would it be considered a bug that regular imperial guards are way more stronger than the house guards or ordinators?
It's an inconsistency, but probably something that this won't address. There's many plug-ins that change guards already.
This is SO tiny I probably shouldn't even mention it, but in the bandit cave right outside Seyda Neen (Addamasartus) there are three goblets floating about half an inch above the stack of crates in the loot room.
Edit:
Makes an object sway in the wind.
I'll check it out, if it looks obvious, I'll fix it. ^_^
What's the MPP mod? If Less Lore is installed, do you need it installed too?
Also, my other point about lore mods - it'd be great to only have to install a single mod for lore, as having multiple mods which fix the same thing could potentially cause conflicts - I think it would be great to have these lore fixes from other mods integrated so that the other mods are no longer needed. Anyway, just a suggestion.
The MPP is this project, The Morrowind Patch Project. Almost everything that is filtered in NoLore mod is filtered in the MPP. The MPP filters a LOT more topics than NoLore overall, but there are a few that MPP doesn't touch that NoLore aggressively filters out. For example, NoLore mod aggressively filters out Bloodmoon topics, which ends up leaving a lot of Bloodmoon NPCs with nothing to say.
There's a texture seam on the left hand side of the temple in Balmora that's not fixed in that seams fix mod.
By the way, just spotted this on UESP: http://www.uesp.net/wiki/Morrowind:Medium_Armor#Trainers
Is that a bug that's suitable for this fixup mod?
Texture seams are handled by the Texture Fix project. The medium armor trainer is already added into the patch. Her equipment is slightly tweaked since she only had a shirt and pants...no shoes or anything else. She now wears shoes. ^_^