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Newcomer, how to play Morrowind?


CodeNamed1

Which way to play Morrowind?  

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  1. 1. Which way to play Morrowind?

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What a new player wants to do is ultimately up to them. That doesn't mean that I need to recommend it.

 

I vaguely recall one player quite a few years back whose friend suggested that they try Morrowind, but to use a particular mod for it. The player did so against the advice of at least half a dozen different posters, and hated the game because of the overpowered enemies that kept destroying his level 1 character in the starting village. When it was pointed out that those overpowered enemies were all added by that mod, he left a couple of rude comments and we never heard from him again.

 

Unless you've played for a while, you can't tell what's mod-added content and what's part of the original game. Of course, if you REALLY want to change something, it's your game, and neither some Bethesda rep nor I are going to show up at your door to stop you.

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I vaguely recall one player quite a few years back whose friend suggested that they try Morrowind, but to use a particular mod for it. The player did so against the advice of at least half a dozen different posters, and hated the game because of the overpowered enemies that kept destroying his level 1 character in the starting village. When it was pointed out that those overpowered enemies were all added by that mod, he left a couple of rude comments and we never heard from him again.

I think I know what mod you're talking about, but I'm not entirely sure as it was ages I played that mod and from what I remember I only try it then I remove it or started a new game.

 

https://www.nexusmods.com/morrowind/mods/29713

 

Or are you referring to MCA?

Edited by leonardo2
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Or are you referring to MCA?

 

 

I believe it was a version of MCA that included the Undead mod. Not positive, but I think he ran into a vampire or something.

 

As for MCA, I less than fondly recall trying to clear out the Hlormaren stronghold at a still somewhat tender level (5-8?), as I had done in at least one previous game with the original Morrowind Comes Alive (before it was formally abbreviated to MCA). I took down one vanilla defender using stealth archery, and lined up an apparently easy arrow shot on a second unfamiliar looking defender around a corner. The shot missed, and less than 2 seconds later there were AT LEAST 14 assorted high-level bandits charging at ridiculous speeds down the hall from both directions, and at least two of those summoned Daedra, just in case 14:1 or better odds wasn't enough. With arrows, spells, and thrown weapons flying from both sides, my character didn't have time between the appearance of all of those NPCs and the string of impacts of various painful objects to even open the menu to activate an Intervention scroll. The mod got a bit more than "over the top", in my opinion (and that was AFTER the Undead portion was made optional, and not used in my own game), and I don't think I could have cleared out that particular set of random spawns at ANY level. I recall running into another set of NPCs from the mod armed with some kind of enhanced Ebony weapons with higher stats than Daedric. When you keep running afoul of content that's far beyond "end game" in difficulty, frequently occurring in supposedly settled areas while still at low level, reloading gets to be a chore. After that, I switched to using Starfire's NPC Additions.

 

If I didn't know anything about the vanilla game, and kept getting destroyed by large bandit parties with each member 20+ levels above me, I'd quite possibly consider the game "unplayable", rather than that my friend gave me bad advice about a "must have" mod.

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  • 6 months later...

Hi,

 

I'm not newcomer to morrowind, but this topic suits what I wanted to ask about

 

I wanna play morrowind again after long time and I want to modify it a bit. There are some mods that I found without problem, some that I want but can't find them and wanted to ask if you recommend something.

 

Those I'm definitely going to use:

Patch for purist https://www.nexusmods.com/morrowind/mods/45096

MGE XE https://www.nexusmods.com/morrowind/mods/41102

Accurate Attack https://www.nexusmods.com/morrowind/mods/23746

Graphic herbalism https://www.nexusmods.com/morrowind/mods/45342

Galsiah's Character Development https://www.moddb.com/games/morrowind/addons/galsiahs-character-development

 

Would like to have, but can't find:

Keyring

Reworked darkness (so cateye and lights have use)

better shops (so i can get something useful for them at later stages)

 

Need opinion about:

Morrowind Overhaul Sound and Graphic (don't wanna go with all the STEP mods, kinda afraid that might destabilize game too much or mess up with so many mods)

Morrowind Rebirth

 

Do you recommend something else? Some creatures or quest maybe?

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There are a few mods I wouldn't recommend using.

 

Those I'm definitely going to use:

Patch for purist https://www.nexusmod...wind/mods/45096

MGE XE https://www.nexusmod...wind/mods/41102

Accurate Attack https://www.nexusmod...wind/mods/23746 (not sure what this mod does as I have never heard of it before)

Graphic herbalism https://www.nexusmod...wind/mods/45342

Galsiah's Character Development https://www.moddb.co...ter-development

I consider the first mod not a patching the game mod as it has a few things that makes the mod more like a modification of the game rather than fixing bugs.

 

The second mod requires a certain patch or was it patches in the Morrowind Code Patch (MCP) NOT to be enabled, otherwise you'll get an instant game error (the game will hang) as soon you try to level up in-game. Also, some people have reported that the Galsiah's Character Development (GCD) mod is a little buggy.

 

The second mod and the forth mod in your list of mods is a must have mod IMO, but don't forget using MCP as it fixes a lot of things in Morrowind.

 

There is another mod I can recommend and that's the Class Abilities mod. From my experience, the Class Abilities mod is compatible with most mods, except for mods that changes the same thing the Class Abilities mod also touches.

 

I completely forgot to mention Arthmoor's two Morrowind mods (at the bottom) and one of them is a sort of a shop mod while the other mod is a travel mod between the Ashlander camps in-game.

 

 

 

EDIT: My bad, I forgot to comment about MSGO. Use it at your own risk, because it's outdated and requires a lot of mod patches to fix most thing in MSGO. That also applies for Morrowind Rebirth as it changes a lot of things and some stuff is almost impossible to notice before starting a new game. The only thing one doesn't have to do with Morrowind Rebirth is to use a lot of mod patches due for not being outdated, instead mod patches is often for mods that otherwise would be incompatible with Morrowind Rebirth.

Edited by leonardo2
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There are a few mods I wouldn't recommend using.

 

I consider the first mod not a patching the game mod as it has a few things that makes the mod more like a modification of the game rather than fixing bugs.

 

Though Patch for purist was least modificating game of all those unofficial patches.

 

The second mod requires a certain patch or was it patches in the Morrowind Code Patch (MCP) NOT to be enabled, otherwise you'll get an instant game error (the game will hang) as soon you try to level up in-game. Also, some people have reported that the Galsiah's Character Development (GCD) mod is a little buggy.

 

 

Right, I forgot about MCP. I wanted GCD for 2 things - first is to have smooth attribute update, without manually picking things or wondering if I gonna have right multiplier by desired attributes, other is mana regeneration over time. (without resting). I found there alternatives for those like MCC leveler or Madd leveler. What about them?

 

About accurate attack mod - it's about making weapons always hit during strike in range, but I have some doubts about it - no drawback in return.

 

There is another mod I can recommend and that's the Class Abilities mod. From my experience, the Class Abilities mod is compatible with most mods, except for mods that changes the same thing the Class Abilities mod also touches.

 

 

Planned to play custom class as usual, but will consider it.

 

I completely forgot to mention Arthmoor's two Morrowind mods (at the bottom) and one of them is a sort of a shop mod while the other mod is a travel mod between the Ashlander camps in-game.

 

 

Ashlander camps seems nice, about shops is ok, but that's not exactly what I'm looking for. Would prefer something that beside increasing gold in shops would add some good stuff at them. Something like make available to buy random single piece of high level equipment at specialized shops in bigger cities. Example - trader in vivec specialized in armor sells one one day single glass helmet and next week maybe single pair of ebony boots. Source of high end gear aside for looting from fixed places, especially that those are listed.

 

I don't remeber if MGE XE fixed visibility in darkness or not.

 

EDIT: Double posted same quote

Edited by Shadowtear
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Update: Finally I have current mod setup:

 

Major mods:

 

MCP

MGE XE

Madd Leveler (smooth leveling atributes) - https://www.nexusmods.com/morrowind/mods/45865

Graphic Herbalism - https://www.nexusmods.com/morrowind/mods/43140

True Lights and Darkness (makes lamps and light spells bit more useful) - https://www.nexusmods.com/morrowind/mods/39605

Morrowind tactics (contains mana regen and changing weapon skill from hit chance to damage) - https://www.nexusmods.com/morrowind/mods/45983

 

Smaller mods:

 

Keyring - http://download.fliggerty.com/download-110-22

Delayed Dark Brotherhood Attack V2 - https://www.nexusmods.com/morrowind/mods/14891

Real signposts - https://www.nexusmods.com/morrowind/mods/3879

No plastic glow on enchanted stuff - https://www.nexusmods.com/morrowind/mods/20872

Shield Spell Visual Effects Remover - https://www.nexusmods.com/morrowind/mods/42179

All Boat Ports Plugin - https://www.nexusmods.com/morrowind/mods/946

All Silt Strider Ports - https://www.nexusmods.com/morrowind/mods/43796/

Ashlander Transports - https://www.nexusmods.com/morrowind/mods/42278

Descriptive Shrines - https://www.nexusmods.com/morrowind/mods/46119

 

If they will work relatively stable I gonna try MWSE and go with this one:

UI Expansion (marking old topics, sorting spells for now, but might come out something more) - https://www.nexusmods.com/morrowind/mods/46071

Edited by Shadowtear
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