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5 Years Later


RainbowDragon1952

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It's been about 5 years since I've played Morrowind, and seeing the improvements that have been made to it since, I've decided to reinstall the game (GOTY edition, disc) and get immersed in the world of Vvardenfell once again.

 

I have the same computer rig that I built 5 years ago, and I would describe it as average (as determined by bench-marking). Full description is in my profile. The vanilla game + several mods ran fairly smooth with few glitches, and I'm a bit concerned that it may be over-matched by my proposed selection of game modifications....which is why I'm here.

 

I have the CD GOTY version, and I understand from modding games like Baldur's Gate & IceWind Dale that there's often a certain order when making core game modifications. So here's what I have (after reading a bunch of online guides, and watching YouTube video's):

 

Install the game, and start it once to create all the folders the game needs.

Install MCP, and patch using MCP Skunk Works

Install MGE XE and run the .gui

Install mlox

Install Wyre Mash-Polemos' Fork and run the .exe

Install TES3 CMD

Install MO2 (archive version), using Portable install, and run the .exe

 

My questions would be:

 

a) is there anything in that list that is unnecessary, conversely, am I missing anything, and is that the correct order?

b) is this too ambitious for an average rig? (I understand there are a lot of manual settings to increase/decrease CPU demand)

 

Once I get the game to run without any major glitches, any mod suggestions? I've played the game through several times, so I have a good idea of what I want, and don't want. I am not interested in mods that imbalance the game (ie. God Mode), or add overpowered items, nor mods that change how a single item looks...I'll have plenty enough mods that add a great deal of content, so I see no need to add clutter for any single item.

 

Comments would be appreciated, and I thank you, in advance.

 

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After installing game and expansions, install MO2 first so that you can use it to install your mods.

 

The mod list looks good.

 

Rise of House Telvanni is an awesome mod, but doesn't start til you are head of house Telvanni.

 

Great House Dagoth is great if you want a main quest ending that sides with Dagoth Ur.

 

Darknuts Great Dwemer Ruins, I think it's called, rebuilds all Dwemer ruins into impressive, dangerous places. Make sure you Google for Darknuts Great Dwemer Ruins and Great House Dagoth compatibility patch. I think it's for v1 of Darknuts.

 

Vvardenfell Druglord is great if you want to, well, be a druglord. Well done actually.

 

I think it's called Join All Houses, let's you do just that.

 

And of course Tamriel Rebuilt, to explore the mainland. A massive mod.

 

Tamriel Rebuilt has two sister projs. One is Project Cyrodil, I believe, and the other I think is Skyrim Home of the Nords. Both add these areas of Tamriel to the game.

 

Of course also get anything these mods need too.

 

There's a ton of great replacers now, and MO2 makes it safe to install them without overwriting files other mods need.

 

Enjoy Vvardenfell! :)

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After installing game and expansions, install MO2 first so that you can use it to install your mods.

I could be wrong, but it's my understanding that MO2, being a mod manager, should install last.

 

 

Rise of House Telvanni is an awesome mod, but doesn't start til you are head of house Telvanni.

I don't play spellcasters, so not of interest to me.

 

 

Great House Dagoth is great if you want a main quest ending that sides with Dagoth Ur.

 

I enjoy playing as a baddie in many other games, but I just couldn't get myself to indulge in this for Morrowind.... :ermm:

 

 

And of course Tamriel Rebuilt, to explore the mainland.

One of the more interesting ones, and one I might try...

 

But first....I've got to get a stable game up and running, so more comments on my original post are certainly welcome.

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  • 3 weeks later...

There's a ton of great replacers now, and MO2 makes it safe to install them without overwriting files other mods need.

Wrye Mash does exactly the same thing and from what I know MO2 is not recommended to use as a mod manager for Morrowind as it's known that some mods won't work if it's installed in MO2.

 

http://wryemusings.com/#Morrowind

 

https://github.com/Wrye-Code-Collection/Wrye-Mash/releases/tag/87

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I suppose that to find out which mods won't work with MO2 is a trial and error thing, yes?

 

Seems, from my reading, that the biggest difference between MO2 and WM is MO2's support for FOMOD, and MO2 being perhaps a little easier to use. Also, if I'm reading correctly, many conflict issues come from having BOTH managers installed at the same time.

 

I'm so busy that I haven't had time to reinstall the game, so I'm still open to suggestions. I don't anticipate the need for FOMOD support, so I'm currently leaning towards Wrye Mash :ermm:

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Yes, I suppose it is.

 

AFAIK Morrowind doesn't support FOMOD (Fallout3 mods?) since Morrowind doesn't use FormID records while the newer games does e.g Oblivion, Skyrim.

 

You know, using Wrye Mash is easier to use than Wrye Bash, because Wrye Mash doesn't have many features like what Wrye Bash has.

 

 

Now, if you have any questions about how do I do that or what this mean, then ask us and see if there is anyone who might know the answer of your question(s). :)

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