These are the additional mods I use. These are optional, unlike the mods and fixes above:
COMBAT TWEAKS: Major levelling / balancing mods:
Levelling is a very personal choice in an RPG, and I leave the choice of levelling / balancing mods up to you and your taste in RPG play/character styles.
COMBAT TWEAKS: Small enhancement mods:
Ticking a certain box in the Morrowind Graphics Extender enables you to engage in combat in the style of the earlier The Elder Scrolls: Daggerfall, which some prefer.
For realism in areas around a combat, Fleeing Fetchers will cause non-combatants to run away when a fight breaks out near them. Protective Guards will cause guards to come to your aid, if you are the subject of unprovoked attacks in towns. I cannot recommend ‘Pursuit Enhanced’ since it caused multiple crashes for me.
Miscast. If you fail to cast a spell, there’ll be a 20% chance of some unexpected effect instead. A nice touch of realism.
COMBAT TWEAKS: Archery:
Archers have some choice mods such as Marksman Mod and Particle Arrow Replacer 3.0 (better particle effects on enchanted arrows). Rideable Guars will also let you ride a guar, and fire a bow and arrow at the same time.
MAIN QUEST: Enhanced ending (!) & main-quest companion NPC:
Darknuts’s Greater Dwemer Ruins Volume 1 (Warning; Darknut’s has plot-spoilers in the description of his mod! Download it with your eyes shut!). This seriously expands and improves the final stages of the main quest, and adds audio dialogue. A very polished and well thought-out mod, tested by a squad of beta-testers. You now need to be at Level 25 or above to tackle the latter stages of the main quest. You may want to have a high-quality NPC companion (again, this has plot-spoilers in the readme.txt) come along with you, one specifically designed to integrate with the main quest.
NON-PLAYER CHARACTERS: More/less lively NPCs:
Less Generic NPCs: combined pack, and Less Generic NPCs: Bloodmoon will give you less boring non-player characters. Also highly recommended is meeting Travelling Merchants and their guars on the roads, and Light The Way which causes transportation NPCs to hold torches or lanterns at night.
Healers. Adds healers in temples, as suggested in the game’s official dialogue.
Morrowind Inhabitants: Freeform! (Volume 1). Now you’ll never run out of quests, since this mod generates them on the fly, like The Elder Scrolls: Daggerfall. (Requires Morrowind Script Extender — which you already have if you’ve been following my instructions).
GRAPHICS TWEAKS: More hi-res / improved-but-similar textures and meshes packs:
New! Jan 2011. Rock Replacer. A work in progress, but maturing rapidly. Currently only for Bitter Coast, Azura’s Coast, and the Grazelands.
New! Jan 2011. Road Marker retexture. No more blurry stone road-markers looking out of place among your hi-res textures.
Retextured Architecture of Morrowind: Imperial Textures. Similar to the originals, just higher-resolution.
Connary’s Rich wood textures. Beautiful carved woodwork in the houses of rich Imperial citizens.
Hi-res Telvanni textures. Telvanni buildings are retextured. Very similar to the originals.
Alan’s Stilt Strider retexture. Sharper-looking stilt-striders.
Slaughterfish retexture. You’ll be meeting a lot of these, so it’s best they look as good as they can while they chew your legs off.
Sailcloth retexture. Hi-res, faithful to the originals.
Flora Glow adds genuine glow-mapping for the luminous plants.
AST Redware texture replacer. Enhances the plain red pottery. Can be used with Connary’s Mixed Pottery textures which also replaces pewter, green glass, yellow glass, peach glass, mottled and bug design bowls – by adding AST’s Redware texture replacer textures after Connary’s.
AST Comberry texture replacer. Enhances the comberry plants. If you’re a mage, you’ll be seeing a lot of this bush, up-close.
Better Deadric Armour, an add-on for use with the Better Bodies mod (which you have if you’ve been following this guide).
Sir Luthor’s Tools. Better textures and 3D meshes for hammers, lockpicks, etc.
Souly Soulgems. Just enhances the soulgems without doing any weird hippy-dippy stuff to them.
New! Jan 2011. More Detailed Places compilation 8.0. Just adds clutter in otherwise empty places.
The above have been carefully selected. I can’t recommend the scroll replacer called ‘Scroll Upgrade’, which seems to be the only one available and which is old and has bugs. Nor can I recommend any of the many bedspreads / curtain / rugs / lantern / tapestries / inn-signs replacers, since I feel Bethesda did very well in this area. Coin and keys and ring retexture packs can also be found, but I find these items are too small to really notice much difference.
GRAPHICS TWEAKS: Lighting:
Getting the lighting is right is so important. Some people go crazy adding new fiendishly complex fan-made shader systems, “god-rays”, fake HDR/bloom etc. I’m more cautious, and am still experimenting with lighting. At the moment I’m experimenting with / happy with using TLM Modular, using just the following mods from it…
TLM – Ambient Light + Fog Update
TLM – Light Sources (Clearer Lighting)
TLM – Light Sources (Lanterns)
TLM – NPC Light Sources
… and a custom .ini file setting…
This gives darker nights, and more atmospheric interior lighting. These TLM Modular mods work very well with the light mods you’ve already installed above, which were Light The Way and Illuminated Windows.
PLACES: Solstheim (the island in Bloodmoon) tweaks:
Wanderers of Solstheim. Just adds some friendly wanderers, whereas before they were all hostile. Adds variation, and the need for caution unless you want a price on your head.
Sol-Weather Tweak for Bloodmoon (in Mini-Mods by ManaUser). Makes southern Solstheim get snow now and then.
PLACES: Sedya Neen (the small port you first arrive at) tweaks:
Immersive Chargen also boosts the impact of the opening scenes in Sedya Neen, by adding stormy weather and other prisoners in the ship. Lots of NPCs can reduce your FPS, of course — don’t try it on an underpowered PC.
PLACES: Mournhold (the city in Tribunal) tweaks:
Mournhold Great Bazaar. Now it really is a Great Bazaar.
Ald Indoril (adds a new section of Mournhold).
PLACES: Vivec (the large city in Morrowind) tweaks:
Vivec canton signs. Just gives each Vivec canton sign its own colour, to make the city more navigable.
Vivec character replacer. Replaces the textures and meshes for one of the main characters you’ll eventually meet in Vivec. Minor plot-spoilers in the description and screenshots.
Other very minor mods:
Water Seraphs adds a new playable race (I have this simply because another mod, I think it was Water Life, required it).
Bones. Just adds a cool creaking sound to skeletons.
Barabus Fireplaces 2. Beautiful new roaring fireplaces.
Clocks & Watches 1.25. Clocks and watches in the game.
Waterfall. Adds a small waterfall next to the bridge on the road north from Balmora.
Morrowind Public Library v1.5. You don’t get immediate access to all books, of course.
Vanished from the web at July 2010, still missing May 2012: Connary’s Bull Netch (Bull Netch.7z) and Betty Netch (Betty Netch Retex (blue).7z) retextures. And Connary’s Cobwebs.
About the official plugins: At least one of Bethesda’s official quest plugins, Master Index quest, conflicts badly with the lovely Barabus’ Orcs mod. Barabus spent a lot of time getting fabulous Orc faces and creating new faces for key main-quest Orc characters such as Sharn gra-Muzgob. Bethesda’s Master Index quest removes these new Orc faces, and adds rather scrappy hair. I strongly suggest you install the four official downloadable quest mods (Firemoth, Adamantium, Master Index, and Helm of Tohan) only after you’ve finished the main quests.
Reminder to self, new mods for use with a future re-install and re-mod:
Morrowind Optimization Patch 3.0. Conflicts with Vurt’s tree packs.