» Fri Apr 08, 2011 5:29 am
The original question is extremely vague. The mods you add depend entirely on what you want fom the game. Unfortunately, until you play it for a few dozen hours at the very least, you won't know what you really want or need to change. I'd avoid any kind of game-changing mods for a first play-through, and just experience the "vanilla" game for a while. The exceptions are: the Morrowind Patch Project (which replaces the Unofficial Patch) and the Morrowind Code Patch (a recent "miracle" mod which fixes a few issues that were beyond the reach of the Construction Set and traditional mods - it's modular, so you can decide what changes/fixes to make or not make).
I'd also suggest getting a "base" graphics replacer (I use Visual Packs) and a body replacer (Better Bodies has long been the standard, and there are newer higher resolution textures available for it). You can add all sorts of specific replacers afterwards (weapons, armor, clutter items - such as Ghostnull's Reflective Silverware, architecture, landscape, creatures, etc.), for anything that you feel needs "improving", and just overwrite the VP textures as needed. MGE allows you to extend the view distance out to "infinite" (I prefer a maximum fog distance of around 6 cells - a slightly hazy day), rather than the ever-present and claustrophbic fog which was necessary to maintain decent frame rates on the computers of that day. MGE can also render things like animated grass, which gives the MW landscape that same soft and undulating "cover" which did wonders to obscure the ugly and blocky ground in OB.
Once you're more familiar with the game, a good "levelling" mod (GCD, MADD, or other) will remove the chore of tracking "multipliers" and allow you to just forget about all that nonsense and play. Depending on your focus and interests, anything from combat enhancements, magic overhauls, additional NPCs, new quests, crafting and smithing options, companions (with or without quests), and major map expansions are all available (the first couple of map sections of the Morrowind mainland, the Tamriel Rebuilt project, are amazing), but you can spend so much time on all that mod content that you never really get to see the game as it was designed or intended.
Most of the bandit caves are safe for storage.
The shack left vacant by the tax collector incident has ownership on at least some of the containers. I made myself a "trivial" little mod that removes "ownership" from those particular containers, and just have to trust myself not to loot the meager posessions in them right in front of the resident before completing that mini-quest. I suppose it would be easy enough to replace the containers with unowned versions upon completing the quest, but I haven't felt the need to do so for my own use.
- Edited for cut & paste error; I duplicated the MCP instead of MPP and MCP.