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Empirical

Morrowind




Welcome, fellow traveler.  Your journey across the wilds of Vvardenfell, through the streets of Mournhold, and over the glaciers of Solstheim has brought you here.  Throughout your long journey you have had this nagging feeling that “something’s not right”, or “something’s missing”, or perhaps “that didn’t seem real”, or even maybe “that was too easy”.  This has prompted you to embark on a new quest to find answers to a new burning question, “How can I fix this?” Your quest is at an end.   Listed here are the mods designed to do just that.



Notes & Disclaimers


F      Realistic and challenging game-play is the key requirement of the mods on this list.

F      Improving the flow (play) of the game is an desired feature for most players and mods that do this are included in this list.

F      Making the game more aesthetically pleasing has also been considered in the selection of several mods for this list.

F      Having the game work "right" is also a consideration, and as such lists of fixes for both known game bugs and improved gameplay is included here.

F      Other authors’ work of similar mods not included in this list is in no way a reflection on the quality of their work.

F      Excluded here are the numerous quest, city expansion, home, weapon, armor, furnishings, clothing, race, and other themed mods available.  A list of those and other mods can be found here

F      Several of the mods listed here fit more than a single category.  These are listed with the additional category in parentheses.

F      A few of the mods listed here are in the beta version or have significant reported bugs still being worked out.  These are *highlighted thus*

F      Several of the mods listed here require MW Enhanced .  These are marked **

F      A few of the mods listed here require Morrowind Script Extender (MWSE) .  These are marked ++

F      Some of the mods listed here were exclusively hosted either at TheLys, TESMods, EuroRPG or at Unforgotten Realms and are currently unavailable.  These are highlighted thus .

F      Many of the mods listed here are linked to either Planet Elder Scrolls.com or TES Source.com   Registration (free) is required at these sites in order to download mods.

F      Several of the mods listed here duplicate some of the same features.  If used together the load order will then determine which mod’s features will be used in the game. Remember, last mod loaded into the game "wins".

F      Some of the mods listed here will conflict with some of the mods on this list, as well as other mods not on this list.   There are no “conflict free” guarantees here.

F      Please read through the readme provided with each mod to determine if you wish to add it to your game and determine if there are any potential conflicts with the other mods you are currently using.  Some of the known, and major, conflicts are listed.

F      It is recommended that you save a “clean” save for your current game before using any new mod if you do not wish to start a new game.  Some mods cannot be removed once saved into an existing game.  “Buyer beware” is in full effect with any and all mods listed here.


Contents

F Updated: June 3rd, 2007E
New and recently added mods are marked with a P
Newly updated mods are marked with a P



Realism


Combat Realism

Weapon/Armor Realism

Economy Realism

Business Sim

Thief-Class Realism

NPC Realism

Gameplay Realism

Role Playing Realism

Dialogue Realism


Difficulty Enhancement

 

Game Additions

 

NPC Additions

Creature Additions

Miscellaneous Additions

Tomb & Ruins Additions


Alternative Beginnings

 

Vampire

 

Tweaks

 

Magic Tweaks

NPC Tweaks

Skill & Attribute Tweaks

Game Tweaks

Game System Overhauls

Dialogue/Command Tweaks


Game Enhancements

 

Signs and Banners

Visual Enhancements

Lighting

Sound

Gameplay

Dialogue and Voice

Animation


Bug Fixes

 

Game Fixes

Quest Fixes

Display Fixes

Dialogue Fixes


Game Improvements/Fixes

 

Game Utilities

 

Empirical Morrowind’s Mod Wish List

 

Index

Newly Added / Updated Mods

Mods sorted by Title

Mods sorted by Author

 

Contact Info


Realism
Adding realism to the game


Combat Realism

LDones’ Dodge Mod 1.2-WD
Makes the Unarmored Skill more formidable, granting a Dodge/Sanctuary bonus based on skill level, thus making the Player harder to hit.  Wearing a single piece of armor no longer nullifies the dodge bonus.  Instead, each piece of armor worn significantly reduces the bonus until it is entirely dispelled.  Only high-level unarmored players can retain a portion of their dodge bonus wearing more than one or two pieces of armor.
 
GhanBuriGhan’s Combat Moves
Gives the player the ability to perform special attacks of various kinds, making melee combat more active and interesting by providing an incentive to try new tactics and by requiring more skill on the player’s part.  There are 4 categories of weapons that all have different moves: One handed weapons, two-handed weapons, Polearms and unarmed combat. The moves are triggered by performing combinations of strikes, jump-attacks, by using sneak mode, etc. The effects include knockout, real damage for hand-to-hand, disarming the opponent and much more.
 
Aerelorn’s Enemy Hand to Hand Damage
Changes the way enemy punches affect the player. Instead of doing fatigue damage, they will do health damage instead.
 
Aerelorn’s Blocking Enhanced**
Brings blocking under the player's control. Normally, no attacks will be blocked. When the player holds down a configurable key, they will block every attack, but at the same time cannot attack back. If the player has no shield, a sanctuary effect will be added to simulate parrying.
 
Aerelorn’s Combat Enhanced**
Brings the game’s combat system more under the player’s control.  Creates 30 different combat combos using simple combinations of the basic attacks (i.e. Slash, Slash, and Thrust).  There are 5 combos for each of the 6 weapon types.  Adds Trance and Rage to the game that slow down the passage of time so you can react more quickly, better plan your combos, and dodge attacks.
 
Hitto's Useless ACE add-ons

 

Backstab
Adds a bonus to your short blade skill depending on your sneak skill, increasing the chances for a successful backstabbing attack an enemy while in sneak mode.
Charge
Adds a strength and attack bonus for each second the PC has been running, allowing the Player to charge into enemies, increasing the power of his/her attack and having an extra chance at knocking them down.
Air Attack
Adds a strength and attack bonus for each second the PC has been jumping/falling, allowing the Player to swoop down on hapless enemies, increasing the power of his/her hits powerful, and having an extra chance at knocking them down.
Books
Adds 23 new books into Vvardenfell, each describing one of the combos from ACE through a little story, and also teaches you about the skill it describes.
 
Subtitles
Adds messages to the message boxes for successful combos using Combat Enhanced.


Shoujo’s Wound Effects & Penalties v2.0
Makes it so that a player near death will fight less effectively than at full health by applying penalties as the PC's health decrease.   Once the player's health hits 30%, he will start to suffer from blood loss, and lose health progressively unless his health level is restored.
 
TheLys’ Blood and Gore v2.14
Makes player, NPCs and creatures BLEED by generating visual elements (blood, chunks, smoke) when they're hit.  Visual elements are based on the NPC's or creature's nature and what they've been hit by.  All elements have an accompanying sound effect.
 
Horatio's NPC Enhanced v1.2 
Makes combat with generic NPCs in Morrowind more interesting and challenging.   These changes will affect any NPC you fight, including those added by other mods.  Among the features introduced is the ability of the NPCs to "hear".  The sound of combat will drawn any nearby NPCs which would normally attack the PC on sight to come running to the aid of those fighting the PC.   Fleeing NPCs will alert other NPCs as they flee.  Another feature is that NPCs will now switch between ranged and melee weapons according to the distance to the Player.
 
Aerelorn’s Less Annoying Guards
Stops the dialogue menu from popping up in the middle of combat with Guards.   If your weapon is drawn or a spell is readied, the guards will simply attack.  If you want to pay the fine, go to jail, or present writs just sheath your weapon or unready your spell and the guards will initiate dialogue and give you that option.  You can do this before or after they attack you.
Note: This can be tough on lower level characters. If you don't notice the guards coming towards you and you have your weapon out, they may kill you with just a few strikes. Be warned, and be aware of your surroundings when committing crimes.

Weapon/Armor Realism
Note: Those wishing for a list of armor and weapon mods can find them here.
 
LDone’s Armor Effects-LD v2.0-WD
Wearing medium or heavy armors now bring a cumulative Sneak Penalty and heavy armor will also cause a slight Agility Penalty, making light armor or going Unarmored more attractive.

 

Halo's MWE_ArmorEffects** v2.1
Makes Armor Effects MWE compatible.
 
LDone’s Armor Effects - Armor Balance Companion v1.0
Rebalances the in-game armors to address some inconsistencies.  Balance issues, Armor Rating, Weight, Health/Durability, and Gold Value have been tweaked for nearly all armor in the game.

 
Koop’s Blunt Weapon Tweak
Changes the "blunt two close" type weapons to "blunt two wide", making a blunt weapon attack look more natural.
 
M6n6M6’s Weapon Range Balance
Changes the length of the weapons in the game to be more realistic.
 
Edgewood Dirk’s Halberd Revamp v1.0
Changes the halberds in the game from a thrusting weapon to a slashing/chopping weapon.
 
Euthanasiologist’s Weapon Fix

Changes the stats of all the game’s weapons to match much more closely to their real world counterparts.  Also eliminates the “ignores normal weapon resistance” flag for many weapon materials making them ineffective against undead and Daedric creatures.
NOTE: Mod reduces the weight of the weapons to the point where it is possible to carry a vast arsenal of weapons, reducing its true realism.
 
Michael 'HelioS' Bennett's Assassins Armory v7.6
Adds dual-wielding weapons, with paired offensive and defensive weapons.   Defensive weapons differ from shields in that you block with a combination of your Block skill and the appropriate weapon skill.  
NOTE: Additional dual-wielding mods can be found here:
 

The Mad God's Assassins Armory - Unofficial Patch
Fixes two minor errors (missing icon and item placement) in Assassins Armory v.7.6

 

Jeremy's Knights of Tamriel
Adds six new and unique sets of armor and the quests to find and earn them.  
 


Marbred's MCA Knights of Tamriel Add-on v1.0
Adds the six released Orders of the Knights of Tamriel to the leveled lists used by Morrowind Comes Alive.   Requires Morrowind Comes Alive v5.2, and you must have all the Knights of Tamriel files installed.

 

P   Marbred's MCA CM Armory Add-on v1.0
Adds shields, swords, and armor from "CM Cutthroat Armory" to many of the NPCs added to Morrowind Comes Alive.
Note: Requires Morrowind Comes Alive 5.2, and CM Cutthroat Armory


Economy Realism
 
Indestructible's Bank v2.4a
Adds banking to the game.  Accounts, letters of credit, loans, collection agents, the works.
 
P   Piratelord’s Morrowind Economy/Trade Fix v1.8 (+ Difficulty Enhancement, Game Additions)
Eliminates the ability to take advantage of the “negative” items quirk. All Traders/Service class NPCs now have limited stocks, and have increased Mercantile and Speechcraft skills, making bartering and bribing more difficult.   Caravaners and Shipmasters will now have small random items for sale.   Pawnbrokers/General Traders will have a small chance of having rarer/more expensive items for sale, making it worth paying them a visit now and again.
 
PirateLord's Balance Adjustments v2.0
Reprices virtually every in game object to a "fair" price that is based the quality/power of the item as well as its level of availability in the game.   The rarer an item, the more expensive it will be.
 
P   Fliggerty's Improved Bartering v1.2++
Makes the trading system in Morrowind a more immersive experience.   Merchants will no longer have a predefined, specific amount of gold to barter with each day.  The amount will vary from none to twice the merchant's level.  Also adds the ability to convince almost any NPC in the game to barter with you by simply asking them.
Note: Requires Morrowind Script Extender (MWSE).
 
*Biges’ Economy: Merchants and Taxes v0.8*
Sets the mercantile and Speechcraft of merchants to appropriate level and keeps them rising along with the PC’s progress, requiring the player not to neglect his mercantile and Speechcraft skills.  Makes merchant behavior more rational.  No more selling items for less than their cost.   Introduces taxes to the game.  Taxes are based on character level.
 
HotFusion's Economy Adjuster
A series of modular plug-ins designed to reduce to amount of gold available in the game and make the economy of Morrowind more realistic.  The individual modules included increase penalities for crimes (including death warrants issued against the player when the Empire deems him/her a threat to society), balances the value of ingredients in relationship to their availability in the game, makes merchants act in a more rational manner and many other changes.
 
Taddeus Improved Inns 1.10
Fixes the renting scripts so that you cannot stay in a room rented "for 1 day" endlessly, updating the rental situation in real time.  If you're in your room when the renting time ends, the publican will kick you out!  Allows for 4 rental options: 1, 5, 15 and 30 days.

 
 

Business Sim
 
Josh's The Farmer Mod v4.3
Allows the player to begin a career in the farming business: hiring farmhands, purchasing farms and plantations, buying slaves, slavemasters, plantation guards and pack guars.  Adds the Farmer's Guild and allows the player to trade crops with crop sellers.
 
Graphite’s Erengard Mines
Allows the player to run a single mine for profit, buying equipment, hiring miners, providing food and drinks, hiring guards and building installations.
 
Nemon's Vvardenfell Co-operation
Allows the player to be the “Fed-Ex” guy/gal delivering packages and goods to traders in 19 towns in Vvardenfell.  Adds a massive warehouse and docks complex near Ebonheart that shuts down at night and has guards on patrol looking for intruders.   Ships come and go from the docks according to the time of day. Several new NPCs have been added with humorous dialog mixed in.
 
Fliggerty's Vvardenfell Druglord v2.0
Originally intended to be an entrepreneur/business mod, but grew into a series of quests involving the operation of an illegal skooma lab.  After all the quests are done, you have the option to automate the lab, making it entirely self-sufficient...all you have to do is stop every once in a while and collect your money.
 
HotFusion's Sim Manor Alpha III
Adds a dynamic and original ownable residence. This is no ordinary house mod!   Employ any number of employees in running the manor, making it into a thriving business - or driving yourself into debt!
Note: The authors warns, "This is an alpha version.  As in pre-beta.   As in incomplete.  Buggy."
 
AimeeKae's PC Clothier - Balmora v1.5
Allows your character to become the owner of a clothier shop just inside the gates of Balmora.   The shop comes with a in-game book that tells you how to run the shop.
NOTE: The author has released a patch for this mod.
 
Aimeekae's PC Smithy - Ebonheart v1.0
Allows you to become the owner of a smith shop that sells regular or enchanted weapons and armor.

Iridox's Dulsya Isle
Allows you to help develop one of two settlements into a sprawling metropolis on the Isle of Dulsya.  The expansions of the towns are related to the tasks you've carried out for the founders.
  
Nimrod Flamehair's The Broken Drum
Adds a new tavern near Ebonheart, including new characters, objects, dialogue, live music and new mini-quests.  You will have the opportunity to buy the tavern.
 
Baratheon 79's Wayfarer's Rest v1.21
Allows the player to gain an inn, located along the road from Pelagiad to Balmora, and earn a profit from it.  There is a quest to get this inn, and a couple more to improve it.
 
P   Baratheon79's Racer's Roost v1.1
Adds a small tavern in Hla Oad for the player to buy and make money from.

 
 

Thief-Class Realism
 
LDones' Thief Experience Overhaul-LD v1.3b
Increases the difficulty in opening locks and disarming traps, making the security skill much more valuable.  Increases the difficulty in casting open spells, again to make the security skill much more valuable  Adds sneak bonuses to allow player to take advantage of darkness and weather conditions.
 
Vanhikes & qwert_44643’s Light Based Sneaking v1.4
Makes sneaking more realistic and harder by making the sneaking skill dependent on light and distance from light sources: the closer you are to lights the less able you are to sneak.
 
Noirgrim's Weather Based Sneaking
Adds different sneak bonuses when sneaking at night time, dusk and dawn, and in different weather.
 
DragoonWraith's Assassination v2.0
Allows you to sneak up on enemies and kill them by snapping their neck.   The technique to assassination requires careful timing and sneaking abilities.
 
Kirel's Sneak Attack v1.0
Gives the Player an attack bonus after sneaking for a certain amount of time (default 20 seconds) with a weapon readied and without being hit, making a successful strike pretty much guaranteed.  Can be setup for marksmanship weapons as well.  The effect is reset after your first strike.
 
P   Jog's Enhanced Stealth v1.2**
Adds new features to the sneak skill including sneak attack bonuses.
NOTE: This mod requires Morrowind Enhanced (MWE).

 
Cliffworm's Morrowind Bandits Unlocked
Adds keys to every locked containers and doors in every NPC occupied cave, daedric ruins, vampire lairs and strongholds.  Creates new challenges for non-thief characters to use their security skills if they are unable to find and acquire the keys.
 
Cliffworms's Morrowind Cities Unlocked v1.0 (+ Game Bug Fix)
Adds a key to every locked doors or containers in Morrowind's cities.   Over 420 new keys added in all.  Creates new opportunities for thief characters to use their skills to find and acquire the keys.  Fixes several doors and chests that are missing their proper ownership assignments.

 
 

NPC Realism
 
Helios & Wrye's Living Cities of Vvardenfell v3.07
Adds schedules to the NPCs in many of the towns in Vvardenfell.  Many of the NPCs will go home at night, go to bars, go out at night, go shopping, go walking, and live their little lives on a daily basis.  More guards come out at night and the shops lock up for the night with various opening/closing times.
 
Emma's Children of Morrowind v1.0
Adds over 330 children to the game, of various ages and of all races throughout Vvardenfell, creating a more realistic feel to the game.  
Note: There are several add-ons for this mod, adding new Orc children and Elf teenagers.
 

Your Morrowind Family
Allows you to adopted a family of four children to take care of.   Nanny comes with the children.  Requires Children of Morrowind.


Tarnman's Elders of Vvardenfell v1.0
Adds elderly looking NPCs (all races and sexes) to the game using the NPCs not originally placed in the game despite being created by Bethseda.  These NPCs are scattered across the map.  Some are hostile.

Elders of Vvardenfell MCA add-on
Adds new NPCs with the faces from Elders of Vvardenfell to the leveled lists used in Morrowind Comes Alive.  The added NPCs are of the classes one would expect to find older individuals involved in (nobles, captains, priests, along with commoners, drunkards and others).


OSPA's NPC Gnisis
Gives the NPCs of Gnisis wandering outside a schedule: they will go home at night and seek shelter when it's raining.  Vendors go the Madach Tradehouseat at night.  Each NPC has his/her own schedule, so not all of them "retire for the evening" at the same time, and they will appear outdoors at different times in the morning.
 
Scrugg’s MW Inhabitants: Pickpockets! v1.0++
Add pickpockets to the game.  You can customize 4 aspects of their behavior, including spawn frequency, speed (relative to player's speed), what types of items are stolen (any items, or gold only), and toggle the time limit for recovering your stolen items on or off.  Items stolen can be recovered at nearby thieves' hideouts.   MWSE v0.92 or higher required.
 
Druidus' Genetics v1.3
Creates diversity in the Morrowind races so that all the NPCs of a single races do not all have the same attributes.  This mod only affects the default races.
Note: There are reports of low level NPCs turning up dead in the game where they should be very much alive.  Author promised an update to remedy this, but one has not been forthcoming.  A clean save is highly recommended before using this mod.
 
GhanBuriGhan’s Traveling Merchants v1.2
Adds "travelers" to Morrowind, NPCs that actually move between towns on set routes.  Adds a little life to the roads and provides new role playing opportunities.  There are 7 traveling merchants, all located in the western part of Vvardenfell.
Note: A Tribunal patch is available that fixes dialogue loops with Tribunal NPCs that use the "wait here" topic.
 
Cyrano's Traveling Merchants v2.2
Adds seven more traveling merchants in Vvardenfell in addition to the ones added by the original Traveling Merchants mod.
 
GhanBuriGhan’s The Regulars - Sitting NPCs v 2.02
Adds 27 NPCs to various pubs and clubs on Vvardenfell that are actually sitting down.   These NPCs won't do much - they have no quests for you and they will only get up when you fight them.  Makes the pubs look much more real.

 
 

Gameplay Realism
 
Duncan's Falling Down v2.01 – Tribunal
Makes you keep an eye on your fatigue. As you lose fatigue your strength, agility, speed, and endurance are reduced.  Let your fatigue go below 15% and you lose the ability to jump.  If your fatigue reaches zero you will fall helpless to the ground; easy prey for any nearby enemies.
 
Duncan's Sleep or Suffer v1.1
Sleep is now a necessity.  If you go too long without sleep, your character will feel the effects of sleep deprivation.
 
Tejón's Fatigue Effects v1.21
A collection of three mods, which can be applied individually or as a complete package which apply various penalizes as the player's fatigue decreases.
 
ModMan's Hunger Mod v2.0
Eating is now a necessity.  You must now eat once a day or suffer loss of physical attributes.  Adds 3 new vendors who sell new food ration items.  You can also eat over a dozen types of existing ingredients to sate your hunger.
 
Balor's Primary Needs
Adds to the game the need to eat, drink and sleep for your character.   If you don’t take care of life’s necessities, your character will have increasing penalties the longer that his/her basic needs are not met.
 
Sendai45's Blight Infections
Makes you no longer immune to blight storms.  If you are out in a blight storm you risk infection from all of the same nasty varieties of the blight that you can receive from diseased creatures.
 
Snakejawz’s Get Diseases
Makes the player contract a wider variety of the game’s diseases from the diseased and blighted animals, rather than a few as it is in the default game.
 
Vanhike's Service Requirements v1.41
Membership and ranks in the guilds and factions now mean something as they affect what services you can use.
 
Jesus Freak's Realistic Training - Combat
Adds a new way of training (the default method remains in the game).  Adds several NPCs who will spar with the player for a slight fee.  These trainers can be found at all of the fighters guilds and Imperial forts.
 
Caine's Guard Expander v1.1
Adds more variety to the guards of Morrowind.  Guards at the entrances of most towns/forts are armed with spears.  Patrollers walk the streets, making sure everything is in order.  Archers keep the peace from above.   Guards on ships have been changed to Sailors.
 
Eric's Better Vaults v1.0
Makes it so that if the Player enters one of the vaults of one of the Great Houses and does not hold a rank of master or above in that House, then a bounty is placed on his/her head and the Player is subject to attack by the vault guards.
 
Kirel's Fast Break v1.0
Allows you to sprint at increased speed in return for increased fatigue drain.   The higher your athletics skill, the more of a speed boost you'll get.   Drawn weapons/spells double the fatigue drain while sprinting.   Sprinting also lets you jump further, but beware, the large jumps usually come with a hard landing - the higher your agility the less impact the jump will have on your character.
 
Zappara's Temperature v1.0
Adds temperature values and effects to Morrowind.   Only the Player is affected.  Walking near lava is now highly lethal.  Use of fire and frost resistance spells in cold/hot environments lessens the effects of extreme temperatures.  Fur armors protect you in cold temperatures.   Temperature is calculated every 10 seconds, and there are no long-term temperature effects like hypothermia, but you can get killed if you stay too long in cold or hot extremes.
 
P   Yacoby's Swimming Realism v1.2
Adds realism to swimming (No more swimming in full deadric armor.    Wearing Medium of Heavy armor while swimming will deplete your fatigue level, depending on how much you are wearing and what (Helms, gauntlets etc).    You also lose 80% of your carrying capability while swimming.   Mod also affects weapon effectiveness under water.   Now only spears, daggers and hand-to-hand are effective against underwater foes.
 
Yacoby's Drug Realism v1.0
Adds realism to the way merchants handle drugs.  They will barter with you if are carrying drugs, but if you try to sell them drugs, as soon as you end the conversation, they will call the guards.
 
P   Yacoby's Pursuit Enhanced v1.2.1 ++
NPCs or creatures that are attacking you will now you follow you through load doors if you attempt to escape their "wrath".  The time it takes for them to go through the doors is based on factors like their distance away from the door when the player goes through it, and whether the enemy can see the player when he or she goes through the door.  Your enemies won't be able to follow you through the door if you lock it, unless they have a high security.  Those lock spells are now no longer useless.
 
Zennorious' Regionally Known Criminals v1.1
Makes crime on Morrowind region dependent.  This means that after you commit a crime in Balmora people in Caldera won't know about your crimes, but when you return to Balmora you will get your bounty back.  After a certain crime level people in other towns will also hear about your crimes.  The news of your crimes will only spread to towns that have the same kind of guards as in the town you committed the crime.
 
Sosthenes’ Fall Damage
Makes falling much more dangerous.  Even small falls can hurt you.
 
Sisco’s Fire Hurt
Fire now hurts you when you stand on it or walk through it.
 
SiNNeR's Unskilled Books
Converts all skill books to normal books and eliminates the ability to gain skills through reading rather than gaining them from practise and use.
 
Evilgreebo's Bathmod v2.0
Adds the need to take a bath to the game.  You need to wash every few days or you start to smell and suffer a Personality Penalty.  Bathing will make you smell better, adding a minor magic effect for 24 hours.  All of the towns have baths which add different effects depending on what type they are.  There is also 3 special baths which add extra effects.
 
Texture Freak’s Longboat Replacer
Replaces the sails on the ships in the harbors and ports with furled sails rather than the unrealistic unfurled ones
 
TheLys & others’ Complete Doors and Locks
Makes several NPCs go indoors at night and the shops lock up for the night.   Add lock bashing so you can bash open door and chest locks
 
VenomByte’s Goldweight
Gold coins now have weight: .01 per gold piece.  1,000 drakes weighs 10 units.   No more running around with tens of thousands gold pieces in your pockets.
 
Tonto's MWE Gold Burden**
Adds weight to gold pieces by placing a dynamic spell on the character.   For every 100 pieces of gold you carry, you will acquire a single point of burden.
 
Mal’isirion’s Realistic & Expansion Weather mod
Changes the weather in Morrowind to be more appropriate for the regions.   For example, the Bitter Coast gets more rain and fog because it is lowland.
 
Arsonide’s Endless Adventure: Primal
Several of the Morrowind creatures will now build lairs.  If you come across one of these, there will be a few creatures outside protecting it or simply milling about.   If you decide to attack the lair, the creatures will come out to protect it.   The lairs are often a source of ingredients.
 
Sal Maker's Animal Realism v1.0
A simple modification that makes for more believable animal behavior. No more suicide attacks by rats, fish, cliff racers, etc.  Blighted animals will still attack as normal because the blight has caused them to lose their internal instincts.   Also, 'stronger looking' animals have been made stronger.
 
Demosthenes’ Wooden Fort - Raven Rock
Adds a more realistic fortification to the Raven Rock colony.  You still must complete the colony quests in order to receive the full services of the new fort
 
Taddeus & Nymeria’s Necessities of Morrowind v2.12 (+ Role Playing Realsim)
Adds to the game the need to eat, drink and sleep for your character.   If you don’t take care of life’s necessities, your character will have increasing penalties the longer that his/her basic needs are not met.  Obviously, eating and drinking will eliminate the penalties.  Adds many features including cooking and building fires.  Adds optional features to get drunk by drinking alcoholic beverages.

 

Wrye's NoM v2.12-04
Cleans up and improves the NoM scripting as well as making a few changes.   Improves performance by reducing some of the possible FPS hits caused by NoM.

 
 

Role Playing Realism
 
Aerelorn’s Writing Enhanced**
Allows the player to write inside the game.  Adds blank books and blank scrolls sold in various locations all around Vvardenfell.  When one of the books or scrolls is equipped, the player can give it a name and then enter up to 3000 characters of text.  A quill and inkwell are required for writing.

Indestructible's Armorer v1.94
Adds blacksmithing to the game and allows you to create your own armor.
 
Jilin’s Smith Apprentice v1.1
An expansion of Armorer that allows you to create your own weapons in addition to your own armour.  Some materials must be smelted before they can be forged into armor and weapons.
 
*Cliffworms’ Role-Playing Classes, Stealth Pack v0.2*
Allows your character to perform multiple actions related to stealth characters such as beg for money, perform shows in inns, play gambling games with gamblers, enter houses using their windows (Nordic windows only), etc.   Also adds seven smuggling bases in which to fence stolen goods.
 
Endrek’s Sixth House v2.03
Allows the player to have the opportunity to join the Sixth House and perform tasks to rise through its ranks, gaining special powers along the way and enjoying some interesting quests and twists as you make the world a very different place than you were ordained to as the Nerevarine.
 
Endrek’s Gladiator v5.0
Allows the player to play as a gladiator, fighting battles in the Vivec arena, progressing through a series of increasingly difficult battles until finally becoming champion of the arena.
 
Tomas’ Freelancer v1.1
Changes several existing quests, dialogue and journal entries so that players can play as a freelancer and be able to get and complete quests.  Adds some new 'latest rumors' to point non-faction players towards quests.
 
Nevena’s Twin Lamps & Slave Hunters v1.5
Allows the player to join the Twin Lamps Faction and play as an Abolitionist working to free slaves and outlaw slavery in Vvardenfell.
 
Max Nobody's Complete Morrowind
Adds several realistic abilities for the player that allows possibilities to make new items, alter existing ones, or interact with the world. A list of the new abilities:


 Cooking
 Sewing (leather and cloth items)
 Weaving (straw items)
 Pottery Making
 Woodcutting
 Carpentry
 Mining
 Smithing
 Brewing poisons
 Fletching (making arrows, etc.)
 Building campfires.

 

NOTE: several of the features of Complete Morrowind (CMW) are not compatible with other mods such as Necessities and Armorer.  Several individual modules are available to use specific CMW features and avoid possible conflicts with other mods you might be using.

 

Blade Tail’s Morrowind Complete Full merged with Hunger Mod
Allows the player to eat the foods cooked in CMW to be used to satisfy the requirements for the Hunger Mod.  Both CMW and the Hunger Mod are required.


Toccatta and Drac's Morrowind Crafting v2.1
Like Complete Morrowind this mod allows the Player to engaged in crafting his/her own items in game and is compatible with Necessities of Morrowind.   Allows Player to sell his/her crafted items to several merchants as well as train in the crafting skills.
Adds the following skills and abilities:


  Woodworking
  Basketweaving
  Glass Blowing
  Candle & Pottery making
  Weaving & Sewing
  Mining & Smithing
  Cooking & Brewing
  Fletching
  Jewelry making
  Poison making

 
 

Dialogue Realism


Less Generic NPCs Project’s Mods:

Ald'ruhn v1.02
Ald Vethohi v1.10
Gnaar Mok v1.0
Hla Oad v1.2
P  Indarys Manor v1.45
Khuul v1.16
Maar Gan v1.01
P  PAX Redoran v1.0

Pelgiad v1.06b
P   Secret Masters v1.1
Seyda Neen v0.31
Tel Mora v1.02
Vivec - Foreign Quarter v0.50
P  Vivec - Redoran Compound v1.3


Creates unique dialogue for every NPC for every generic topic in the cities and strongholds titled in their mods.   Adds special features like a story-telling NPC whom you have to impress progressively so she'll continue her story.  Adds dialogue based quests.

Brother Juniper’s Balmora/Ascadian Isles Dialogue
Adds unique dialogue for many characters in Balmora and the Ascadian Isles Region.

SeekerVI’s Almalexia Undialog
Alters the dialog topics for Almalexia so that where once all knew about Almalexia, now only those characters part of the Tribunal Temple will respond.



Difficulty Enhancement
Increasing the difficulty of the game


Puma Man’s Advanced Guards v4.0
Upgrades all of the generic guards in Vvardenfell to be the equals of the guards in Mournhold.   Using leveled lists, as the player levels up, so do the guards.  You will learn to respect the law!

Lancelot’s Hard Patch 2004
Adds a “continuously increasing level of difficulty” system to the game to match the player’s progression through the game, providing for a more challenging game.
 
Mephisto’s Rogues v1.51
Adds Rogues and Assassins that will attack the player at random places in the game.  Balanced by increased guard activity.
 
TrevorDemented’s Hostile Attackers v4.0
Adds NPCs to the level lists that are scripted to match the level of player and set to fight on sight.  Hostiles are rare at early level, but begin to appear with more frequency at levels 8 and higher.  Expect a greater challenge.
 
Blind Eye’s Bribery v1.0
Makes it difficult for the player to bribe the NPCs unless the player has a high Speechcraft skill.
 
Blind Eye’s Non-profit Alchemy
All player-made potions now have zero value, eliminating this “cash cow” for the player.
 
Granarinth’s Tribunal Fix v1.0 (+ Game Bug Fix)
Makes a trip to Mournhold more challenging for higher level characters. Changes the toughness of some creatures, and placed more of them so they can work in groups.   Gets rid of all the references to the "Robots" in the game.  Fixes “the pack rat not following you” error and a few dialogue errors.
 
Endrek’s Weather Effects v1.2
Adds negative effects to the player when traveling in areas with harsh weather conditions. Nothing drastic, but now you'll have an incentive to find a safe place to hide out when a storm hits.
 
SiNNeR’s Sixth House Advanced v2.1
Makes creatures and NPCs of the Sixth House far more formidable. Fixes and balances the creatures/NPCs of the Sixth House so that Dagoths are no longer weaker than their non-Dagoth counterparts.  Makes the final confrontation with Dagoth Ur to be a more difficult battle.
 
P. Vaira’s Unleveled Creatures v2.0
Makes all creatures appear from the start. This is much more realistic than seeing creatures "magically appear" when you reach a certain level. Now you really do run for your life, or fight to the death at the beginning of the game.
 
Fallen's Better Solsthiem Creatures v2.0
Adjusts stats of the creatures of Solsthiem, making trips in the wilds of Solsthiem much more challenging and interesting.
 
Tarnsman’s Hungers 1.1
Makes the Hungers into nocturnal predators that are to be feared.  They are now a much more formidable opponent, and the manner in which they conduct their attack is much more in keeping with their name.
 
Tarnsman’s No thieving start (+ Alternative Beginnings)
Eliminates the “thieving start” at the beginning of the game.  Places ownership on all items inside the Census and Excise office as well as all the outside containers in the cities, thereby eliminating an easy source of gold and items for the player. Balanced by giving extra gold and items to the Player at the start.  In addition, all the tutorial messages when you start a new game have been removed.
 
Hyzmarca’s Traps (+ Thief-Class Realism)
Increases the difficult to disarm traps. Some traps will be impossible to avoid.
 
VenomByte's Economy fix – Item Lists
Alters most of the leveled item lists in the game.  Notably, rare gemstones and high end equipment are now MUCH rarer
 
Jaxalot’s Artifact Level Requirements v2.0
Balances the game by preventing a low-level player from obtaining a powerful item and using it as a replacement for developing their skills.  Instead, the player must level up and become mentally and physically strong enough to use the item, so that it will augment their stats and skills, and not replace them.
 
Darkflame's Hardcore Factions v1.0
Makes it more difficult to join factions and guilds, and harder to rise to the top.   Players will no longer be able to join and head every faction and instead will gravitate toward the faction(s) that reflect the skills they started out with.  Factions have their own standards and criterion for membership and rank advancement.  The Temple is the easiest to join.  The Fighters guild is difficult to join, but easier to progress through.  The Mages guild is very strict with their standards.
 
Kazeiru Nannoki’s Advanced Save System v1.0
Does away with the "Save Anywhere" system and implements a "Save Point System" similar to many RPG games.  Changes gameplay style to be more cautious.  "Should I open this trapped door?   If I die, my last save was fifteen minutes ago..."   Save Points are located in most of the towns and cities.
NOTE: this mod unavoidably disables the hotkey menu.

 
 
 

Game Additions
Specialized additions to the game

 
 

NPC Additions

P   Neoptolemus’ Morrowind Comes Alive v5.2
Randomly adds over 1000 types of NPCs to over 300 cells to bring Morrowind to life, and remove the “stale” feeling of the game.
NOTE: this version includes the features of The Undead v2.2, which cannot be disabled.

P   AJB4’s MCA Names v5.2
Gives the NPCS added by Morrowind Comes Alive randomly generated names so they don't show up as "Sorcerer", "Acrobat", etc.   The names are lore correct, as well as race and gender specific.
 
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