Joben on 16/4/2007 at 00:52
I just went ahead and picked up a copy of Morrowind for PC, should be showing up in a couple days from Amazon.
My question is are there any mods that are considered essential, stuff i should probably have before I even start playing?
flexbuster on 16/4/2007 at 21:31
I would suggest looking into the modular version of Wakim's Game Improvements, although there's a slight problem with that (last time I checked, which was a while ago) that wound up giving weak enemies an absurdly powerful spell.
In that vein, I WOULDN'T suggest getting any mods that really alter the game much - just ones that try to fix some balancing and other issues. There's a stickied thread here with some lists of mods linked in it, so check those out.
If you can't get your hands on a really good "starting player" resource (and hell, even if you do), a lot of the game's quirks, foibles, and interesting bits can only be figured out first-hand and/or by looking at forums like these.
Also, make absolutely sure you've got the latest patch.
Pisces on 17/4/2007 at 01:55
The patch is the only absolutely needed download, personally I usually don't play with any mods, except noglow which removes the shiny effect from enchanted weapons because it looks stupid.
northeast on 17/4/2007 at 02:20
I like playing with better visual enchancements. Better Bodies and Better Heads, for instance. Improved textures. The Morrowind Graphics Extender is fairly useful too. Getting rid of the fog and extending the viewing distance really allowed me to enjoy the game more.
But, I had played it through without those, so I don't know how much you really would want to alter the game before you forst play. Certainly no major plot altering mods. Or terrain altering.
After you beat the game, I'd recommend looking into some more of the popular mods at many mod archive sites.
Gorgonseye on 17/4/2007 at 13:51
Also, since the game is pretty damn freaking old, if you haven't already, to lengthen your time of enjoyment, buy Bloodmoon and Tribunal, the enviroments are new, and will give a special feel once you play thtem again. Though, they aren't mods and probably don't count.
PeeperStorm on 18/4/2007 at 02:47
I'd suggest going to planetelderscrolls.gamespy.com and looking for all the mods made by "Sandman", particularly the Armored Skeletons Gone Wild mod.
(In case you were wondering, that's me.)
Joben on 18/4/2007 at 14:33
I've got the GOTY edition, so im starting out with both expansions installed.
Right now im playing with Children of Morrowind, Better Bodies, Regionaly Known Criminals, and Drug Realism.
And i just got the unofficial patch reccomended above.
So far im sticking to basicaly cosmetic improvements, and tweaks a few things that just don't make sense to me. Like the shopkeepers magicaly seeing drugs in your inventory, and then being happy if you drop them on the ground right in front of them :laff:
I tried setting up MGE, but it crashes to desktop on start.
as far as i know i have all the required components and have followed the install proceadure. :(
btw, how do you change the order mods are loaded in?
cyrano on 18/4/2007 at 22:47
Well, one way is to load the mod in the construction set or other game editor and immediately save it to update the date stamp. Mods load in chronological order. Since you are using Morrowind and both expansions you will need to be careful about a bug that will flagged as changes several dozen game settings (GMSTs). That is only a problem if you have a mod that legitimately changes game settings. Their changes may be overwritten by the so-called 'dirty GMSTs' and the mod will not function as intended.
The easier (and safer) way is to use a utility such as (
http://wrye.ufrealms.net/) Wrye Mash (near the bottom of the page). Besides managing your mods and load order, it can also help you resolve problems. Wrye also has a GMST vaccine mod to prevent the problem I described earlier. With Wrye Mash you may have no need to load a mod in the game editor so the point may be moot.
Joben on 22/4/2007 at 04:38
Ok, I've been playing a bit, Level 10 Wood Elf, custom class; longblade, marksman, light armor, alchemy, sneaking, armoror, Restoration magic...
He's supposed to be a ranger type guy who can survive in the wilds on his own. It's working ok so far. :)
I've just decided that my character's hair bugs the heck out of me. :erg: If i use the console commands to bring up the char-gen menus and change just that will it mess anything up?
Also...whats up with the assassins?
Giving you, at level 1, complete suits of uber-armor that can be sold for thousands seems a bit odd. Just how odd is is becomes more aparent as I play, and havent yet found anything better :weird: