Game Improvements
Mods that attempt to improve the game by adding features to Morrowind or changing certain aspects of Morrowind. For mods that fix known bugs or issues in the game, see Bug Fixes.
Balancing Mods
Mods that attempt to balance the game.
Spell Fix by PetrusOctavianus
Requires Tribunal and Bloodmoon
Sets all spells in Morrowind, Bloodmoon and Tribunal to not auto-calculate. This means that NPCs will cast *only* the spells that are in in their spell selection. As it is NPCs have access to all spells set to auto-calculate, which means they can cast any spell if they have enough magicka, regardless of their skills. Most of the generic fighter types NPCs only have magic skill of about 10, so it makes no sense that they should be able to cast spells. This mod will make only Mages and Sorcerers of the generic NPCs have access to the most destructive damage spells, and it will make most characters cast spells that make sense for their class. See Game Improvements for the WGI version.
Wakim's Game Improvements (Direct Download Link) by Wakim
Adds Flee AI, a magic system overhaul, dialogue and faction-relation enhancements, and numerous Item/Character/Game Settings balances, all making Morrowind a richer and more vibrant world for all kinds of characters to play in. Please note that the version found on Planet Elder Scrolls is outdated.
Cap Removal
Mods that remove caps on attributes and/or skills.
Galsiah's Character Development by Galsiah
GCD changes Morrowind's levelling system to make it seamless. Limits are removed from skills and attributes, and skill gain is slowed down exponentially to preserve game balance. Skills influence attributes, health and magicka directly. Characters remain diverse throughout the game, with strengths and weaknesses dependent on initial skill choices, skill increases and racial factors.
Madd Leveler by Madd_Mugsy
Requires Bloodmoon
Automatically increases attributes as you use skills. Also includes skill and attribute uncapper.
Morrowind Decapitated by Fliggerty
Requires Tribunal and Bloodmoon
Requires MWE
Morrowind Decapitated utilizes existing game mechanics to remove level caps. What this means is that your skills will progress exactly as they always have. Falling, for example, will increase your Acrobatics Skill by the same amount depending on height. Also, attribute multipliers will work just as they do in the vanilla game. (A future version will have an option to tweak these for balancing purposes.) The over-100 levels are achieved by using a fortification spell, which gives the benefit of having no level cap whatsoever. Also, any "corrections" that need to be done are handled automatically, requiring no spell or other intervention from the player.
Character Generation
Mods that ad to and/or make changes to the character generation stage at the beginning of the game.
Comprehensive CharGen by Shade the Bandit
Requires Tribunal and Bloodmoon
This little mod is simply an attempt to make the Morrowind character creation process a bit less boring. This mod makes several little atmospheric changes and adds several new ways to create a character combined with options: switches off tutorials during normal CharGen; completely skips the prison ship in lieu of quickly setting up the character; allows the player to choose a starting location for their character along with starting gear. Options it includes are: allowing the player to start as a vampire or werewolf, adds a social class for players to choose from which set starting gold and gear given to player, starting weather was changed to be stormy with the time set to midnight with guards given lanterns.
Meaner CharGen by Lochnarus
This mod just makes the intro on the Imperial Prison ship a bit livelier with more NPCS who berate you as you leave, both prisoners and guards. The guards and new prisoners will say things like they don't like you and allude to the fact that they had a terrible time with you on board. Also, now the female Imperial NPC is near your exit path from the boat so you will always hear her say, "The sooner you leave the sooner..." instead of having to approach her in the corner.
Privateer's Hold (Direct Download Link) by Jman0warS & ManaUser
Requires Bloodmoon
Changes the game so that you start out in a re-creation of the dungeon where Daggerfall begins in.
Combat
See Combat for mods that change and/or add to the combat experience in Morrowind.
Dialogue
See Dialogue for mods that add to and/or modify the written dialogue of NPCs.
Economy
See Economy for mods that add to and/or modify the existing Morrowind economy.
General
Mods that tweak general gameplay and/or game aspects of Morrowind.
Delayed Dark Brotherhood Attack Add-On by Avenger & Hellwolve
Requires Tribunal
This mod makes sure that the DB will not START attacking you, until one of these conditions are met: become Horator of at least one Great House, Leader of at least one Great House, named Nerevarine by at least one Ashlander Camp, become Guildmaster of either the Fighters, Mages or Thieves Guild.
Delayed DB Attack by Kir
Requires Tribunal
Changes it so that the Dark Brotherhood attacks only commence after you either lead at least one Great House, have been named Nerevarine by at least one Ashlander tribe, or have killed Dagoth Ur. As a side-effect you'll also probably be a more suitable level to take on Tribunal by then.
MiniMods v1.1 (Direct Download Link) by ManaUser
Some options require Tribunal, Bloodmoon
A collection of bug fixes and game tweaks, which the player can pick and choose from to install. The changes it can make allows players to take the Ahnassi romance a little farther, fixes barbarians that wear their armor, adjusts women of some races to look a little stronger, removes Dark Brotherhood armor from low level assassins, makes the Detect Key spell effect detect gold too, adds some new diseases, makes urns in tombs more interesting, makes Healers heal now, allows you to automatically hide your drugs when dealing with merchants, replaces some of the generic guards with female guards, fixes the vanishing fort problem in Pelagiad, allows you to knock Riekling raiders off their boars, makes arrows and bolts show their damage rating, adds a more effective Sleep spell, tweaks the Solstheim weather to actually snow now and then, adds a ferry service for the river west of Suran.
Service Requirements by Vanhikes
Changes it so that your rank and membership affect what services you can use. For example, now you have to be a journeyman to use the teleportation service from the mages guild. You now have to be a member of a guild in order to obtain its services, with the exception of the lowest level members of the three Great Houses and the Temple. Has a WGI version included.
Large Battles
Mods that add the opportunity to have large-scale battles.
Booty Island by JOG
Requires Tribunal, Bloodmoon
Piracy along Vvardenfell's eastern coast is about to become a problem for the empire. Socucius Ergalla, of the Census and Excise Office in Seyda Neen, calls for the player to infiltrate the pirates, and find out where they get their information about the imperial shipping routes. Intended player level 15+. Other plugins recommended (supported but not required): Illuminated Order, Haldenshore, Havish.
The Attack on Ynys Mon by Paul Halliday
Take part in a pitched battle between Magnus Magnentius' Breton Legionnaires and the Empire; defend Vvardenfell against Magnus Maximus and lead an assault on an iron-age hillfort, or change sides and help defend it. Lots of fighters, lots of fighting. Listen to latest rumours and speak to Constantine on the Ebonheart docks.
Velayia by Phillip Vaira
Requires Tribunal, Bloodmoon
Velayia is the second landmass of the Wood Elves. The land is west of Vvardenfell, and it is populated with Elves and Orcs. The Orcs are threatening the Wood Elves. Get lost in the dense, deep forests, become the militia leader and lead the biggest war in Morrowind. Dozens of side quests and interactive dialogue await you in this huge elven landmass. Discover a huge tree city, children running about, lead a massive war no one has ever seen.
NPCs
Mods that make changes to existing NPCs in Morrowind in order to improve gameplay. For mods that add NPCs, see NPCs.
Fashionable Merchants by TakeMeToYourLizard
This mod ensures all merchants who buy armor will no longer equip it when they do so and that they will place your stuff where it belongs: in the barter menu ready to sell.
Gift Exchange v1.2 (Direct Download Link) by cdcooley
Requires Bloodmoon
Requires MWSE
Allows you to give gifts, trade items or steal from NPCs by giving you access to the inventory of random NPCs you meet in your travels.
Less Annoying Guards by Aerelorn
Requires Tribunal and Bloodmoon
Stops guards from harassing you with dialogue while you're in the middle of combat by setting it so that 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 to give you that option. You can do this before or after they attack you.
Merchant Unequip by Elspet
This is a very simple mod that causes 49 merchants that buy armor to no longer equip the armor that they buy. No more smiths disguised as Dark Brotherhood assassins!
NPC Enhanced by Horatio
Requires MWE v1.2 or later
Gives NPCs new items (level based potions and marksman weapons) and abilities (hearing, sneaking, weapon switching). These changes will affect any NPC you fight, including those added by other plugins. Creatures are not affected as well.
Protective Guards (Alternate Download Link) by Fliggerty
Requires Tribunal and Bloodmoon
Requires MWSE
Changes guards so that anytime you are in combat with an NPC and you did not initiate the fight, the guards will come to your aid. Unless you are a criminal, then they will not help.
Pursuit Enhanced (Alternate Download Link) by Yacoby
Requires Tribunal and Bloodmoon
Requires MWSE v0.9.2 or later
This makes up to 6 people or creatures that are attacking you, and within a certain distance from you follow you through load doors. The time it takes for them to go through the load doors is based on factors like the distance away from the door when the player goes through it, and weather the NPC can see the player when he or she goes through the door. The NPC won't be able to follow you through the door if you lock it, unless they have a high security.
Quests
Mods that tweak quests for the sake of convenience, realism or logic. For mods that add quests, see Quests.
Improved Shrine Journal Entries by Nedlum
Fixes and improves journal entries for each shrine and tells you what each shrine said.
Master Index Journal Fix by DeusXMachina
Requires Tribunal
Requires Master Index plugin by Bethesda Softworks
Adds the Master Index quests to the open and finished quests in the upgraded journal, which came with Tribunal.
Morag Tong Writ Fix by Lurlock
Fixes it so that Morag Tong masters take back their writs once you have completed them, provided you have no bounty on your head. Each writ also shows the name of the person it's for and a reward is given for completing the writ without needing to present your papers to the authorities.
Ralen Hlaalo Quest Reward Fix by Stephane Geney
Fixes the Ralen Hlaalo quest bug so that it is not possible to get an unlimited amount of 1000 Gold reward anymore. Now, you will only receive it once.
Total Conversions
See Total Conversions for mods that transform Morrowind into a completely different game.
Travel
Mods that add more destinations to and/or change existing travel options. For mods that add transportation and travel options new to the game, see Transportation and Travel.
All Boat Ports by Reznod
This plug-in was designed to make it so you can get from any ship port to any other ship port that came with Morrowind. Reznod was tired of having to go from one ship port to another instead of being able to go straight to my destination, now you can.
All Silt Strider Ports by Reznod
This plug-in was designed to make it so you can get from any silt strider port to any other silt strider port that came with Morrowind. Reznod was tired of having to go from one silt strider port to another instead of being able to go straight to my destination, now you can.
Lurlock's Intervention Plus by Lurlock
Adds Almsivi and Divine intervention destinations in places that were lacking them before. Almsivi Intervention points were added in the Suran Temple, the Vos Temple, in front of Ghostgate and by the Council House in Sadrith Mora. Divine Intervention points were added in Tel Vos and Dagon Fel.
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