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Grumpy
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You vote: "Starter" mod list...
      #2882715 - 08/03/04 11:43 AM

Probably not a good title... Live with it...

Ok... First "baby step" list here...

What we want: A short list of "defacto" mods that most everybody can agree on for use in the game.

Do's: Mods that "enhance" the original game, but do not modify gameplay nor the overall "feel" of the game (probably not a good explanation... live with it).

Dont's: No face packs, no quests, no massive graphics enhancing mods, etc.

Just the mods that most use in the game on a very regular basis.

This is an offshoot of an idea concieved by "Dildo Baggins" in the "Goodwill Campaign Pact" thread, but I don't intend it to go that far. See it here.

Once we have gotten a fairly good listing, the next step will be to create a poll for all who wish to vote. Poll will have pertinant mods listed, and the ultimate goal will be to create somethng like a "Top 5" list of mods that most everybody feels should be used in the game.

I'll start it off: ThePal's "Patch" mod...

Others that might be considered: Sign mods; weapon/armor enhancers (NOT REPLACERS!); I mentioned TheOtherFelix's VGreetings in the other thread; etc..

Should give you some idea of what we're after here...

Moderators: If this quickly degenerates into a flame war of sorts, please... just as quickly lock it and we'll go back to the way it has always been... beautiful anarchy...

(small steps)

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slategrey
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2882751 - 08/03/04 11:56 AM

Complete Morrowind.
Primary Needs 2.6 (complete morrowind 2 when its out of beta)
Inscription
Kai Globes 2.7 (shameless self pluggidisation)
Advanced Herbalism
MTT2
Ice's robe replacer.
Divine Domina.
Book Rotate 5. whatever the latest version is.

Theres more, but those are my "dont play without" Mods

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Daduke
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Re: You vote: "Starter" mod list... [Re: slategrey]
      #2882819 - 08/03/04 12:21 PM

hmmm - no face mods? sigh thats one of my must haves

but

Quickstart - so you can skip that annoying intro
Aerelorn's Morrowind Enchanced with journal and writing

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Limorkil
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Re: You vote: "Starter" mod list... [Re: slategrey]
      #2882836 - 08/03/04 12:27 PM

Not sure I fully understand your criteria, but here are some mods that I cannot play without that do not fundamentally change the feel of the game:

Morrowind Unofficial Patch
Divine Domina 1-4
Ice/Brady's Male and Female Robe Replacer
Furnishers Hall
Hall of Mannequins
Houses for Sale (goes with Furnishers Hall, since the houses have no furniture)
Indybank - no houses
Vivec Expansion
Real Signposts (not sure if that's the right name - the one WITHOUT colors)
Beds 4 Rent


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Reffa
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2882907 - 08/03/04 12:54 PM

Well, if you really want to think about taking baby-steps... Doesn't almost everyone who is new to modding go out and download the official Bethsoft Plugins?

I would think those would be the smallest of the smallest steps you could possibly take. They don't really do anything 'too' drastic (other than Firemoth), they work, and they're official...

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Re: You vote: "Starter" mod list... [Re: Limorkil]
      #2882908 - 08/03/04 12:54 PM

Seasons by TheLys, you gotta love it.

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fable2
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2882986 - 08/03/04 01:14 PM

Book Rotate. Real Furniture. Potted Plants. Advanced Herbalism.

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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2883865 - 08/03/04 05:17 PM

Some others not mentioned yet:

LDone's 'Thief Experience Overhaul' but only the lockpicking, trap and open spell balancing. Reason: it is rather ridiculous that you can disarm any trap from day 1 with an apprentices lockpick so that's an essential fix in my opinion. Overall I think these mods don't affect gameplay drastically. I wouldn't use the sneak mod of this package though as that does alter gameplay as well as break training (unintentionally I'm sure) for the sneak skill.

Mephisto's 'Creature Pack 1.1'. Reason: probably a bit controversial but it doesn't add new creature models or anything, just adds variety to existing creatures. At earlier levels there are more passive creatures and the challenge remains even as you continue levelling up to higher levels. I think it's pretty seamless really and enhances the original levelled list.

'Persuasion Response Expansion v4'. Reason: greatly enhances persuasion responses without altering gameplay or anything.

The various 'Voice add-ons'. Reason: this can only enhance the overall atmosphere and doesn't change gameplay. It's not changing any voices, only adding them.

'Bloated Morrowind' Reason: simple, effective and helps to explain just where exactly the Bloat ingredient comes from.

There's also two mods for changing the icons for scrolls and potions in the character's inventory. Perhaps these are a matter of taste, but they really do help with identification and are very useful. I think they're available on the summit.

Max_aka_Nobody's 'Complete Morrowind'. Reason: well, this does alter gameplay a bit and therefore might not qualify, but given that it makes all the useless bits and bobs of the gameworld less useless, it's probably worth including just to round everything out a bit. The only problem with it is that there are various typos etc. here and there which give away it's origins as a mod. I'm not trying to criticise here, but just saying that because of that it doesn't blend into Morrowind as seamlessly as it might otherwise.

TheLys 'Dwemer Clock Enhanced'. Reason: one of the first things I wanted to do when I first played was find out the time of day without having to hit the rest key. It's simple and doesn't affect gameplay.

Of course a list such as this is subject to debate but I've tried to suggest none gameplay affecting mods or anything that changes the world of Morrowind too much. As for the various Herbalism and Alchemy mods out there, I couldn't decide. I think if you're going to use a Herbalism mod then you're probably also using Srikandi's Homeopathic Alchemy, but that changes Alchemy to such a degree that it affects gameplay (albeit in a good way). So if you're not going to change the Alchemy gameplay, then it just seems like overkill to include Herbalism in the list. If you did though I'll put in a vote for Herbalism Redux since it's simple and non-complicated.

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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2883991 - 08/03/04 05:56 PM

Morrowind Advanced
Ice & brady's Robe replacers
ModMan's Window Lights (despite the FPS hit)
Morrowind Comes Alive (ditto)

These, plus BH, BB and kallazza Visual Pack are on my always have loaded list.

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DarkOneVenzar
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Re: You vote: "Starter" mod list... [Re: ]
      #2884006 - 08/03/04 06:02 PM

I am not completely understanding the concept here so I will post some mods that I think are good starter mods. These are mods I refuse to play without and some of them are helpful like the Paper fix.

1-Carnithius' Armamentarium
2-Better Bodies v2.0
3-Better Heads v1.1
4-Morrowind Comes Alive v2.2
5-Plain Paper Fix
6-Windows Glow v1.75
7-Durzog Armor v1.1
8-Knights of Tamriel
9-Canus' Necromantic Robe
10-CanadianIce's Female Necromantic Robe
11-Wizard's Hats v1.0
12-Key Replacer v1.3
13-CanadianIce's Female Robe Replacer

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Wolvington
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Re: You vote: "Starter" mod list... [Re: ]
      #2884023 - 08/03/04 06:08 PM

hmm...

cloak and dagger
partners 2.2 OPEN by skullhunter, getter here, http://www.freewebs.com/krustykrusty/SK_Partners_Open2.2.esp


that one allows for same sex relationships and cuts the scripts needed from a whole lot, to three, and as always easy to make ur own specific partner, or recreate yourself everytime you make a new char, so the old one is never forgotten.... and you can hang with him/her

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MadPauly
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Re: You vote: "Starter" mod list... [Re: Wolvington]
      #2884047 - 08/03/04 06:16 PM

Only three from me.

ThePal's Unofficial Patch (pretty much a must, since it fixes so very much).
MWA v 1.82 (Stromgarde's reworking of WormGod's classic).
The Morrowind Enhanced suite by Aerelorn (adds things that should have been there anyway).

I could go on and list any number of retexture packs, voice addons or whatever, but those are, in my opinion, more to personal choice. Some might prefer the photo-realism of Qarl's work; others may prefer the bright (dare I say blindingly so?) work of Brash's Fantasy Colour Morrowind. Voice addons are nice but make for huge downloads. Necessities of Morrowind alters gameplay drastically.

Best of luck with this venture, Grumpy!

Regards,
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MeghanAJH
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2884412 - 08/03/04 07:57 PM

Ok - I'm thinking of a basic list that should run on most machines. That means I'm skipping the more cpu-intensive stuff. I'm also skipping the little add-ons that are nice but not really necessary - this is just the basics:

1. A Face Mod: Better Heads
2. Weapon Add-on Faarp's compilation, adds bows & meele both
3. Female Armor Replacer La Femme official plugin & Avenger's armor
4. Female Clothes Avenger's shirts, Ice & Brady's robe replacer
5. A House Mod (Pick One) Abu Manor (lrg) Abu Retreat (med) Marrowind Abodes (sm)
6. Armor Add-on Jeremy's Knights of Tamriel
7. Creature Addon Morrowind Advanced
8. Magicka Addon Dynamick Magick Regen
9. Magick Addon Magical Trinketts
10. Alchemy Addon Herbalism Redux
11. Aclemy Sorter Addon Auto Alchemy Lab
12. Marksman Addon Suran Archery House
13. Companion Laura Croft
14. Thief add-on LDones Thief experience overhaul
15. Land Add-on Havish & Haldenshore

I didn't include a body mod since it's really pretty rare to ever see anyone's bodies.

I included female armor since, even if you're playing a male character, it's nice to see the females in the world looking female.

I have a lot of magick stuff listed since magic users need a lot of help in the game.

The Alchemy Redux mod by Mode_Locrian is very lightweight and relieves most of the pain of gathering stuff. The auto-alchemy labs by Andoreth relieves the rest of the pain. Even non-Alchemist specialists will apreciate these.

The Suran archery house adds bows and interest for archers while being less intrusive than the marksmen mod.

Jeremy's stuff is great armor for both male & female characters.

I chose Avenger's armor for the basic replacer because it's a little more varied than the Domina series.

I chose MWA for creatures since it's such a seamless addition.

Anyway that's my list of the basics I would suggest to a new mod-user. I don't acutally expect there to be agreement

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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2884738 - 08/03/04 09:23 PM

I'll just add my favorite obsession, The Lighting Mod by Sensei, available at Summit. Really makes the dungeons darker and more atmospheric

~shadowchylde

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Grumpy
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Re: You vote: "Starter" mod list... [Re: ]
      #2885026 - 08/03/04 10:52 PM

Many thanks...

Quote:

Well, if you really want to think about taking baby-steps... Doesn't almost everyone who is new to modding go out and download the official Bethsoft Plugins?

I would think those would be the smallest of the smallest steps you could possibly take. They don't really do anything 'too' drastic (other than Firemoth), they work, and they're official...





If this list gets done, those will definately be mentioned, but I'm more intrested in mods from the modders here. I think most people hit those first anyway...

Fix type mods...

Do we really think a beginner should be looking at a bunch of facepacks, or mods that add new weapons, etc.. I might go with Jeremy's Dominal series, cause it could be argued that they do not affect overall gameplay, but we're looking at 5 different mods there. Not large downloads, but... Same with other graphic replacer mods...

All of this stuff will be added to the poll however, so it will be the voters who decide in the end.

..again, thanks. I'll leave this up for a few days and see what else pops.

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Monica21
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2885032 - 08/03/04 10:56 PM

Personally, I think everyone should play Morrowind at least once without any mods. I think that doing so gives the player a much better idea of what he or she would want from a mod instead of downloading one based on recommendation and perhaps not understanding the ramifications of downloading.

That said, I would recommend the following, simply because they help eliminate the "sexless" look of the in-game clothing and armor. Anything else is gravy.

  • CanadianIce and Brady's Robe Replacer
  • Avenger's Female Shirts
  • Divine Domina or Avenger's Female Armor
  • Prosey's Female Pants


I would not add a house mod. It's easy enough to get a stronghold during the course of gameplay, and I would really recommend not using a house mod until you can fully understand what you want in one. Getting a stronghold or taking over a house in-game can give you a much better idea of what you're looking for.

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Re: You vote: "Starter" mod list... [Re: ]
      #2885044 - 08/03/04 10:58 PM

Quote:

I'll just add my favorite obsession, The Lighting Mod by Sensei, available at Summit. Really makes the dungeons darker and more atmospheric

~shadowchylde




Do interiors *really* need to be any darker? Why, I can hardly see anything inside of most every shack. In fact, I wear out much of my magicka using the light spell...Come to think of it, that has played a major role in my levelling up...

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Re: You vote: "Starter" mod list... [Re: ]
      #2885074 - 08/03/04 11:08 PM

As for my favorite can't play without enhancement mods:

- Passive Healthy Wildlife (IMO much more realistic.)
- Economy Plugins (all of them, can safely have Bloodmoon or Tribunal cleaned out of them with no adverse effects aside from many error messages at startup, which is also a plus)
- Complete Morrowind Full (must have, must have, must have. omplements Economy Plugs amazingly)
- NPCReplace (IMO the BEST replacer mod)
- Better Bodies (no more super-muscular bodies. *much* better then the shipped ones)
- Herbalism Advanced (Awesome)
- Lighting Mod (Incredible. Animated window lights individually placed and created. A masterpiece.)
- Morrowind Additions (More Critters! Never a bad thing!)
- Morrowind 4 Fish BETA (I just love fish. Perfect mod for enhancing the oceans. Perfect.)
- Caits Critters Unleashed (Cows, Goats, even Pigs! Major FPS Hit, can be left out)
- Beasts of Burden: Packguar (Another Atmosphere enhancement mod. I remember in those dark days when I knew nothing about plugins and mods and had only Morrowind I tried and tried to find a way to get a pack guar. This was the first mod I downloaded, and I still have it today.)

Well, that's all I have to contribute...

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MeghanAJH
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2885203 - 08/04/04 12:04 AM

Quote:

Do we really think a beginner should be looking at a bunch of facepacks, or mods that add new weapons




yes. why not? I mean, if they're going to use mods at all. Every mod changes the game experience and there's no way you can simultaneously use mods and not alter things.

There's no universal place where we can draw a line and say "this stuff isn't appropriate for beginners."

For example, I can't really see how playing the game with Bethesda's heads makes for a better experience - certainly not for such a great experience that people should avoid head mods initially at the risk of, what? ruining? the experience. Nobody's life will be poorer for loading up a good head mod on day one. Ditto for a good alchemy mod, etc.

In my opinion of course.

In retrospect, I based my list on the idea that a beginner should use whatever mods appeals to him or her, but would do well to start small with a few mods at a time rather than download 9645 and try to use them all at once. I was making a list from the perspective of what would be a good technical approach to someone who was new to using mods.

The baby steps, in my list I mean, were from a technical angle, not trying to ease a player into incremental game changes. My feelings on game changes would be "whatever pops your corn."

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cdcooley
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2885561 - 08/04/04 02:49 AM

Quote:

What we want: A short list of "defacto" mods that most everybody can agree on for use in the game.




I'm afraid this noble and worthwhile idea is doomed from the start. :-)

Quote:


Do's: Mods that "enhance" the original game, but do not modify gameplay nor the overall "feel" of the game (probably not a good explanation... live with it).

Dont's: No face packs, no quests, no massive graphics enhancing mods, etc.

Just the mods that most use in the game on a very regular basis.



I think I know what you mean, but those face packs and graphics enhancing mods are the most used!

OK. The first few on my list are easy. They change my experience more than they do the game world itself.

Absolute Must-Have Mods:
QuickFix (manauser?) - sooner or later they'll need it.
Balmora Un-Mod (mouse) - sooner or later they'll want it.
Unofficial Patch (Thepal) - (and don't forget to official ones too)

Meta-game Mods:
SilentCharGen (Small Improvements Version?) - (I use a custom one.)
MagicMarker (ElBundee) - purely cosmetic unlike Erasmus's mods and closer in feel to the original.
And of course the FPS Optimizer Utility is required for any serious play.

In-game Appearance Mods:
(A Magic Shimmer mod) - I like Evil Sorcerer's Enchantment Colors De-enhancer.
(Any signpost mod) - I like Franzhauer's Textured Signs Neutral, but Mixed Signposts is probably best for starters.
Unique Banners and Signs (Bart Notelaers) - handy for first timers especially
RCC4MW (Daerk) - default lighting is less than great

In-game Better World Interaction Mods:
Vgreetings (The Other Felix) - unused voices are a waste
Persuasion Response Expansion (Glassboy) - variety is good
BookRotate (Cydine & Maboroshi Daikon) - not critical but nice

Things I'm not so certain about:

An herbalism mod would be nice, but which one. Maybe Herbalism Light would be OK, but it's probably better to let them suffer through the plant-as-container mode so they appreciate what they are getting when they pick one for themselves.

I love Atmospheric Sound Effects but it's multipart install is just too much to inflict on a beginner. The other sound mods aren't much better and which to use is really dependent on personal taste (and sound card abilities).

Rings and Amulets is great, but probably too big to be a most-have.

I personally use a very customized collection of clothing and armor from a variety of places, so I don't know what to recommend to start, but definately something.

A face replacer would be nice, but do ANY of them really maintain the original feel? Most seem to go overboard by replacing those Dumner crones Bethesda gave us with pre-teens. Even those that don't use the fountain of youth usually change the look of the characters radically and look really odd on the standard bodies. So you're probably right that it's better to postpone the head and body makeover.

I don't think Aerelorn's Morrowind Enhanced mods make my cut as a starter set. But they should make it into the "OK, now you've started, what next?" list.


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Re: You vote: "Starter" mod list... [Re: MeghanAJH]
      #2885674 - 08/04/04 04:00 AM

Monica21:
Quote:

Personally, I think everyone should play Morrowind at least once without any mods.



You know, for the first time I really tried that. I explored the whole Seyda Neen, a patch of land around it (at that time I also believed in "thorough" exploration of the map), and even reached Pelagiad. Then I looked at official "Bitter Coast Sounds", "Textured Signs", and some more mods (can't remember what else) and thought - what's wrong if I add this? Of course, when I came to the end of the main plot, there was much more mods in my list, though not anything gamaplay-changing. And I don't think that I've missed much because of "impure" game. I agree with MeghanAJH - there are mods that add to experience without spoiling even the first impression.

What I think is essential:

1. Body mod - either BB or SB. It may be matter of choice which one of them, but deliberate playing without them really has no virtue about it.

2. Face replacer - of course, there are several of them, and they differ in style. For a beginner, IMHO, Better Heads/Unique Heads combo is a flawless choice. They are done highly tastefully and with original spirit kept.

3. Signs - again, there's choice, but there's no point to reject them at all. My personal preference is Textured Signs (colored), though I admit that other options may be good as well. Nigedo's Authentic Signs are also a good pick.

4. Female outfit replacers - all Avenger's sets with or without Ice/Brady replacer for robes and Prosey's Pants.

5. Herbalism - even though I am a purist and prefer Balor's original over Advanced, *one* of Herbalism mods is an absolute must, unless you have a really slow computer that can't handle it. (Then again, when I had such a slow computer - PII/300, 256MB RAM, GeForce2MX400 - I *still* thought it's worth it).

6. Book Rotate - no questions asked. Readable Rotated Books is a good addition too, though with new BR version it probably has to be TESTool'ed for new scripts.

7. FrostByte's gold textures - others are a matter of personal taste, this one is for everyone and has no fault about it.

8. Sharpened weapons/armors.

9. SilentCharGen and Delayed DB Attacks - I use my versions of them.

10. Dwemer Clock - here I also prefer my version over TheLys'.

11. Aerelorn's Enhanced mods. Absolute must.

12. At least one of sound enhancers. I prefer ASE.

13. Vivec/Almalexia/etc. voice add-ons.

14. Windows Glow.

15. Key Replacer.

16. Ring texture fix.

17. Persuasion Responce Expansion (+ Nudity Greeting add-on).

18. Time Mod. The default day's length in Morrowind is really inadequate.

19. Tribunal Integration - adds some pieces from Tribunal armors/weapons/dialogs into original Morrowind where it is logically justified.

20. Last but definitely not least - Unofficial Patch 1.6.2

[EDIT:] Damn, I forgot about Potions&Scrolls. And VGreetings. They are a must too.

Edited by Kir (08/04/04 04:04 AM)

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Cyrodiil
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Re: You vote: "Starter" mod list... [Re: cdcooley]
      #2885694 - 08/04/04 04:09 AM

First, play through the game without any mods. Then give these a try:

Better Heads 1.1
(I had to wrestle with the idea of using a facepack for a while, and I've decided that BH 1.1 is the way to go)

Give your Orders 1.3

Smoother Bodies (screw Better Bodies)

VGreetings (ABSOLUTE must-have)

Khalazza Production Imperial Shield Smith

IndyBank v2.4

Cait's Critters Unleashed (ABSOLUTE must-have)

RealSignposts

Necessities of Morrowind

Rain's Hand Hall (yes it's different, but it does not interfere with the game at all)

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Monica21
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Re: You vote: "Starter" mod list... [Re: ]
      #2886158 - 08/04/04 08:37 AM

Kir:
Quote:

Personally, I think everyone should play Morrowind at least once without any mods.



Quote:

You know, for the first time I really tried that. I explored the whole Seyda Neen, a patch of land around it (at that time I also believed in "thorough" exploration of the map), and even reached Pelagiad. Then I looked at official "Bitter Coast Sounds", "Textured Signs", and some more mods (can't remember what else) and thought - what's wrong if I add this?




The reason I say that is simply because I'm drawing on my own experience. My first character was a level 20 before I accidentally saved over her, and she'd beaten the main quest without a single mod. I still don't have all that many mods loaded right now, maybe 50 or 60? I just think it's better to play through (probably not the whole main quest) but a good part of the game so that you actually realize the benefits of such-and-such mod. There are mods that break quests, and I'm pretty sure I have a mod (or several) that breaks at least two quests. I haven't had the "work" topic from Larrius Varro for quite some time and I always have to add it manually. And I haven't been able to go anywhere near Ald Daedroth without constant CTDs and my game eventually loading up corrupted. (Missing shock and frost spells, etc.) Those are things that I know how to work around, but someone new to mods might not have a clue.

I don't know what's causing those problems, and really I'm too lazy to find out, what with those being easy fixes and all, but at least I've played through the game enough so that I know what should happen and I can force (through addtopic or a journal entry) the correct resolution.

I suppose I said all that to say that if you don't know what's supposed to happen, how do you know how to fix it if you do have problems?

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MeghanAJH
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Re: You vote: "Starter" mod list... [Re: Monica21]
      #2886802 - 08/04/04 12:24 PM

let me say first that if my mod list isn't what Grumpy had in mind (I can see that it really wasn't myself) than my opinion here isn't all that important.

Monica I agree that the odd crashes and incompatibilites are something that a beginner would find frustrating. One of the reasons I chose the mods I did was because they don't conflist with each other. I was trying to make like a mod 'sampler pack.' My list gives a little taste of some of the time-tested mods in some of the basic mod categories.

But it's not a definitive list, by any means.

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ThePenquin
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Re: You vote: "Starter" mod list... [Re: MeghanAJH]
      #2886848 - 08/04/04 12:42 PM

True_Lights_and_Darkness 0.5. It's a really great lighting mod. Unknown author and no site in the read-me. If anyone knows where it's from please tell me.

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Grumpy
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Re: You vote: "Starter" mod list... [Re: ThePenquin]
      #2887843 - 08/04/04 07:31 PM

Ok... On further thought, I'm probably going to drop this...

Here's the rub: I do not want this list to get anywhere near a "Greatest Mods" list.

Example: I like Better Heads, but if that winds up being a "winner", then at that point, we have "stiffled" other head mods, and everybody will say: Well "THE LIST" says to use BH and nobody experiments; nobody tries to create better mods.. etc...

Not saying that is the way it would go, but I really do not want this to turn into a "Favorite Mods" list. What I did want were those (sorry to keep repeating myself here, but...) defacto mods that everybody would use...

Fix mods more or less...

I would dearly love to see Jeremy's domina series, or Ice's robe replacer on the list. These mods really don't change the game experience, just enhance it, but then what happens to other armor mods or robe replacers, and at that point, what right would any entity, whether it be individual or social in nature, have to exclude one mod in favor of other mods.

I can as easily point people to Telesporos' list or Ronin's with a whole lot less controversy.

I do not want this to be a "judgement" of mods...

I suppose, as somebody above mentioned: This idea was poorly concieved at best, and at worst my wording sucked.

Sorry...

They (ideas) can't all be winners...

I might reconsider what has been listed here and see if maybe a few of us can come up with some kind of consensus on a few (non-controversial) mods, but I really don't want to be the one chairing a panel of judges, and I most assuradly will not be the one to claim that one mod is better than another.

My appologies for the fuss...

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Ronin49
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2888411 - 08/04/04 10:30 PM

Grumpy - No apologies necessary, no fuss. Oh, I very much hear where you are coming from but we know that is how it goes and ya just gotta sift through it, if you want to that is. If not, OK too.

It's like Joe-2-posts pops up, doesn't really look around and says 'hows about some mods, eh?" [Canadian,eh?] and you get a six page thread recommending 1,796 mods - some broken, some weird (to me or to a novice), many conflicting, lots that don't load up easily, a few game-breaking, quite a few very demanding on the system and about four to six being relevant to the novice's immediate needs. The other 1,790 to 1,792 mods mentioned being relevant to the needs of the poster to express their honest, genuine and sincere approval of the mod in question and its place in their gaming experience NOW, not when they started!
OK, so I exaggerate a little . . . but not much.

So, sh . . can it if ya want, no biggee there either. But it was and is a good idea and no need to be less than happy with that. So the execution has some challenges . . . . It could be very useful - folk just need to answer the question asked [RTFQ] and throttle back a bit.

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cdcooley
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2891137 - 08/05/04 04:27 PM

Quote:

Ok... On further thought, I'm probably going to drop this...



Based on the replies (including mine) I can see why. We've all overstepped the boundaries you wanted to set.

Quote:

What I did want were those (sorry to keep repeating myself here, but...) defacto mods that everybody would use...



I don't think there is such a list, that's the problem. But I still think your idea has potential, but I think you'll be better off just creating what you think is an appropriate list and then seeing how many of us complain about what you put on your list, not what you don't put on it.

Quote:

These mods really don't change the game experience, just enhance it, but then what happens to other armor mods or robe replacers, and at that point, what right would any entity, whether it be individual or social in nature, have to exclude one mod in favor of other mods.



I think you need to be very explicit that you are creating a "starter-kit" not a definitive list of "perfect" mods. In fact, unless there is only one of a particular type of mod, you probably want to pick the one with the smallest download, smallest number of changes to the world, etc. Beginners should start with the "LITE" versions not the "BEST". After all, best is a very subjective thing, but we can (almost) all agree ones which are small.

Quote:

I can as easily point people to Telesporos' list or Ronin's with a whole lot less controversy.



Well, you need to point them to those lists anyway simply to reinforce the idea that your really are just creating a list for beginners.

I agree with Ronin49. The idea of a list of safe, small, minimal game change, but experience enhancing mods for new players is really a good idea. One of the biggest problems for a beginner is the overwheming mass of mods available.

Of course, I also understand if you want to give up. It is a daunting task.




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Iudas
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2891478 - 08/05/04 05:50 PM

Grumpy there are only two mods that are required on this list:
ThePal's unofficial bugfix and Kevin Donner's Text Patch.
Any other mod changes the gameplay, changes the experience, changes the visuals, changes something. Corrected spelling and corrected scripts so that they work ... so that the game actually plays somewhere close to what Bethesda envisioned.
Anything beyond that becomes a matter of varying tastes.
I run approx 225 mods and not one of them is a face, body, head, hair, clothes replacer ... other folks will not even start a new game without having new faces new bodies new hairstyles installed.
Lots of folks do not run any weapon balance mods or armour balance or mercantile ... to me the game sucks without a good weapons balance, and my own mercantile corrections. And so on and so on....even Bethesda's own plugins raise issues, Area Effect Arrows make markmanship the UBER TOOL, siege at Firemoth has enough problems to sink any mod, BitterCoast sounds is too limited, etc etc and bloody etc.
And on top of all this, are you actually asking for 6 lists because some folks will never upgrade to Trib or BM some folks updated to one or the other and some folks have all three or GOTY and of those there are still some folks who probably did not upgrade to the last patch from Bethesda.


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sunsi
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2891528 - 08/05/04 06:00 PM

Ok, now your last PM makes sense, Grumpy


Give me a few and I'll come on back and add to your troubles

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Vysion
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2891704 - 08/05/04 06:50 PM

Must have mods I begin the game with but not screwing up the game:

1) Book Rotate 5.2 (great for book organizing)
2) Plain Paper Fix (to avoid the extra click when picking up several)
3) RealSignposts (makes them legible)
4) Morrowind Toy Shoppe (probably not if you want absolutely no spoilers about what creatures look like, but I love these little figurines)
5) Creepermoremoney (only updates Creeper to 50,000; not an abusive amount but doesn't everyone want just a bit more mone)

And the rest:
NameChange, Weight_fix_0607, Enchantment Color De-Enhancer, HeightWeightAdj, SecretMasterFix, Shrinetext, Slower Fatigue Running, TribunalMaps, TribunalQuestFix, WritRedemption, Adamantium armor, Fix typos

Overall, no house mods as you have to play at least once without knowing where to stay.

-Vysion, the kettle black as I've never finished the game unmodified

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Grumpy
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Re: You vote: "Starter" mod list... [Re: Vysion]
      #2892549 - 08/05/04 10:45 PM

Quote:

Grumpy there are only two mods that are required on this list:
ThePal's unofficial bugfix and Kevin Donner's Text Patch.
Any other mod changes the gameplay, changes the experience, changes the visuals, changes something. Corrected spelling and corrected scripts so that they work ... so that the game actually plays somewhere close to what Bethesda envisioned.
Anything beyond that becomes a matter of varying tastes.
I run approx 225 mods and not one of them is a face, body, head, hair, clothes replacer ... other folks will not even start a new game without having new faces new bodies new hairstyles installed.
Lots of folks do not run any weapon balance mods or armour balance or mercantile ... to me the game sucks without a good weapons balance, and my own mercantile corrections. And so on and so on....even Bethesda's own plugins raise issues, Area Effect Arrows make markmanship the UBER TOOL, siege at Firemoth has enough problems to sink any mod, BitterCoast sounds is too limited, etc etc and bloody etc.
And on top of all this, are you actually asking for 6 lists because some folks will never upgrade to Trib or BM some folks updated to one or the other and some folks have all three or GOTY and of those there are still some folks who probably did not upgrade to the last patch from Bethesda.





Crux of the matter, but as I've explained to a couple of people already (PM), these "definitive" mods already exist to some degree. It's just a matter of "defining " them (and definately not a simple matter, either).

BTW: This (very) short list so far, now includes ThePal's patch mod and this "text fix" mod, but I would still like to think there might be others.

Other two tenative mods:

Beds 4 Rent mod
Tadeus' "Better Inns" mod

First adds rentable beds to some towns where they are missing, and the second gives some renting options (1 day to 30 days). Given my criteria, the second is questionable, but I would like to think it a nice addition...

...upshot is that it's still "in process". Nothing may come of it, but I'ld like to think that "we" will give it a shot anyway.

...and thanks for the continued intrest...

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bl4k3
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2892578 - 08/05/04 10:54 PM

if you are doing general "bug-fix" type mods then the mod that changes ownership of the potion chest in the wolverine halls mages guild should be added...

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Grumpy
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Re: You vote: "Starter" mod list... [Re: bl4k3]
      #2892663 - 08/05/04 11:19 PM

Nymeria's Mage Guild Fix has been mentioned as well if that is what you are refering to.

...and forgot to mention that expansions "should" (and will) be taken into consideration. Bunch of the BM fixes have already been noted.

Hopefully there will be a "short" list put up in the near future for review and subsequent revision by this community.

...and to "ThePal" if you are following this: Not really sure how to word this, but I understand this effort of yours is (and has been) a bunch to lay on one person, and I would like to express my gattitude for your original mod, and wish you well with any future revisions.

"We" will try and stay with this. Perhaps a "current" list that revolves around the current "Patch" mod with subsequent revisions when/if a newer version is released.

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Yu-Gi
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2893044 - 08/06/04 01:40 AM

Unofficial Morrowind Patch
Text Patch
Windows Glow II
TLM-The Lighting Mod
Taddeus' Balanced Mods
Wakims Game Improvements - Modular

Yu-Gi

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Morrowind's BIGGEST bugfix - Unofficial Morrowind Patch

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Iudas
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2893894 - 08/06/04 09:31 AM

Grump, a list of mods that fix mechanical, grammatical, and scripting flaws and that correct obvious omissions from the game?
Leaving out the ability to rent beds in some of the ovbious tradehouses and corner clubs fits --- so one of the three or four mods that address this omission is reasonable.
Wakim's flee improvement is reasonable. ( but it changes the gameplay significantly )
Ldone's lockpick and trap improvement are reasonable. ( Truly significant changes to gameplay here also )
SriKandy's Bloodmoon ammo fix.
The King's Oath fix
The Brittlewind fix
The ShadowSting fix
The mods that fix the wrong armour nifs being used ( mostly in BM )
One of the mods that lets the PC MOVE NPC's who get stuck in doorways and on stairs. Shanjaq Move mod.
The DrenFaction correction mod
One of the FireHurt mods ( makes standing in a fire painful )
The Gnisis Guard Fix ( Gives guards in Gnisis the proper weapon for their skillset ) ( I think this fix is included in the unofficial fix mod also )
One of the lavafix mods
One of the readable signpost mods
The Real Berenziah ( adds the unexpurgated vol 2 from Daggerfall )
The other Felix's V greetings series of mods
Month Bugfix version 2
The ring texture fix mod is already included in the unofficial bugfix mod.
The shrine text mod.
Wakim's Dialogue from WGI corrects the Nerevarine greeting situation.
I would vote for the KeyReplacer mod on the grounds that Bethesda only used two textures for several hundred keys but that argument can be used against it too.
There are two mods that need to be done but that I don't think are doable without access to the source code: One to correct the Turn Undead series of spells and the other to correct the broken Unarmoured skill. If only Bethesda would release another update for these two things.
I think of these as the plumbing mods, nobody really worries about the plumbing till the toilet breaks. These mods are unpretentious but they fix the leaky toilet. What they don't attempt to do is balance the game. Balance is subjective; broken scripts and wrong meshes are objective.
There is a large body of thought that suggests that: Mercantile is unbalanced, weapons are unbalanced, alchemy is unbalanced, enchanting is unbalanced, armours are unbalanced and often mis defined, birthsigns are unbalanced. I don't think there is a consensus on what would constitute balance for any of these unbalanced things.

A long time ago, there was a listing of about 200 NPC's that need to be hand tweaked because they are irrational in some way. Example: the sorceress that has Chrysamere has a longblade skill of 12 so she might have that ubernicesword but she is useless with it. The skeleton war wizard guarding the Vampire ring has NO OFFENSIVE SPELLS. Sorkvild the raven has no skill in heavy armour but he has the Masque of Clavicus Vile which he cannot wear. Now to me these are logic flaws in the game --- to others they aren't. I am slowly working on a mod to correct these character illogicalities but while this mod will be a "plumbing" mod in my eyes; in other's eyes it would be a major change to the course of gameplay.

Edited by Iudas (08/06/04 09:41 AM)

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wakim
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Feathers or gold? [Re: Iudas]
      #2894079 - 08/06/04 10:52 AM

"Balance is subjective"

This cannot be, unless by "balance" you mean something else, perhaps "preference?" Here I trot out an old metaphor: Measure weight with a hanging pan balance and place a pound of gold in one pan and a pound of feathers in the other. The feathers and the gold are, by weight, balanced; you may, of course, prefer the gold to the feathers, but now you are no longer speaking of balance. Perhaps some other would desire the feathers instead of the gold so that he may stuff them into a comfortable pillow - this again is preference. For the reason that many may misconstrue what balance is is no reason to conflate it with what it isn't. If balance isn't objective then it can't be balance; it is necessary that balance possess the property of being objective for it to be balance. When balance becomes merely a subjective thing then it ceases to exist per se.

One could ask one-hundred people to sum three three-digit numbers (e.g. 763 + 239 + 834) and expect no consensus on the result; this doesn't mean that there is not a single unique result that is correct for this question. Perhaps some would even prefer their own, incorrect answer to the correct one (i.e. perhaps an answer of 1234 has appeal for its order, perhaps an answer of 1 has appeal for its simplicity); one's preference does not change what is correct, unless "correct" also means "preference." Soon, if this path is followed, all meaning becomes mere "preference," including preference itself, and hence presents the contradiction that preference is meaningless (i.e. If all things are defined to be one thing then there is only one thing; thus all things can't be one thing).

Imagine if two people looked at the two objects hanging in equilibrium on either pan of a balance scale and one said, "It is balanced" and the other said, "It is not balanced." Is it possible that any single thing can simultaneously be both itself and another? Since balance can be measured it is empirical; since balance exists independently of the observer it is objective.

Now, the goal of a game, any game, is diversion: This is the essence of what a game is. (This is not to say that nearly anything may not be misused and employed for something less than its purpose - one may use a screwdriver to open his mail, but this isn't the purpose of a screwdriver.) If we possessed perfect powers of concentration we would not need to "take a break" to regain our focus, nor sleep to refresh our bodies. It therefore seems reasonable to abandon balance in a game when it embarrasses the purpose of diversion; but this presents a different question: What properties should a game have to accomplish its end?

It is here, as a method of obtaining diversion, that balance re-enters as a necessary game property. There are methods of diversion other than games; a game is a species of diversion, not diversion itself. What makes a game a game (and not something else) is that it is diversion achieved by a contest of skill. A contest of skill that isn't balanced is a poor contest and hence is a poor game.



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Re: You vote: "Starter" mod list... [Re: MadPauly]
      #2894328 - 08/06/04 12:36 PM

Quote:

Only three from me.

ThePal's Unofficial Patch (pretty much a must, since it fixes so very much).
MWA v 1.82 (Stromgarde's reworking of WormGod's classic).
The Morrowind Enhanced suite by Aerelorn (adds things that should have been there anyway).






I concur with Madpauly, those three. Though I'm not really sure if the second two fit the criteria.

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Iudas
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Re: Feathers or gold? [Re: wakim]
      #2894401 - 08/06/04 12:53 PM

I shall stand corrected and amend my words. In my defense, I was not using balance in the mechanical sense of static equilibrium. In MW, that hanging pan balance has flexible arms and a sliding pivot point and a few merchants willing to put their thumbs on one pan or the other.
I believe that it is possible to achieve internal consistency in the various parts of MW. Armour can be made consistent across all the various armours, weapons likewise, spells and spell making have already been well handled by yourself; what I do not think is possible is achieving a consensus among players/modders as to dynamically balancing the whole of the game. Your mod achieved consistency in the various individual parts that you addressed. And overall I think you mod brought the whole of MW closer to an internal consistency. Actually, that so much of unmodified MW is out of balance is probably one of the great strengths of the game. So much room to modify; so little time. There will always remain the one great unbalance to MW and that is that one cannot "win" MW as a pure mage or a pure stealth character. There is only one way to destroy the heart and that is the flaw that will always leave MW unbalanced.
If a great modder could come up with a way for a pure mage to destroy the heart by magic only or a pure thief to abscond with the heart --- ah but if wishes were horses, people in hell would have ice water.
It was one of your old posts that I had saved to my HD that motivated me to start developing the more logical character mod, just as it was your work on the flee ai and then in the balancing spells thread that motivated my work on understanding and cleaning up the mercantile aspects of MW.
At last count there are over 5000 publicly released mods for MW, that yours is still one of the few really mandatory mods is quite a testament.


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Grumpy
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Re: You vote: "Starter" mod list... [Re: Iudas]
      #2896047 - 08/06/04 08:37 PM

I'm going to kind of bypass the "fix" mods for now. They should all be included.

Very nice list, so thank you Iudas, and all others who have posted here as well...

...and on to additional mods:

"One of the mods that lets the PC MOVE NPC's who get stuck in doorways and on stairs. Shanjaq Move mod."

...excellent idea...

Other mods but I'm still undecided on this (consensus is a bitch):

I'll use the "readable signpost" mods as an example here: I think they should also be included, but in order to avoid controversy the list should just go ahead and include all that have been done. Possibly a link to a page with examples (pics) of each.

Probably do this for some of the others as well (window glow maybe).

Balance... subjective at best (as has been already discussed). Maybe a second list with these types of mods only... That might be workable.

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Iudas
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2896264 - 08/06/04 09:56 PM

I was assuming that if there were more than one mod that did the same thing or corrected the same missing aspect that they would all be listed and the potential users could sort them out for themselves.
I believe there are 4 mods that attack the rentable beds issue.
2 that attack the Stuck in the Doorway NPC
at least 4 maybe 5 that address signposts.
6 mods that address in one way or another the lighting in MW ( some complementary some conflicting ). At least a half a dozen that change, eliminate, tone down the SaranWarp effect on magical items.

Then there are mods like the Nudity Greeting Expansion and the Persuasion Response Expansion. They expand on the extant content of the game but do not add new content. One could argue either way for their inclusion or exclusion.
Just as one example, I did a really minor mod for myself that assigns East Empire Co Faction membership to the EEC members on Vvardenfell, it struck me as inconsistent that they were not given that membership when BM was released.

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Grumpy
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Re: You vote: "Starter" mod list... [Re: Iudas]
      #2896545 - 08/06/04 11:36 PM

Reason for this "compilation" suggestion:

Perhaps wishful (or misguided) thoughts, but I'm thinking the "learning" phase is coming to an end as far as modding is concerned.

I am NOT saying that this endeavor will ever end.

Doom modding is still viable after 10 years, and we've a much more refined tool than was (or is) available to those who still pursue (and peruse) that game, and I'm absolutely positive that creativity will still reign in MW land.

I am mearly saying that we now have a reasonable comprehension of this "tool" that we have been given, and I think a certain degree of "consolidation" of the now, two years worth of effort on the part of the modding community is desireable. Not only for new users, but so that all modders can have a "core" of mods to work "with" to insure a certain degree of compatibility for end users. Basically bring the game up to some "defined" standard.

Our first step so to speak...

The word "moron" (in reference to myself) keeps popping into my mind for even starting this... , but I have compiled the list, and we'll see what happens.

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sunsi
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Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2897047 - 08/07/04 02:27 AM

Here's mine...these are regular mods that never get disabled:

Emma's mods

Grumpy's companion (God mode)

uber weapon mod

Trash cans (the author claims getting rid of extra stuff improves fpm's)

Any and all head/hair/clothes mods

Emma's travel rings

Sauron's Abode

Zahratustra's "My Balmora Residence"


This is my bare bones, basic selection but there are a few more maybe not appropreate for a starter list



--------------------
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Re: You vote: "Starter" mod list... [Re: sunsi]
      #2897171 - 08/07/04 03:19 AM

i would have to say:

Herbalism Redux 1.1
real signposts
Morrowind Comes Alive
MultiMark
Windows Glow

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nidhogg13
Acolyte

Reged: 01/31/04
Posts: 187
Re: You vote: "Starter" mod list... [Re: slategrey]
      #2897226 - 08/07/04 03:50 AM

Mainly from other posts, here is a list of mods....most of which do one of the following:
Improve atmosphere (lighting mod, creature mods, homeopathic alchemy, persuation expantion, etc.)
Improve functionality (herbalism, quickstart, multimark, etc.)
Tweak things (thief overhaul, adventurers, passive wildlife, patch, text patch)
--------------------------------------------------------------
Advanced Herbalism (or herbalism light...)
Quickstart
Primary Needs 2.6 (complete morrowind 2 when its out of beta)
Morrowind Unofficial Patch
Indybank
Real Signposts
LDone's 'Thief Experience Overhaul'
Mephisto's 'Creature Pack 1.1
Persuasion Response Expansion v4
Morrowind Comes Alive v2.2
Morrowind Advanced 1.82
Dynamick Magick Regen
Passive Healthy Wildlife
Balmora Un-Mod (and the rest of the un-mod mods)
SilentCharGen
Srikandi's homeopathic alchemy mod
spellcasting mod 1.2 (the one that lowers the cast cost)
multimark mod!!!
Adventurers? (and superadventurers)
The lighting mod
Vgreetings

--------------------
They say if you play a Microsoft CD backwards you hear satanic messages. That's nothing, because if you play it forwards it installs Windows. -Taco

The word politics comes from the prefix 'poly', meaning 'many', and the word 'ticks', meaning 'bloodsuckers'. -Mistress Coli

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Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: You vote: "Starter" mod list... [Re: Grumpy]
      #2899524 - 08/07/04 07:27 PM

MW Incomplete: things omitted or partiallly omitted
MW Complete but WRONG: things in the official esps that are illogical, incorrectly coded or assigned, inept.
MyMorrowind: all the faces and lighting and creatures and sounds and music and texture replacers and clothes and relationships and bodies and quests and uberweapons and unterarmour and companions and new landmasses and new birthsigns and evil mods and godly mods and goth mods and vampire mods and houses and castles and cities and HOUSES that I use and just have to have checked before I will even begin to comtemplate a new character.



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