» Thu May 19, 2011 7:42 am
In a lot of ways it depends on what you want out of mods. For me, coming from Bioware-style RPGs, the difficulty I had getting into the Elder Scrolls series was how lonely and artificial it felt going through quests solo, surrounded by hordes of generic NPCs with the same set of conversation topics. Modded Morrowind has the potential to be a better game for me than modded Oblivion because of the Less Generic NPC Project that gives additional dialogue, backstories, and quests to many Morrowind NPCs--a bit like Kragenir's Death Quest does for Oblivion but much more widespread--and because there are more top-quality companion mods for Morrowind who comment on the vanilla quests (rather than the trend in Oblivion mods towards companions centered around their own quests). The text-oriented conversation system in Morrowind, old-fashioned though it may be, I find much more fun and engaging to use--it's more friendly toward modders creating dialogue, and so more dialogue is created. That heavily impacts the fun of playing the main quest, and also the faction quests, which can be modded to be far more rewarding in Morrowind than Oblivion. Mods like Pax Redoran, or Rise of House Telvanni combined with Uvirith's Legacy, combined with some of Antares's Privileges and Services mods, provide a faction experience that modded Oblivion can't match--continuing past the point where you become top dog, and into conflicts with other factions, potentially altering the whole political landscape of Morrowind.
Also, so many of the top Oblivion mods exist to make the game like vanilla Morrowind was already: varied cities; exotic landscapes; better creature and loot levelling; etc. I've never really felt the need for town expansion mods in Morrowind in the same way I do with Oblivion, for example. But to each their own.