Morrowind Expanded

A 12 step-guide to reinstalling a better Morrowind

Additional mods I use 20 December 2008

Filed under: Uncategorized — David Haden @ 8:00 pm

These are the additional mods I use. These are optional, unlike the mods and fixes above:



Morrowind ‘splash’/loading screens in widescreen.

  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.


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.

Alan’s Wild Guar retexture.

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.

Bottle replacer and Flask replacer.

Silverware enhancer.

AST Comberry texture replacer. Enhances the comberry plants. If you’re a mage, you’ll be seeing a lot of this bush, up-close.

Small chest replacer and tomb-urns replacer.

Paper retexture.

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.

Mesh Updater 1.6. Better 3D meshes on minor objects AND/OR Mesh Improvements. Simple mesh replacer for a lot of clutter items.

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.


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.

I am also experimenting with Spuzzam’s Interior Daylight and the patch mod for it (the ‘TLM – AdjMod – Spuzzum’s Interior Daylight.esp’) from the TLM Modular pack.

  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.

Better Solsthiem Creatures.

  PLACES: Sedya Neen (the small port you first arrive at) tweaks:

Sedya Neen docks v.7. Adds a proper small docks area to Sedya Neen, thus justifying the customs house and the guards. Does not conflict with Ships of the Imperial Navy.

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 Xbox 360 Wired Gamepad mod.

Morrowind Optimization Patch 3.0. Conflicts with Vurt’s tree packs.


TESNexus and Planet Elder Scrolls will supply you with most of what you need. Be aware that there may be a more up-to-date version of the mod on the author’s home-page.

You may also be interested in my guide to re-installing Oblivion and my new guide to installing Skyrim on older PCs.


7 Responses to “Additional mods I use”

  1. Station Says:

    This is so cool!!! I have been playing Morrowind since the beginning, and have played so many mods since then. And now I have a new computer – so I installed a clean version of Morrowind, then copied over my Morrowind folder with my old character and installed MGE. By the touch of luck, I found your site and I must say it is very professional – a scientific approach to Morrowind mods 🙂 OK, back to work – time to start extracting the files… Hope that everything will work!

  2. John Says:

    Is there any way of backing all this up once it’s complete? i.e. so it never has to be done again! Presumably if I were ever to reinstall all this, I would have to get it all exactly the same for saved games to work?

  3. asdjfdlkf Says:

    Hi John; you would simply archive the entire Morrowind directory to a DVD, once you have it running the way your want and have ironed out aall the bugs (they’ll keep cropping up, believe me).

    Theoretically you would then just install the game again, afresh, then drag and merge the backup into the new game directory. Everything should then run fine, with your old setup. But Theory and Reality are different things when it comes to getting Morrowind running smoothly!

  4. Seikken Says:

    Man, you are my all-time hero.

  5. Fessic Says:

    Wow, this is some great work you’ve done here. If I ever get back into the world of Morrowind you can be sure I’ll have a printed copy of your guide in hand. No doubt it’ll be a whole new experience.

  6. UK_John Says:

    Excellent site! Again, found by accident – you need to be mentioning it around the forums – don’t be shy! 🙂

    I had independently used a lot of the mods you mention. The latest 3.7.3 MGE, for example, now has fogging with variable shading, i.e you can see an NPC walk ‘into’ the fog, not be visable one second and disappeared the next! You don’t need the foggy mod for MGE either now. If you have both the fog moves in too quickly. I use Distant Land because of this and with the textures you mentioned (the exact ones I used, would you believe!) I would say my Morrowind is now like playing an Oblivion beta!

  7. Lythca Says:

    Great list I remember using many of these mods, it’s good to know there is at least one comprehensive list out there that is compatible. Does anyone know if some other great mods we could add to this list and not have conflicts? what about all those city expansion mods, other landmasses, ect.

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