Playing Morrowind on PC for the First Time

Post » Wed Mar 02, 2016 1:44 pm

So I just bought Morrowind from Steam not even an half hour ago, and so far I'm loving it. I played it on the original xbox, but now that I'm playing on the PC, I want to get the full and real experience of Morrowind. I would like to know what mods you guys recommend for a newcomer to PC. Anything from performance enhancing mods to quest mods. Feel free to make a list. Also a side note how do I adjust the screen so that my mini map and main attributes show up on the screen? Because right now they are cut off. Thanks for the help guys! :)

User avatar
ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Wed Mar 02, 2016 3:05 am

Have you tried:



getting up the steam overlay ('shift + tab' by default) ----> press the windows button to exit out of the game instance -----> click the game instance in the toolbar

User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Wed Mar 02, 2016 1:28 pm

Huh. Found this thread http://www.gamesas.com/topic/1305729-mod-recommendations-for-new-players/. Under the mod section of the forums.



At any rate, you really should pick up the unofficial patches, and try to grab a graphics mod. The former fixes basic bugs, the latter, well... it's better just to show a http://media.moddb.com/images/mods/1/20/19720/41808-1296413411.jpg.



Yes, that's the same game.

User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Wed Mar 02, 2016 7:12 am

The patches mentioned by Marss would be the Morrowind Patch Project (which replaced the old Unofficial Patch) and the Morrowind Code Patch.



The MPP fixes literally thousands of placement errors, speling misteaks, quest bugs, and a whole lot more.



The MCP fixes a number of issues which could not be fixed by a traditional "construction set" patch, and were considered "unfixable" until the MCP utilized with a few new tricks to deal with problems in the main .exe file. It has an installation menu when you run it, so you can select which changes to make, since what some players consider a "bug", others consider a "feature".



Graphics replacers are purely optional, and I can't recommend using them or not using them; it's all up to the individual's tastes.



Game changing mods, I do NOT recommend until you've played at least 50 hours or so, otherwise you don't know what you're changing FROM. Once you're familiar with something, then you can decide not only whether you want to change it, but probably have a better idea about what to change it TO.

User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Wed Mar 02, 2016 5:35 am

My opinion is that the only intelligent way to add mods to a video game is to 1) decide what you want to change and then, 2) find mods to make those changes. Dumping a bunch of mods into a game simply because other people use them is exactly the wrong way to go about using mods.



That said, I agree with others who recommend the patches. To me, these are not even "mods" in the conventional sense: they are more like indispensable extensions of the vanilla game itself.



I tend to install mods by character. I remake my mod lists with each character I play. My mod lists are tailored to support a particular character and enhance a particular character's story. When that character's story is over I dismantle the mod list the way a theater production might dismantle stage sets.



I mainly use house mods, weapon mods and armor mods. I use no graphics mods, aside from a mod to add a new face and hair to my character. I rarely use gameplay-changing mods either. Morrowind is one game that does not need them, in my opinion. Other than that, I mainly use landmass-adding mods.

User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Wed Mar 02, 2016 2:38 am


He said he played the game on xbox in the very first post.



I second the notion of unofficial patches. That + Code Patch are a must, and like Pseron, I don't even consider them as "mods", they are pretty much essential fixes for PC versoin of the game. Then depending on what you like or dislike. I'm not gonna go with "know what you wanna "fix"" thing because some things do not necessarily need fixing, but I like an upgrade anyway.



One of my personal suggestions is MGE XE. You can customize it however you want. From having a beautiful water, to set of shaders you can combine (or don't have any at all), to view distance you can play with and have it at vanilla, or set so you can see the entire island from just about any spot of Vvanderfell.


Another personal suggestion is Animation compilation, to replace that old swag.



Then there's a whole bunch of graphical choices, from bodies you have Better Bodies and Robert's bodies, tons of head replacers, of which some of the most known are Better Heads, Westly's and Mackom's. There's a whole lot of texture replacers, and for those you can google up names like AnOldFriend, Apel, Connary, and so on, although there are newer guys around who did great jobs on their versions as well (I just haven't been modding my latest installation yet so I didn't memorize these new members yet). For creatures you also have Connary and Hedgehog who covered retextures of most of them, as well as Tyddy who retextured a couple of creatures, and then you have PeterBitt who lately took over the baton of authority in creature replacers by making creatures from scratch one by one (although he has only 2 or 3 releases so far, I think, so it may not help if you really dig uniformity in the graphical style, although these models are very true to original concepts).

There's also Melchior Dahrk (ericthered1090 on Nexus) who made two mods I never play without- Dunmer Lantern replacer, and Lyithdonea, a huge landmass mod where you get to explore something different from Vvanderfell, but with the same amount of pro-level detail as in the original game.


I could go on forever, but the best idea is to go to Morrowind Nexus and Morrowind Modding History and dig through mods there, there's just too much to list here, and we don't know specifically what are you looking for, nor what are your tastes.

User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Wed Mar 02, 2016 10:53 am

IF you plan on using more than a small handful of mods, I would encourage you to spend some time to learn proper installation techniques and how to use some of the utilities Wrye Mash (installation and general mod management), mlox (load order sorting), TES3cmd (cleaning and multipatch -- a better way to merge leveled lists than the mashed patch from Wrye Mash), TESTool (only to be used for merged objects), 4GB patch or CFF Explorer (let's Morrowind use more than 2GB of RAM -- use after MCP) and Timeslip's Exe.OPT (optimizes Morrowind.exe for more stable performance -- use after MCP).



I too started with Xbox and later moved to PC. Like others I strongly recommend the Morrowind Code patch and the 1.6.6 beta version of the MPP. I also recommend MGE XE.



Beyond that, I agree with PW that what mods to use is a matter of personal preference and you should start by thinking about what you want to change in the game and then look for mods to do that. We can help you find mods to do what you want if you can tell us exactly what you are looking to change.



A few of my personal favorites are Antares Big Mod (lots of neat changes to the way factions work, including training of junior members, sending junior faction members out to do tasks, scouts you can pay to guide you places, etc.) and Antares Little Mod Scrolls and Soul Gems (adds scrolls and soul gems to vendor inventories), Abot's real time travel mods (make silt strider and boat trips occur in real time) and Melian Teleport (adds additional mark locations for mark and recall spells).

User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Wed Mar 02, 2016 10:45 am

You have played the game vanilla. What then did you see you wanted changed or fixed?


Those are the mods you want.



IMO there is no "best" there is Different.. -s-



Aside from Morrowind Code patch of course. That is a must.

User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Wed Mar 02, 2016 1:49 pm

It's highly recommended to read the pinned http://www.gamesas.com/topic/1305729-mod-recommendations-for-new-players/ and add the http://www.elderscrolls.com/morrowind/expansions/ (scroll down a bit) which are free to use, if you only want to use a few mods.



I also agree with the others about installing http://www.gamesas.com/topic/1571346-repairing-the-cogs-of-morrowind-35-mcp/ and either MGE (is good for old computers, but aren't maintained anymore) or MGE-XE (is a better alternative for new computers). http://www.theassimilationlab.com/forums/topic/14138-how-to-installreinstalluninstall-mge/ is a quick guide of how to install MGE or MGE-XE, just replace MGE with MGE-XE if you go with MGE-XE though.



http://www.gamesas.com/topic/1586344-shelter-from-magnus-blaze-19-mge-xe/ is the latest thread for MGE-XE and http://www.theassimilationlab.com/forums/files/file/1060-previous-patches-unofficial-morrowind-patch/ can all previous patches be found. You also need http://www.theassimilationlab.com/forums/files/file/1059-kingpixs-useful-tools/ tool to get BSA files e.g TR-Data.bsa properly registered in Morrowind.ini in a modded game.

User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Wed Mar 02, 2016 7:14 am

I made a giant list of (non visual) mod recommendations https://www.reddit.com/r/Morrowind/wiki/mods/1080pizzalist.

User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm


Return to III - Morrowind