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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
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
Empirical Morrowind’s Mod Wish List
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
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
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:
Fixes two minor errors (missing icon and item placement) in Assassins Armory v.7.6
Jeremy's Knights of Tamriel
P Marbred's MCA CM Armory Add-on v1.0
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
Thief-Class Realism
LDones'
Thief Experience Overhaul-LD v1.3b
NPC Realism
Helios & Wrye's
Living Cities of Vvardenfell v3.07
Your Morrowind Family
Tarnman's Elders of Vvardenfell v1.0
Elders of Vvardenfell MCA add-on
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.
Wrye's NoM v2.12-04
Role Playing Realism
Aerelorn’s
Writing Enhanced**
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
Toccatta and Drac's Morrowind Crafting v2.1
Woodworking
Basketweaving
Glass Blowing
Candle & Pottery making
Weaving & Sewing
Mining & Smithing
Cooking & Brewing
Fletching
Jewelry making
Poison making
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
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.