» Sat May 28, 2011 3:48 pm
These aren't mod packs, but each of them is a large enough mod that I thought you might enjoy playing them anyway. They also ought not to conflict (although I haven't tried a game with all of them together, I've picked mods that "Operate" out of different places. Notice the Island's separation?)
It's been a long time since I touched any of these, and I warn you that when I did, I appreciated very different things in Morrowind than I do today... However have you tried:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=706
Adds a fairly large island with quests a bit South of Solthsteim
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1404
Adds another fairly large island with quest South-east of Seyda Neen.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=859
Yet another island with quests, South West of Vvardenfell.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1491
Adds a companion who isn't broken with a story.
http://lovkullen.net/Emma/lokken.htm
Fun quest set on (yet another) new island, this time to the North of Solthsteim.
http://www.gamesas.com/index.php?/topic/1100327-relz-pozzos-rise-of-house-telvanni-v14/ (Not actually tried this, but it looked very good)
Adds to the amount of things you can do when you join House Telvanni.
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2013
A quest to follow the main quest, with plenty of ups and downs. Quite a bit of content
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=136072&id=5865 (and http://www.gamesas.com/index.php?/topic/1060060-the-underground-2-patch-project/page__view__findpost__p__16522345 for it)
Reputedly one of the largest mods ever made for Morrowind, this is one that I only ever started before my computer died - it took me a while to get back into Morrowind after it, so I've never played it through, but it looked good. It's also riddled with bugs, but most of the bugs have been fixed with the path (although not all, so save often - it's still worth a play).
http://www.tesnexus.com/downloads/file.php?id=571 (I love this mod. It's not quite vanilla Morrowind, but it makes it feel a bit more alive and makes Vivec more fun to run around).
Those sound like the kind of things you're looking for?
Also, if you're after a harder playing experience: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2030. It makes it harder to become good at everything. A very well balanced mod.
Does that about cover what you're after in terms of content changing? Need I mention TR?
The mod pack I'm working on largely covers how the game looks and bug fixes etc, trying to modernise the existing game without altering it significantly. These mods ought to work on top of it by adding more actual content to the game.
Edit: A few others that I've been meaning to try out but never have (and so can't guarantee compatibility) would be:
Museum of Artifacts Improved Expanded:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5535
Just generally improves the Mueseum, making it more easily usable and realistic. It also basically gives you a proper "Shopping List".
Starfire's NPC Additions:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7749
An alternative to MCA, this names most of the randomly generated NPCs with realistic names. Feels less game-breaking to find a random NPC.
The Five Keys of Azura:
http://www.morrowind-oblivion.com/five_keys_of_azura.php
An epic after-main-quest quest. Min lvl ~30, recommended 50.
"It features 280+ new cells, 500+ new NPC's, a new faction, a compelling storyline, a main quest, over 55 new sub-quests, over 1800 lines of new dialog covering in excess of 220 new topics, and 120+ scripts. This is a large mod with approximately 50 to 60 hours of gameplay."
Vivec's Fate: The Ashlander Heresy:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4590
This one's for after the main quest, but it also breaks most of the temple's quests. Finish them first if you want to do them. This mod deals with the crisis in the Temple after the battle at Red Mountain.
Juniper's Twin Lamps:
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=54
Adds a really awesome branching questline to freeing slaves across Morrowind, featuring *possible* slave rebellion. Awesome.