/clean bugfixes and improvements to Morrowind that many of the guides overlook.  So far only the pastebin ones have mentioned his stuff, and even those are out of date.  Of particular note are his nix hound fix, blighted creatures redone fix, the small mod suite, the cleaned up UI, signposts, and so forth and so on.

 

- Skyrim's most recent version of Ordenador is also good for use with texture packs from older Morrowind Mods - even if you don't need to compress anything, it can generate mipmaps for textures that didn't include them, which can theoretically make some things look better / run smoother.  So if you want to go that extra mile, Ordenador does still work with Morrowind.

 

I think that's it for now.  Hope it helps!


Edited by Enkida, 17 April 2017 - 07:45 AM.

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#19 Enkida

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Posted 22 April 2017 - 02:36 PM

Another couple of big updates on the Morrowind 2017 modding scene, carried over from the Bethesda forums, which apparently are going to be shutting down in a few days, which sucks a big duck(cough).

 

1.  Darknut is active again and going to try to update his Greater Dwemer Ruins to version 2.0.  This is mainly because one of the beta bugfixes on the latest Morrowind Code Patch breaks the last released version of GDR.  Just for anyone unable to find this info themselves, the MCP fix in question is the "Cellchanged" fix.  Darknut himself has said it's his mod that's broken and not a wonky code patch option, as an aside.

 

2.  Vurt is active again and is going to be updating one of his mods.  I believe he said he's going to update his Ascadian Isles tree mod, and if he has time, look into updating the Ashlands vanilla style trees.  So that may be something to keep tabs on, as this guy is pretty much the primary landscaper / forester of Morrowind.

 

3. Abot is actively working on fixing and providing compatibiilty patches to Tomb of the Snow Prince and a bevy of related mods (such as Graphic Herbalism, Needs of Morrowind, Children of Morrowind, etc).  You can find the project details here:

http://abitoftaste.a...morrowind/sopp/

 

At the time of this posting, it was updated as recently as 2 days ago, so this is also something to keep an eye on.

 

4.  Last but not least, there was a new guide to modding Morrowind posted on reddit recently.  The author is actively updating it with suggestions from other people and it links to many of the main guides listed here, so take a gander:

https://docs.google....3LYRnucN_c/edit

 

cheers


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#20 bYt3M3

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Posted 13 May 2017 - 07:55 PM

Another couple of big updates on the Morrowind 2017 modding scene, carried over from the Bethesda forums, which apparently are going to be shutting down in a few days, which sucks a big duck(cough).

 

1.  Darknut is active again and going to try to update his Greater Dwemer Ruins to version 2.0.  This is mainly because one of the beta bugfixes on the latest Morrowind Code Patch breaks the last released version of GDR.  Just for anyone unable to find this info themselves, the MCP fix in question is the "Cellchanged" fix.  Darknut himself has said it's his mod that's broken and not a wonky code patch option, as an aside.

 

2.  Vurt is active again and is going to be updating one of his mods.  I believe he said he's going to update his Ascadian Isles tree mod, and if he has time, look into updating the Ashlands vanilla style trees.  So that may be something to keep tabs on, as this guy is pretty much the primary landscaper / forester of Morrowind.

 

3. Abot is actively working on fixing and providing compatibiilty patches to Tomb of the Snow Prince and a bevy of related mods (such as Graphic Herbalism, Needs of Morrowind, Children of Morrowind, etc).  You can find the project details here:

http://abitoftaste.a...morrowind/sopp/

 

At the time of this posting, it was updated as recently as 2 days ago, so this is also something to keep an eye on.

 

4.  Last but not least, there was a new guide to modding Morrowind posted on reddit recently.  The author is actively updating it with suggestions from other people and it links to many of the main guides listed here, so take a gander:

https://docs.google....3LYRnucN_c/edit

 

cheers

Thank you for all the information! This is how I'm going to be spending my weekend modding and playing Morrowind.

Going to spend a few hours going through all these guides picking the one for me first.


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