Tamriel Rebuilt is pretty much a must have. At this stage the people who work on it legitimately know and understand Morrowind better than Bethesda themselves ever did, and the content in it is probably the best the game has to offer.
@@rampantsarcasm2220 even vanilla morrowind cant compare to some of the stuff in TR in just about every way. and its no surprise, the TR guys have been working on morrowind for many times longer than the actual morrowind dev team did and have the advantage of more lore to pull from that built up on the forums.
Watching Just Background Noise playthroughs and another streamers has given me the first Morrowind itch to play since the early 2000s, I also just reinstalled and looking to get a vanilla plus experience. Morrowind was my first Elder Scrolls and it has a special place in my heart (though I love all TES games in their own special way).
Of the absolute basics, I would add to your list: * Patch for Purists: fixes many of the bugs remaining in the vanilla game * Morrowind Optimization Patch and Project Atlas: for better fps * Graphic Herbalism: harvesting plants as in Skyrim From here, the sky is the limit and depends on what one wants in a playthrough. I personally always add the rebalance mods by Mort (Bloodmon Rebalance, Tribunal Rebalance, Beware the Sixth House), and if I am feeling masochistic, More Dangerous Morrowind Denizens.
FYI, while Project Atlas does optimize some things, the bigger benefit generally is that loads of weird texture seams in the vanilla game get fixed. The kinda stuff that was so screwy that you don't even notice when it's gone because now it looks how it was _supposed_ to look the whole time. (I'd also strongly suggest Improved Shrine Meshes along the same lines, and Expansion Resource Conflicts to stop the game's expansions from unintentionally replacing some base-game textures)
Dude, I love your channel. It's spectacular. It feels so intimate, like I'm just watching one of my buds play through the game or talk about tips and lore. I hope your channel grows, cause I wanna see this kind of stuff ongoing.
I've never seen you before mate, apologies, so I'll sub. It's my fave game ever, but coming from maybe ten years since I last played, this is brilliant for me, to have another go. Thanks man, much appreciated.
Really enjoy the amount of ambiance AURA adds, even the way you can hear outdoor sounds like crickets chirping when you're inside a building just improves the whole vibe so much
Man thanks for taking the extra time to talk about the install process with these mods, especially Tamriel Rebuilt. I've wanted to try it but haven't wanted to set it up.
@boreanknight I'm sure I will. It's on my to do list. Right now I'm playing modded Daggerfall and loving it, I still occasionally jump on morrowind to see my Telvanni Dunmer character.
i just got into elder scrolls in the last few months, after giving up on daggerfall unity, morrowind is gonna be my real first game to play tomorrow, and i was just looking for a modpack exactly like this, this is perfect in every way thank u
I scrolled through the timeline to see if you included BCOM. BCOM has become my other pillar along with TR. It does so well as far as bringing Vvardenfell up to standard with TR in a way that is friendly to the original intent of the game's art.
Just found your channel by your Tamriel Rebuilt update video, which caught my attention. I was about to comment and ask if you have a modlist somewhere, but instead checked your channel, and there it was. Haven't played for probably 10 years now. I never used any mod managers either. Not in Morrowind, not in Oblivion. Only started using one for Skyrim, once they became sort of must-haves. Now I got the itch to start again and your channel is perfect for someone who isn't up to date with the latest stuff for Morrowind. I hope more people find your channel and sujamma is on me if we ever meet in Suran, ya damned outlanders.
This is a great modlist. I use OpenMW, mainly because it is overall more stable than the vanilla engine. You would likely have better framerates with it. However, the MGE approach still has far more customization!
I've played morrowind a lot, but I have a physical copy on it's way and plan to hold off on modding and playing again til it gets here. Gonna give your modlist a try when it gets here.
Hi there, I know its been months since you posted this video, but i just wanted to say a huge thanks you for making this clear and easy to understand walkhrough. I've been fascinated by Morrowind for about a year now but a) have no modding experience at all and b) didn't really know where to start past wanted T.R. But with this, everything is easy to access, clear and, most importantly for me, lore friendly. Just really wanted to say thanks for making getting into this wonderful game a lot easier. I can't wait to spend the summer exploring Morrowind and beyond for hours! :)
This mod list is basically perfect, I would only add a single mod, Ashfall, i love just sitting around my campfire cooking something or brewing some tea, peak cozy.
BSAs are gone since 23.10. Provided files are empty dummies for those who don't read instructions so they wouldn't load old archives by accident. NPC can use potions since Tribunal but only with certain effects. There is a mod "party alchemy" that adds field to their inventory you can drop any potion on to force companion to drink it, so you can throw dozen bottles of sujama in their throats and watch them puch Dagoth. For recruting I use ancient "NPC functionality" working purely through dialog trees but weighting stats, disposition, faction rank etc for acceptance. On top of that "Abot's smart companions", "companion leveler" and unoff couse buggy mwse forced companion share by Merlord.
Openmw is definitely worth it, especially for people who are just starting to mod or want a simple modlist without many scripted mods. They are implementing more scripting functions with each update, but some mods will probably need to be converted/remade to be used with OpenMw. Most of the mods in the video are available for it though, except for Magicka Expanded (and supreme follower system since it was deleted). And sound overhauls or music replacers haven't worked well with it so far.
I've been working with some minimal gameplay improvement stuff which (IMO of course) makes things a lot less janky and a little deeper without screwing with any of what makes Morrowind good. ZDeadGuy's edit of Real Weapon Range + Hollaajith's Weapon Overhaul & Polearms RESPECTed (I'm working on a combo for these right now, I'll upload it when it's done and I hope to eventually add versions for popular fan expansions as well) Hollajiith's armor overhaul as well Aaand Better Fixed Game Settings which compiles a bunch of little things to make the game slightly more challenging and fair
hey alek, i highly recommend you check out the mods on randompal's alternative to morrowind rebirth modlist on the nexus, there are a tonne of mods which expand on the worldbuilding in a vanilla friendly way! other recommendations i'd make include justice for khartag, skywind concept art arena, akulakhan's best chamber, oaab market, and diverse khajiit, all of which are very vanilla friendly additions :)
One big one I'm missing here is Ashfall by Merlord, and the rest of his catalog of mods. It adds survival (temperature, hunger, sleep) mechanics, immersive gathering, crafting, cooking, camping and portable shelters. Everything is made to be uninvasive in gameplay, so no menus or dialog boxes, except for the preview menus for crafting. His mod Guar Whisperer adds the ability to tame guars, use them as pack animals and even breeding them. Further misscelanious mods of his ad visual intoxication effect and animations to Skooma pipes (Skoomasthesia), alternate starts to the game, and the possibility to craft paintings. Truly amazing, creative, elegantly executed modding, that all relies on MWSE. Now granted, thes mods change the experience of the game a lot, which might not be what a traditional purist would want, but for me, morrowind has always been about exploration and atmosphere rather than achievement or progress, and these addition greatly enhance my sense of immersion.
I love the "Galleo Races Redone Pluginless mod" cant play without it, even tho it wont cover all npcs. I think its npc faces thats added by TR or Home of the Nords.
I really wanted to play Morrowind, but I found the dated gameplay very strange. Thank you very much for showing me this modpack, it reignited my desire to play this game
Thanks, my friend. The game looks fantastic, without changing the environments from the original concepts. I wonder if there is an additional mod that could compliment this list that added more grassy areas to the countryside between villages? Maybe such an addition would have a negative affect on frame rate, though, so I'm curious what you think?
I've updated the list so I'm planning on making a new, expanded modlist video. Still same vanilla enhanced style! As for the grass mods, only reason I'm not using them is due to Tamriel Rebuilt. They usually require patches and this was a brand new update at the time. There's probably a working grass mod on nexus by now. And yeah, fps usually drops a bit, but it's worth it.
Help needed! 1- Is this your full mod list in the right order ? 2- What is the cheapest budget PC I could play this exact build on? I found a very cheap HP elite desk G1 with 16gb ddr3 pc3-12800, 256gb SSD, I7 4770, however, with no dedicated GPU, only an Intel HD Graphics 4600. Would it be enough ? Thanks
Also mox is placed in the morrowind root folder but when launched it only picks up the morrowind and dlc esm files it doesn't find any of the plugins on the data folder
Wait no links at all to any of this? Really???? I mean its not that hard to look for but dang it woulda been nice to shortcut to either of the authors and quickly flip thru the stuff.
If you're ok with base graphics and want to experience pure vanilla game, go for it! This modlist doesn't change anything significant so in my opinion doesn't ruin the experience, only updates the graphics, upscales towns with more detail and Tamriel Rebuilt adds a lot of more landmass but it doesn't effect vanilla game. With this modlist you can still experience game as it was intended, which is why I called it "vanilla enhanced", only with a bit more updated graphics and extra content.
This list isn't compatible with OpenMW as it's made for MWSE, but there should be similar working mods out there. One of the main reasons I didn't use OpenMW was the lack of support for sound overhauls.
@@boreanknight thank u for the reply. Was just thinking it would be amazing to use your modlist with OpenMW because of the new features to play OpenMW in multiplayer plus the VR functions now. Anyway I still think you did wonderful work, please continue to do so
Does the mwse map extender only work for tamriel rebuilt and not Shotn and project cyroddil? I'm a long time OpenMW user and the map not stretching in MWSE has irked me enough to prevent my switching.
I play World of Warcraft, and there is this program called CurseForge that basically installs and keeps up to date every addon you want to add to the game. Do you think we will ever have something like that in Morrowind?
Wabajack kind of does that but good luck with curating mod list and keeping it up to date. I don;t know how it works from technical standpoint, but they always fall out, becoming outdated and conflicting.
There's no program exactly like that. Mod Organiser 2 gives you an indication when a mod is out of date but doesn't automatically update it for you. A limitation of the Morrowind Engine is that sometimes updating a mod mid playthrough can cause issues for your game, so you want to be in full control of the update process to make sure you don't accidentally stuff up your save. Those more knowledgeable about Morrowind and modding, feel free to correct me.
Not that is important, but you marked The hive and the Library of Vivec as RandomPal mods in the list but they are not: The Hive is from the collective "The Hive Mind", while the Library of Vivec is "Duo Dinamico".
You're gonna have to skip this one for OpenMW, brother. Most of these mods utilize Morrowind Script Extender or LUAs, so us OpenMW boys are left wanting. That being said, the man himself is keeping his mod load light, so I wouldn't worry about it. There are plenty of OpenMW-endorsed mods out there that can fulfill most vacancies. I strongly feel the magic of Morrowind is playing it as close to vanilla as possible. Cheers, outlander!
I found myself laughing because we have almost the same base modlist, give or take one or two mods, we have the same install but I added a lot more on top and now it lags Gods but the vanilla engine lags after thorough modding
Are you using any lighting mods? Your game has a very nice warm tone (reminds me of a reshade) and I noticed that there are some shadows on your character or some building like at 1:03 or 1:31. How can I make my game look like that in that aspect? I am using OpenMW.
How exactly do you install Beautiful cities of morrowind? In the Description it days there is a fomod installer. Do you simply drop the files into the data folder?
i need an indepth on how you got these mods to work, i got as far as beautiful cities of morrowind and the game breaks. idk what im doing but heres hour number 48 and try number 500 to get this thing working. Edit: ok so now i have a question about beautiful cities, this mod pack is huge, should i use all these folders or should i use just the core folder?
I really want to get the fog right on my system but it just isn't working. I use OpenMW on a Mac M2, so...complicated. I've got some nice shaders to function, but the fog evades me.
11:45 Literally had the same opinion, after checking almost all head/faces mods... NPCs faces looks way too off from original design completely not fitting in, with almost every mod out there. I've also ended with "familiar faces" + Intelligent Textures.
is mge xe the graphics extender + mwse? or do i need to download mwse separately from its own nmm page? im coming back after years away and unfamiliar with how much things have changed (what is lua? 😵)
Can I ask you guys a question? I think I broke my mods....in the data files after extracting the compressed mod folders they break out into for example a file called core or a file name based on the mod....with some of the you have folders like meshes and the esp files....should I drag them out and place then directly in the data folder or keep them in their respective folders.
Alright, I have tried several times to emulate this--but I am having a problem. How exactly do I manually install zip files that are set up for fomod use? Which files do I take and move? This is a very, very poorly explained video.
Sorry to hear that. I made this video simply to name mods that I'm using because many asked for it. I never intented to make a guide, because the way I mod Morrowind (manually dropping into data folder) is not recommended. Which mods gave you a problem I can try to help?
Can someone explain the mlox part, should I just run the exe file? Should I exctract and drag the whole thing to the Morrowind folder? I dont really gen this step
I'd love to but my modding process is all manual, so it's not recommended in general. Most people use mod organizers for automatic modding. I also have an expanded modlist now, so I may do another video and will include the way I do it.
I have zero knowledge about TESIII modding but planning to play the game. Is there a variant to download this finished build instead of downloading and installing everything myself?
I'm using patch for purists in my newer extended modlist and it's all good. Haven't tried Morrowind optimization patch yet. As for the shaders I use ones shown in this video, don't know much about reshade.
@@boreanknight Oops I actually meant to edit this. I had a few issues but after much trial and error I got them all working! A few things I learned: 1. Honestly just learn to use MO2 and Wrye Mash if it doesn't work installing them manually. There is another RU-vid video on here about modding Morrowind with MO2/Wrye Mash that was very helpful. 2. Maybe this is really obvious to anyone with prior experience with BCoM but make sure that the options you choose with the installer/whichever folders you use to manually install are not options that are just compatibility patches for other mods (i.e. all of the grass pack choices included in the BCoM installer require whatever grass pack base mod as well) 3. For whatever reason, Morrowind really wanted to use the integrated graphics card on my PC rather than my actual GPU. Made the frame rate into a slideshow until I figured out what was going on. In my case I just had to go into my Nvidia settings to manually change what Morrowind used. Thanks for the great vid and for the reply!
@Anton2046gfkn Ah yes, there's a single island of Stirk. I wanted to cover it months ago but whole place is getting redesigned so I decided to wait for a full release of Golden Coast.
IDK why weirdos refer to modded games as vanilla enhanced. When it's a completely contradiction. If it's enhanced, it's not vanilla. And what's even worse is this is so heavily modded, it's practically not even Morrowind. Much less vanilla. While being delusionally referred to as "minimalistic". This is extremely anything, but minimalistic. Vanilla = Base game with any sort of updates (fixes/changes), and technical fixes. Morrowind retail factually has many inherent technical problems. Therefore, mods are absolutely mandatory to fix them. Nothing beyond mandatory mods is vanilla. Most of the mods mentioned in the video are indeed excessive, that list is absolutely not vanilla. Even some harmful. It is correct that you can turn Morrowind from a train wreck to a flawlessly functional game using just mods to fix problems in order to play complete vanilla. OpenMW = Not a mod. Functions like an emulator. Platform to play the game. Needs to be set to the game installation which will be dormant. Therefore, this is used to launch/play Morrowind. Includes all essential settings. Can be played at modern resolution, with UI scaling, and graphic options. Mandatory mods for repairing the game to full functionality: Patch for Purists - fixes thousands of glitches. UMOPP - Functional replacements for all eight included DLC. Expansion Delay - Fixes major inconsistencies/oversights from both expansions that screw up the game/story/progression really bad. MOP - Optimizes the game. MET - Enhances all the textures (technically not mandatory like the four above, but helps much to improve the visuals). 7 patch/content updates from the devs ranging from nearly mandatory to deluxe type content. (Everything above, other than MET, is effectively vanilla. Technically the seven developer updates alter content from the retail release. But are legitimately intended by the actual developers to update the game. Just as vanilla as any game that would have been officially updated. You do not need any other mods than this.) More info on this Reddit post - reddit website link add -> /r/ElderScrolls/comments/1cxsjkc/comment/l54q8af/
Openmw does lack equivalents to mods like CSO, Aura and vapourmist, aswell as some other mods for mwse I like such as MXR cultures, races or religions, but I like to use openmw on android lol
Isn't there even better mod for openMw adding volumetric clouds and mist? Those vapourmist particle meshes often look bad clipping through terrain or causing artifacts in shaders not designed for dozen alpha blended meshes on top of each other.