GHF's Top 100 Favorite Morrowind Mods of All Time

Post » Wed Jun 15, 2011 7:07 am

This whole list is for nostalgia's sake. Map 1 is nostalgic. :hehe:

but, any new people (and there's been alot since skyrim) following this list will probably end-up installing map 01 then 02, and that really doesn't work :/

nvm, though.
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emma sweeney
 
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Post » Wed Jun 15, 2011 4:22 am

There's a pretty bold disclaimer on the download page that says it's obsolete. I'm of the persuasion that believes people should read descriptions and such and be held accountable for not doing so. ;)
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^_^
 
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Post » Tue Jun 14, 2011 4:11 pm

true.
but we know how many people dont read the readme's *wolli raises his hand* :rofl:
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rae.x
 
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Post » Tue Jun 14, 2011 6:12 pm

#12 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=258 by abot

Water Life is an attempt to mix the scripting techniques developed in the "Where are all bird going?" plugin with the best aquatic creature modding resources to bring more life into Morrowind waters.

This plugin mainly adds to Morrowind (most) peaceful aquatic creatures based on the wonderful models & textures by Cait Sith, Lady Eternity & Proudfoot, Brash.

The main goals of the plugin are:

- make waters and shore feel more alive, especially deep sea diving in wilderness desert areas

- tolerable/dynamic fps hit

- no install/uninstall/reinstall quest/game consequences

- compatibility with all existing & future plugins, thanks to the dynamic, real time placement/deletion of all items and water areas recognition.

What makes this plugin really different is the way (with pros and cons) creatures are placed in the world and the effort to make them more "alive".
You can hate or love this way of placing creatures, but I think it's worth a try.




From Jac:
Abot's Water Life makes swimming and fishing interesting. No longer are you only on the menu for slaughterfish and Dreugh, you now have to watch out for sharks, killer wales, and other creatures. But you can also enjoy the scenery as trout, bluefish, and even manta rays swim by. An added bonus are the water fowl: you can find ducks and geese floating or walking near the various swamps in the Bitter Coast, bringing some much needed life to the sea and the seashores. This is what Bethesda should have included in some fashion in the original game. While the water does hold danger, it also holds opportunity. A must have mod in my book.


From latendresse76:
Water Life expands the seas and shores of Vvardenfell with a large wild life diversity. No longer are you attacked in the sea only by Slaughterfish and Dreugh you now have Sharks, Octopus and Sea Turtles to contend with to, just to name a few. Along the shore the Mudcrabs are no longer the lone shore life there are smaller crabs and sea shells. All the creatures have unique ingredients to compliment their addition to the game.


From Fliggerty:
My most humiliating Morrowind experience was the time my brand new warrior character walked out of Seyda Need heading to Balmora and immediately got killed by a trout.

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Kim Bradley
 
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Post » Wed Jun 15, 2011 1:40 am

Well so far I mostly agree with your list except it needs more Westly, and I'm going to go ahead and assume that Julan is number one. :)
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Christie Mitchell
 
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Post » Wed Jun 15, 2011 5:24 am

Well so far I mostly agree with your list except it needs more Westly, and I'm going to go ahead and assume that Julan is number one. :)

While he is in the top 20, he is not number one.
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Del Arte
 
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Post » Tue Jun 14, 2011 10:20 pm

So I don't think any of these are at all recent, but in my own top 100 I would have to include...

Children of Morrowind
Passive Healthy Wildlife
Necessities of Morrowind
Healers
everything Phijama ever released
Abu Manor
Abu's Retreat
Balmora Expansion
Better Bodies
Rhedd's heads
Vvardenfell Visages
Clothiers of Vvardenfell
Windows Glow

...and probably lots of others
Morrowind has had a fantastically rich and lengthy modded life.
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SEXY QUEEN
 
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Post » Wed Jun 15, 2011 7:18 am

#11 http://www.fliggerty.com/phpBB3/viewtopic.php?f=90&t=4182 by Emma

This mod adds approx. 330 talking, playing, interacting children of various ages and of all races to exterior and interior locations in Morrowind, Mournhold and Solstheim. In ver 2, all the non-beast children have new body models made by Robert. The beast-races have bodyparts from LizTail’s New Beast Bodies-mod. Children of Morrowind also adds babies-in-papooses and pregnant women, as well as new models for playgrounds and swingsets.
So many people in the MW-community – voice actors, modellers, scripters, playtesters and others - have contributed to make this mod possible, and I want to thank you all. Robert and I may be the ones who have spent most modding hours on this version of Children of Morrowind, but without the help and support from friends, family, fellow modders and MW-players, it wouldn’t have been possible to make a mod like this. Please read the readme for complete credits list!



From Melchior Dahrk:
Where do Dunmer come from? A viable question without this mod; and one which I wouldn't care to answer! I spent my share of time complaining about the 'advlt Only' theme Morrowind had prior to using this mod. There's simply no reason to ever go back: children chasing each other across the street, tip toeing along a ledge, infants swaddled tightly against their mother's backs. Not to mention the role playing aspects of this mod, where you can give gifts to the children and listen to their VOICE ACTED idle and greeting comments. Don't miss out on this one!


From Jac:
Children of Morrowind really brought much needed life to Morrowind. No longer are towns full of just wandering NPCs with no purpose other than to spout random dialog when talked to. Now there are teenage girls tip toeing across ledges, little girls following their bigger sisters around (or even their mothers), teenage boys practicing punches and rolls in the streets, and mothers carrying infants in papooses on their backs. Like other NPCs, all of the kids have voiced acted greetings and idle comments, really bringing them to life. And if you're feeling like starting your own family, you can offer shelter to a nanny and her charges via a related mod.

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Melanie Steinberg
 
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Post » Tue Jun 14, 2011 9:23 pm

On to the top 10!

#10 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4449 by Pozzo, Bhl, Karpik777

This is a heavily expanded version of Pozzo's Rise of House Telvanni (RoHT). This mod adds quests for the Telvanni Archmagister, allowing him/her to gain more political power and strengthen House Telvanni. During RoHT's main quest, the player will decide on House Telvanni's stance towards the Mages Guild and the Twin Lamps, infiltrate the East Empire Company, and shake Vvardenfell's politics to the core.
Most quests can be played in different styles. Depending on the player's decisions, House Telvanni will gain anything between one and four new strongholds. It is up to the player if House Telvanni rises to political predominance or passes up its opportunities.
RoHT also introduces some lore about the Telvanni and a chance to reclaim some ancient Telvanni artifacts.


From Kiteflyer61:
This is the other "can't play a telvanni without it" mod on my list (along with UL+BuUL). Now you can play your character like a true telvanni, taking over all of vvardenfell if you so choose. This mod could be a whole game by itself and adds so much I haven't found it all, even after years of playing it.


From Melchior Darhk:
"Rse of House Telvanni is an incredible mod which takes the Telvanni farther than the quest line included in the original game. The House will reach new heights as you take over key aspects of Vvardenfell. This wonderful quest line will send the player to recover ancient artifacts, explore brand new areas, and meet a host of intriguing characters. Whether you already live in a mushroom or haven't tried the Telvanni out yet, this mod will provide a unique experience you won't regret!

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john palmer
 
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Post » Tue Jun 14, 2011 10:35 pm

Since GHF is down, I'll stick around this thread for a while. List is coming along very nicely so far, lotta great mods.
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Hot
 
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Post » Wed Jun 15, 2011 7:23 am

I really want to emphasize here that this list is not authoritative in any way, and isn't exactly an endorsemant to run out and grab all of these. We are not stating they are all compatible; in fact many of these simply will not play well together. These are the mods that we have most enjoyed, and very fondly remember. So please take this entire list with a grain of salt.

That being said, on to the next in the list!

#9 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8707 by Taddeus & Nymeria

This mod adds to the game the need to eat, drink and sleep for your character. Your character will also be able to cook various dishes and prepare drinks using various tools and activators, and to rent rooms in the inns for more than a day.



From Earth Wyrm:
Of all the mods on my playlist, Necessities of Morrowind is the single one that I would not dream of removing. Whilst there are several mods that I would deem 'essential', I can still imagine removing them from my list for the sake of, perhaps, a nostalgic 'as close to vanilla as I can bear' playthrough.

NOM is not one of them. Standing head and shoulders above even other giants, NOM is the mod which has had the greatest impact upon how I play Morrowind and it is no hyperbole to say that I would not play without it. NOM allows me the opportunity (the responsibility?) to eat, drink and sleep in the world of Morrowind - in my view, these three acts form the fundamentals of characterisation and, in turn, the foundations of roleplaying experience. As my character grows weary, I am put into the position of making a conscious decision on their behalf. Is it better to lay out a bedroll and sleep out in the rough, under threat of disturbance by local wildlife and the elements? Or is it better to bear with the fatigue until such a time as I can bed down in a 'civilised' manner at an inn or at my own home? What would my character think?
My present character would be likely to think that such comforts as real bedding are worth holding out for and, though she carries a bedroll, she is loathe to use it.

Similarly, when kitting myself out for a grand adventure I find myself in the position of deciding whether to carry luxury foodstuffs - pastries and cheeses and delicious wines - or to bring only bread, water and some dried and salted meat. Perhaps I could go further and bring only the prerequisities for making my own food from what I can find on the land. A campfire and grill will allow me to prepare basics like grilled fish (Hello, Abot!) and meats.

Suddenly luxury and comfort have a meaning for my character and these dimensions of life can be expressed not just through excessive collections of rarities, as in Vanilla, but through an extravagant lifestyle - a lifestyle which my character equally has the choice to shun, or the opportunity to aspire towards.

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Ashley Campos
 
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Post » Tue Jun 14, 2011 4:43 pm

While he is in the top 20, he is not number one.

It was in part a joke, and in part a statement that he'll always be number one for me. :)
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Claire Jackson
 
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Post » Tue Jun 14, 2011 5:52 pm

Well, sorry for missing yesterday. Things were a bit....well...out of my control. ;)

#8 http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1080 by Fliggerty and Friends

An aging necromancer wishes you to enter his tutelage. You will learn the art of gathering corpses, preparing them for arcane rituals, and summoning and commanding vast armies of the dead.
The process involved in this mod closely follows the processes described in the in-game book Corpse Preparation vIII. Either leave the corpse in the wilderness for a few days to allow wild animals to strip all flesh from the skeleton, or place it in a salt vat to "cure," and use it to summon a mummified Warlord Revenant. It is possible to summon thirty-three different types of Revenants; lesser, standard, and greater variants of each race, as well as poison based warlords, fired based warlords, and frost based warlords. The quality of revenant summoned is dependent upon your Necromancy Skill.
The art of capturing NPC souls in special soulgems has finally been introduced. As with the standard Soultrap spell, you cast a spell on a dead NPC, then hit them with a ritual blade. Not only will their soul be trapped in a blackened soulgem, but you will be able to pick up their corpse and put it to arcane use.
New in this version is the introduction of zombies. A zombie can be raised of any dead NPC without the need to take it to the temple. A spell is simply cast on a dead NPC, and a zombie will rise. They are not as efficient as revenants; they are quite slow and only last so long. But they are easy to raise.
Once you have amassed your skeletal army, controlling is simple. It is all done with a simple keypress (v by default.) You can choose whether the skeletal revenants, the warlords, or both respond to the keypress. Skeletal Revenants and zombies will also follow Warlords if you command them to.


From Fliggerty:
The question begs: is it fair to endorse a mod you authored? I say that it absolutely is...for a number of reasons. First of all, I love playing this mod. Blasphemous Revenants was definitely originally made for myself. Secondly, I didn't make this mod myself. This was the first that I ever released under the authorship of "Fliggerty and Friends." So many people were involved in helping me learn to write MWSE scripts, providing models and textures, ideas, input, testing, etc. A lot of people really came together to help me craft what can be considered my masterpiece.



#7 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1230 by Cydine & Maboroshi Daikon

When you drop a book in Morrowind, it lies on it's side with the bottom facing towards you. If, like me, you have a large collection of books then they will look very messy when stacked in this manner.

This plugin adds scripting to every closed book in the game. It allows you to place books vertically and horizontally wherever you please. It works like this: The first time you drop a book, it stands vertically with the spine facing towards you. The second time, it lies horizontally, face up, with the spine towards you. The third time, it lies in the default position as it would without the mod. It then repeats the above sequence.


From Fliggerty:
This mod was an early inspiration for me when it came to finding unique ways to handle engine limitations. It is a perfect example of using other aspects of the Construction Set and modding know-how to implement something that would otherwise have been thought to be impossible. Without Book Rotate, many of my early display rooms and libraries would have been little more than a jumbled mess!

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Eve Booker
 
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Post » Tue Jun 14, 2011 5:19 pm

Wow, I'm in the top ten! :o
Now I'm going to cry... :touched:
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Lauren Dale
 
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Post » Wed Jun 15, 2011 12:33 am

Wow, I'm in the top ten! :o
Now I'm going to cry... :touched:

It's 100% deserved, because your mods are so essential and adds so much to the game. :shocking:
:foodndrink:
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Jason White
 
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