GHF's Top 100 Favorite Morrowind Mods of All Time

Post » Tue Jun 14, 2011 8:58 pm

*FARRP >.>

The Poster had asked about FAP (Fliggerty's Armor Project), though FARRP (Farrp's Weapon Compilation v2) is definitely on-topic here as well. :)
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Deon Knight
 
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Post » Wed Jun 15, 2011 7:06 am

The Poster had asked about FAP (Fliggerty's Armor Project), though FARRP (Farrp's Weapon Compilation v2) is definitely on-topic here as well. :)


Oh.

See, I just pointed it out because Fliggerty's Armor Project is not the first thing I think of when I hear "Fap" >.>
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cassy
 
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Post » Tue Jun 14, 2011 10:38 pm

I was thinking along the same lines as BTB...

"FAP FAP FAP FAP FAP"
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Cat Haines
 
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Post » Wed Jun 15, 2011 5:11 am

Reminds me of one of my favorite quotes from Chazz of Blades from several years ago:

Fligg, only you could have gotten away with naming a mod "fap."

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Ash
 
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Post » Tue Jun 14, 2011 3:36 pm

Actually in this context, it could be short for module. I'm not trying to start an argument here, I just want to show that I am cool

^^ This. We wanted actual mods and not programs like MWSE, MGE, MCP, etc. Sure MGE makes a lot of modifications, but you still need a program to configure it. Basically we wanted things that required the CS (or MWEdit) to make, and MGE doesn't fit that criteria. Besides, it's not like there's really an alternative to it; whereas there are many alternatives to the mods we've decided on, which is why we compiled this list.
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Heather M
 
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Post » Tue Jun 14, 2011 9:34 pm

#19 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7736 by Acheron and Artimis Fowl

This is a attempt to patch together two of the most popular Tel Uvirth Stronghold mods, Uvirith's Legacy(UL) by StuporStar, and Building up Uvirith's grave(BuUG) by Mike "Acheron". I Prefer the Interior Changes made by UL, as it's the entire mod, so this modifies the BuUG plugin to conform to UL's Requirements by replacing the .esp of BuUG. this does not and cannot allow all features to remain. You WILL loose the options for a few expansions, namely:The Thone Room(already present in UL), the Jail Cells(already present in UL), The Tinker's Lab(now these services are provided by Hlendrisa Seleth), the Option to have Tela Hamme move into your alchemy nest(for obvious reasons), and the option to Advance Fast eddie to spellwright(a plugin is in the 7z that will fix this if you are not using UL).





from Kiteflyer61:
"Building up Uvirith's Legacy is a combination of Building up Uvirith's Grave and Uvirith's Legacy. These two mods were great additions, but were not compatible with each other. BUUL is, IMHO, the best Telvanni mod ever made. It adds enough content to almost fill a complete game by itself. The last time I played through it I got so busy doing all the stuff from this mod that I forgot to finish the main quest! If you haven't tried it yet, do yourself a favor and grab it. I promise you won't be sorry.

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Kanaoka
 
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Post » Tue Jun 14, 2011 8:56 pm

Genius. Can't believe I forgot about (BU)UL. I actually have only used UL so far but I'll get BUUL for my next playthrough.

Which reminds me: I'm hoping to see Rise of House Telvanni on there as well! :D
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Paula Rose
 
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Post » Tue Jun 14, 2011 4:26 pm

Have you ever really looked at the rank structure at GHF? :P
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Susan
 
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Post » Tue Jun 14, 2011 4:05 pm

Fliggerty, I think Browncoat was asking more along the lines of do they work *well* together. Because BTB tries to make the game harder, but HELLUVA could unbalance it with super armors. I dunno the answer, as I haven't used HELLUVA in a while, but I too would love to know if it could be used without unbalancing everything... I also have to agree with Immersive Chargen. I was also stunned when I tried that. just fantastic :D


Yes, that's what I meant.
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Cesar Gomez
 
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Post » Tue Jun 14, 2011 9:59 pm

Have you ever really looked at the rank structure at GHF? :P

I'm not sure what you mean.
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Joie Perez
 
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Post » Tue Jun 14, 2011 10:08 pm

I'm not sure what you mean.

The structure of the members at GHF are telvanni-based. As is the structure of the staff members. (wizards, magisters, mouths, etc.)
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Emilie M
 
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Post » Wed Jun 15, 2011 7:23 am

Oh, right. :D
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Suzie Dalziel
 
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Post » Wed Jun 15, 2011 1:09 am

Made 19, i'm surprised. I hope the original mod gets somewhere up higher. There was way more work into it than for BuUL, and I don't see UL itself up there yet either. It's got to be in the top 10.
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Siidney
 
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Post » Tue Jun 14, 2011 6:17 pm

#18 http://mw.modhistory.com/download--2334 by Srikandi

This mod is intended to enrich Morrowind's alchemy system. It has the following goals:

Make the effects of the ingredients somewhat less arbitrary by adopting the principle "you are what you eat". In particular, if you consume monster products (properly prepared in potions), they will give you some of the powers of the monsters -- but they also may damage you in predictable ways.

Add new ingredients (15 in this version), and diversify the ingredients found in specific areas. Previously there was too much bonemeal in tombs, scrap metal in Dwemer ruins, Daedra hearts in Daedric ruins etc.; now there's more variety. (Note: If you've stopped checking the urns in tombs, start checking again now!)

Add new effects that couldn't previously be achieved with homemade potions. Various resistances, minor summoning, bound weapon/armor, and mark/recall spells are examples. (There are also new negative effects, of course.)

Balance things a bit more, especially for the early game. Specifically, "restore health" and "restore magicka" potions couldn't be made with ingredients which could be readily found by starting adventurers; both of these are easier now.

Prevent NPC service alchemists and apothecaries from restocking, thus preventing the player from obtaining infinite gold by continuously buying ingredients and selling potions with one NPC. This limitation is balanced by the following:

- There are more ingredients in the world
- NPCs now start with more kinds of ingredients and more of each one
- Some NPCs have respawning chests that contain rare ingredients


Addons and alternate versions here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1333
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4478

From Miserina:
I can't even imagine playing without it. Every time I install Morrowind and then spend twelve hours collecting all the mods I want, that's probably one of the first five or so. It makes the ingredients make so much more sense in a way that it's an insult to Bethesda that they didn't just make it that way in the first place. Admittedly, I can understand that they never planned for people to be able to chain Fortify Intelligence potions to break the game, but at the same time it's just so much easier to do alchemy with the mod. Combinations for common potions are so much easier to set up, and if you just go around picking up every ingredient you see for the first couple hours, you'll find that instead of three thousand useless combinations that get you stuff like "Levitation 2pts for 8 seconds" or whatever, you can actually make a ton of potions like "Restore Health 5pts for 6 seconds".


From Melchior Dahrk:
"Srikandi's Alchemy is a wonderful mod aimed not only at diversifying and realizing the ingredients adventurers may stumble across or purchase, but also tweaking the existing alchemy system. Adding new alchemical loot all over Vvardenfell such as Sapphires, Clannfear Scales, Dwemer Grease, and many more is just one aspect of this wonderful mod. Srikandi also incorporated little "fixes" for some of the existing ingredients, making their effects more useful to the aspiring alchemist; several other gameplay changess for alchemy were included as well, making alchemy a much more balanced and enjoyable trade. Certainly a mod that any player will find worth checking out!"

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Lalla Vu
 
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Post » Tue Jun 14, 2011 9:52 pm

#17 http://www.tesnexus.com/downloads/file.php?id=6006 by Neoptolemus

Adds 1000 types of NPCs to over 400 cells via leveled lists to bring Morrowind to life. All NPCs have random heads, hair, and equipment (so no two will look the same), and appear and disappear at random. This 'rotation' simulates people traveling to and from towns, and going in and out of the taverns, shops, guilds etc. The aim of the mod is to alleviate the staticness of the Morrowind world, as well as adding colour, variety, and new challenges for players.

It also includes the 150 new types of undead from my other mod, 'The Undead' plus the 21 new ash monsters from 'Minions of House Dagoth', with over a hundred new creature meshes.


From Earth Wyrm:
Initially, I entertained a good deal of scepticism towards MCA - I'd previously always appreciated that every NPC in the vanilla game was named; murmurs about an impact on FPS gave me mild concern; and good ol' fashioned fear-of-change paralysed me.
Eventually though, I bit the bullet and installed the mod out of curiosity. In doing so I discovered, inevitably, that my reluctance with regards to MCA was wrong, wrong, wrong. Even my greatest bugbear - the FPS loss - was marginal at worst and was more than adequately compensated for by the features provided.

Having installed it, the streets seemed now to be thriving with unfamiliar faces. The terrifying emptiness of the cantons of Vivec was swept away for good. The mages guild was suddenly occupied by novices and berobed figures of learning, the fighters guild had their own armoured denizens, and the thieves' hangouts were filled with rogues, fences and other ne'er-do-wells who had come to ply their trade. I had entered into a dynamic, more interesting world and I can't imagine that I shall ever wish to retreat from that - since that time that my curiosity first begged me to install it, it has not been removed from my playlist for even a single day.


From Fliggerty:
This has long been an essential for me. I believe I first used MCA v2 or so, back when everybody had mismatched pauldrons and looked rather ridiculous. But the fact was, it made the lonely streets not so lonely. I have long been an advocate of anything that randomizes the world of the Morrowind. Mods like MCA and H.E.L.L.U.V.A. ensure that every time I play the game, it is a new experience. And every time I go to Balmora, there will be different people there to interact with.

One of the fantastic things about MCA which I have always loved is the fact that it has spawned a whole series of mods. There are so many out there that do things like add names to the NPCs, add various clothing and armor, and tweak various settings or events. Very few mods out there can boast of having so many options created by so many people. It truly does encourage the idea of playing a new game every time we play this old game.

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Hairul Hafis
 
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Post » Wed Jun 15, 2011 5:33 am

no particular order

- Animated Practice Dummies

- Fligg's Slave Mod

- Give your orders

- Graphic Herbalism

- Healers

- Improved Gold Weight

- Less Lore

- Morrowind's Stupidest Criminals

- Passive Healthy Wildlife

- Regionally Known Criminals

- Sixth House

- Welcome to the Arena!

- Gondoliers

- Necessities of Morrowind

- Resource Enhanced

- Silt Striders

- Tel Scelestus

- MADMAX' s mods

- Reign of Fire: The attack of the dragons

- Rise of House Telvanni

- The Underground 2

- Of Love and Ignorance

- Inseparable Siblings

-Better Almalexia

- Better Bodies

- Book Jackets

- Particle Arrow Replacer

- Unique Finery Replacer

- Weathered Signs
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James Wilson
 
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Post » Wed Jun 15, 2011 7:28 am

#16 http://www.uesp.net/wiki/Tes3Mod:Morrowind_Patch_Project by Thepal and Quorn

The Morrowind Patch Project (MPP), formerly known as the Unofficial Morrowind Patch (UMP) by Thepal and quorn fixes almost all of the bugs and problems with Morrowind and its expansions. While the official patches by Bethesda only fixed a couple of dozen bugs, this patch fixes several hundred. The goal of this patch is to make the game completely bug-free (within the abilities of the TESCS).


From Fliggerty:
Really, what can (or needs) to be said about this that isn't immediately obvious? My first play through of Morrowind was riddled with various bugs...it really was the reason for me to start playing with the CS. Fortunately now there are literally hundreds of bugs and issue, small and large, that we no longer need to worry about!

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joseluis perez
 
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Post » Wed Jun 15, 2011 3:23 am

#15 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=771 by Cortex

Embrace NPC's converting them into vampires who can follow and fight for you. Three different ways you can embrace people:
Convince NPC's to accept the embrace through dialog, and getting them addicted to giving you blood.
Take them by force through combat using the vampire bite combat mode.
Take too much blood while using the blood drinking topic.
NPC's will talk and serve you at very high dispositions.
Take part in every quest in the game.
Persuade or charm NPC's to make them speak with you.
Convince mortal NPC's to donate blood to you.
Mortal NPC's learn to enjoy giving blood after time.
Bite people in combat and drink their blood.
Enslave victims (unwilling mortal blood donars) through combat.
Give victims a presents to your vampire NPC's to devour to raise the vampires disposition.
Create thralls (your loyal mortal servants).
Vampires and thralls can gain levels.
Fast travel safely during the daytime.
Bury your vampires to keep them safe from the sun.
Your vampire NPC's can transform into bats and wolves once you learn the spell.
Access your NPC's inventories.
Combat Strategies.
Tell you vampires to meet you at various locations around Morrorind including Mournhold.
Improved following AI so your vampires will never become stuck when following you.
Advanced teleport when you teleport.
You can choose how much npc's hate vampires in your game.
Your vampires can gain levels by feeding them victims.
Your vampires can gain levels from drinking large amounts of blood.
Your vampires and thralls can gain levels slowly over time as you level up.
Advanced teleport when you teleport.
Levitate when you levitate.
Waterwalk when you waterwalk.
The blood drinking topic offers large x 4 drinks after the first few drinks.
Victims "Travel with my servant" option allows them to travel with your vampires or thralls.
The "meet me at..." travel option now offers your clan headquarters once you have started the first clan quest.
Vampires Stay Here spell command to make all followers stay here.


From Wolf:
This is the mod ive played longer than any other mod.
This is one of my all-time-favorites, I don't even know how many hours i have on this mod, but ive never been able to be a vampire without it. Now when your a vampire you can enslave cattle, convice npcs to donate you blood if they like you, embrace people turning them into vampire followers, or make an army of thralls.

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JUan Martinez
 
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Post » Tue Jun 14, 2011 3:43 pm

Well - i keep checking this thread Flig and reminding myself these are the top mods that your forum members picked and while many of them are here regularly as well... I can't help wondering what the list would look like if a greater cross-section of those who ever played a modded Morrowind over the years would vote for?

Would mods that were around in the early days of Morrowind top the polls because more players were around then and thus were exposed to those mods?

Yet maybe players today wouldn't use those same mods and would prefer something else but seeing as their numbers are less I suspect the mods they would choose would not make the top 100.

When choosing mods i used to be influenced by how many times the mod had been downloaded - at PES i would check what mods had made it into the HOF and pick them - until i discovered that many of those mods were not what i was looking for and started putting a bit more thought into what type of game i wanted to play and what look and feel should it have for the character i wanted.

Anyway - I don't want anyone at GHF to think I'm criticizing the list - I'm just wondering if it is ever possible to measure the top 100 mods from Morrowind when some amazing works keep getting produced - I never imagined silt-striders or gondoliers could ever be scripted to carry you around in real time - but it gave me a genuine thrill to see that.
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BlackaneseB
 
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Post » Tue Jun 14, 2011 7:55 pm

Any "top 100" of Morrowind mods will only be able to capture a few of the multitude of factors that decide how much someone enjoys a mod. But that doesn't make such lists less fun. ;) I don't think that the guys and gals at GHF even tried to measure a "true" top 100, they just had fun pooling their personal opinions and were curious what the result might be. Which can be good fun. :) A "true" top 100 list would be impossible to produce anyway, for many reasons, some of them mentioned in your post.
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Katey Meyer
 
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Post » Wed Jun 15, 2011 12:24 am

#14 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2786 by abot

Where are all birds going? An attempt to bind flawed Morrowind AI to bring life to most beautiful birds.

This plugin adds to Morrowind peaceful flying creatures based on the wonderful models & textures by Lady Eternity & Proudfoot (Dragon's Breech mod), Cait Sith, Thaedyn Vyr,Kacper Kuryllo & Kagz.




From Fliggerty:
The description says this is an attempt to bring more life to Morrowind. And that it does...and very successfully. Perhaps the most magnificent aspect of this fine mod is the fact that it doesn't bring my game to a screeching halt or turn it into a slideshow. There are birds and such all over the place, every time you look around you can usually something flying away in the distance. I consider this an essential mod when it comes to immersing myself in Vvardenfell.

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Chrissie Pillinger
 
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Post » Wed Jun 15, 2011 4:10 am

#13 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5133 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7040 by The Tamriel Rebuilt Team

Map 1: Telvannis is the first part of Tamriel Rebuilt's Morrowind Province mod.

A large mod, it adds great amounts of content to the game, including:

-Over 500 exterior cells
-Over 400 interior cells
-Over 6500 dialogue entries
-Over 950 NPCs
-Over 25 new creatures
-Over 250 new pieces of equipment
-Over 100 quests

This is a beta release, so not every quest that the final version will have is in it. This is, however, our last beta for Telvannis, the next one will be the final version.

The area that Map 1 occupies is mostly occupied by House Telvanni, save for two Imperial settlements on its western coast. It spans diverse types of terrain, from the rugged Boethian Mountains to the overgrown wilderness of the Telvanni Isles; from the rolling hills and fertile pastures of the Molagreahd to the dark depths of the Sea of Ghosts.

Its population is spread across a number of settlements, ranging from the majestic glory of Port Telvannis to the imposing battlements of Firewatch; from the sprawling bridges of Gah Ouadaruhn to the dizzying heights of Tel Ouada.


This release, Antediluvian Secrets, is the second part of this effort, with its varied landscape stretching from the famed ruins of Kemel-Ze in the west to the massive Boethian Lake to the east. This land is a treasure chest of ruins and ancient secrets waiting to be discovered, from the long-looted halls of Kemel-Ze, to the cursed ruin of Nchazdrumm, to the mysteries shrouding the ancient city of Dun Akafell. The land is mostly Telvanni but for the town of Helnim, awash in its own squalor, enamored by its own decline.

We consider Antediluvian Secrets to be a continuation of the Telvannis region, as it completes the land controlled by the eccentric and power-hungry Telvanni mage lords.

Some statistics for Antediluvian Secrets are displayed below:

-Over 580 exterior cells
-Over 420 interior cells
-Over 4000 dialogue entries
-Over 650 NPCs



From Fliggerty:
There is nothing like increasing the scope of an already large game. Have you somehow managed to get bored with Morrowind and the official expansions? If so, there's good news! Tamriel Rebuilt shows us that a large mod project can indeed be managed properly, and can produce amazing works! They have managed to add literally hundreds of hours of gameplay, giving new towns and landscapes to explore. And what's more, it gives us more places to mod!


From Earth Wyrm:
Tamriel Rebuilt represents a stand-out highlight for the Morrowind modding community. What we have thus far seen of it has been crafted with such diligence and care that it consistently matches or bests the already high quality of landscape that we have grown accustomed to in Vvardenfell. The mod itself has an element to it that seems, in my experience, unique within the modding community - not just adding to the world that we have but also contextualising it. Yes, you may be the lordy lord of Vvardenfell but Morrowind's borders extend much further than Vvardenfell alone and the mainland represents almost a distinct culture to be absorbed and explored.
It's enough to make you really feel like an outlander again.


From Kiteflyer61:
I'm a little prejudiced when it comes to this mod, as I'm a TR modder, but it's so huge even I haven't seen it all. The project is, afaik, the longest continuously running one of all. So far, only two maps have been released, but those are so breathtakingly beautiful that they could be a new game all by themselves. Now you can visit the places that were only rumors in the original game. The attention to detail is absolutely incredible. It blends with the original game so well that it's hard to tell where vanilla ends and the mod begins.

This is what Bethesda would have done if they had had 10 years to make the game in the first place.


From Melchior Dahrk:
"Tamriel Rebuilt is more than a mod, it's an ongoing project which is bringing the mainland of Morrowind to life! Without it, players are restricted to exploring only the Vvardenfell district. With a few releases down and more content constantly being worked on, this is an addition to the game which any player should check out. Get ready to explore vast cities, eye-popping caves, beautiful vistas, encounter brand new creatures and so much more than a short description can list."

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Travis
 
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Post » Wed Jun 15, 2011 3:20 am

probably not a good idea to link to map_01 :blush:
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Rachell Katherine
 
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Post » Wed Jun 15, 2011 5:47 am

This whole list is for nostalgia's sake. Map 1 is nostalgic. :hehe:
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Ben sutton
 
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Post » Wed Jun 15, 2011 3:52 am

We'll see about that; nostalgia definitely requires the mod "Leila Quest" on the list. ;)
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MatthewJontully
 
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