> For the complete documentation index, see [llms.txt](https://nyarlantotheps-morrowind-modlist.gitbook.io/nyarlantotheps-morrowind-modlist/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://nyarlantotheps-morrowind-modlist.gitbook.io/nyarlantotheps-morrowind-modlist/intro/what-why-how.md).

# What, why, how

<sup>*\[modlist updated February 2026]*</sup>

**WHAT:**\
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~~*Ya-ya Cluthluth ftaghn*~~  After celebrating Tamriel Rebuilt's [Grasping Fortune](https://www.tamriel-rebuilt.org/content/tamriel-rebuilt-2505-release) 25.05 release on May the 1st 2025, this Modlist is designed to help most users achieve a stable set-up that can offer an immersive and mechanically rich roleplaying experience in the province of Morrowind.\
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**WHY:**\
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While there are lot of great modlists and curators out there (see [Credits](https://nyarlantotheps-morrowind-modlist.gitbook.io/nyarlantotheps-morrowind-modlist/intro/credits)) that do a great job of (re)introducing players to the wonderful world of Morrowind modding, some however recommend mods that do not fit mechanically, or which I feel are slightly estranged from Morrowind's vanilla core aesthetics and game-play design (see <mark style="color:orange;">problems</mark> below). So after many months of research, testing and anticipation, what I propose here is a <mark style="color:$info;">**MWSE-based**</mark>\* mod list that is oriented on these factors:<br>

* [x] <mark style="color:blue;">**Immersion**</mark>: Add and improve gameplay mechanics based on original designs (e.g: Enchanting and Scroll services, Religious practices, Expanded Magicka; Speechcraft and Mercantile not being useless, etc); Optional Survival and new Immersive mechanics.<br>
* [x] <mark style="color:purple;">**Loreful content**</mark>: Add content mods that fit in with Morrowind og, such as Tamriel Rebuilt projects or small NPC and landscape additions based on Bethesda's design docs and art works. <br>
* [x] <mark style="color:yellow;">**Faithful Vanilla +**</mark> : Graphics, textures, bugfixes and unofficial patches — all meant to improve the game's look and stability without oversaturating like some other modlists do. Focus on keeping vanilla tone, art styles and architectures; Add performance and stability patches to make the OG engine as stable as possible.<br>
* [x] <mark style="color:green;">**Balance and User Customization made easy**</mark>: MWSE mods with in-game Mod Config menus allow to tinker game's unbalanced progression *in-game,* according to personal style/expectations and in relation to content and mechanical expansions. \ <br>

**WHY NOT (...) :**\
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The main <mark style="color:orange;">**problems**</mark> this <mark style="color:green;">modlist</mark> tries to avoid are:&#x20;

* <mark style="color:orange;">Overtune or change core gameplay</mark>*:* I avoid combat and drastic rebalance mods that lock-in certain playstyles. This modlist focuses on <mark style="color:green;">improving existing, Bethesda game-designs paths</mark>, not <mark style="color:orange;">axing</mark> them or <mark style="color:orange;">ignore</mark> in lieu of others (e.g Alchemy and Enchanting), striving to <mark style="color:green;">offer degrees of rebalance and progression difficulty</mark>.
  * <mark style="color:orange;">Lack of customization</mark>: Some classic balance mods (BTB edits, Wakim, etc) are too broad-stroke for individual preferences or personal time available to invest in the game. This modlist aims for progression to be balanced through customizable MWSE mods that can offer *<mark style="color:green;">user-in game customization</mark>* without <mark style="color:orange;">risk of mod reinstallation, conflicts or save corruption</mark>.
* <mark style="color:orange;">Overpopulating the gameworld</mark>*:* <mark style="color:green;">keep vanilla-like atmosphere</mark>, avoid non-TES archetypes from the game, <mark style="color:green;">allow for openness and eeriness of game-spaces to creep in naturally</mark>.
* <mark style="color:orange;">Alter artstyle and/or over-saturate game visuals</mark>: some mods transform the game's assets, textures and architecture into a baroque hellscape or anime extrabonanza. This modlist avoids them, focusing instead on <mark style="color:green;">lore-friendly and Bethesda-art sourced additions</mark>.
* <mark style="color:orange;">Conflicts</mark>: Self-explanatory, modlist is focused on a pain-free playthrough, not experiencing exclamation marks and crashes after 30 hours of playing or finding out that one mod impacts your <mark style="color:green;">roleplaying</mark> style further on.

Most changes view the island of Vvardenfell and general game mechanics/balance. Tamriel Rebuilt's content is mostly left untouched because it is simply exceptional and respects lore while offering many  new avenues for og-sourced game play.

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**HOW:** \
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Easy! Just [follow each Section as described here](https://nyarlantotheps-morrowind-modlist.gitbook.io/nyarlantotheps-morrowind-modlist/intro/how-to-follow-this-guide-install-order)

{% hint style="warning" %}
This Modlist Guide is designed to be followed in the provided order, see [Install order](https://nyarlantotheps-morrowind-modlist.gitbook.io/nyarlantotheps-morrowind-modlist/intro/how-to-follow-this-guide-install-order). Each category having its distinct order for a conflict free, no-pain install. If you encounter any issues please write me at "<nyarlantothep@gmail.com>"
{% endhint %}

***

**Disclaimer 1**: For reasons stated above, <mark style="color:$success;">**this modlist is based on MWSE**</mark>, <mark style="color:red;">not</mark> <mark style="color:red;"></mark><mark style="color:red;">**OpenMW**</mark>.\
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[OpenMW](https://openmw.org/) is a great way to enjoy Morrowind, being slightly easier to install and play. There are also a lot of great mods for OpenMW that do not work on MWSE (classic) build. Still, most of the mods I personally recommend here work only through MWSE scripting (Original Engine + [MGE/MWSE](https://www.nexusmods.com/morrowind/mods/41102)), not OpenMW. Let's hope the two can become more compatible to each other in time.\
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Because this modlist aims for dynamic/play-testable framework and customization, MWSE offers stable and in-depth Mod-config adjustments to skill progression balance. There is no one-fits-all balance mod, which is why I feel MWSE best suits these objectives (Note: I offer suggested / play-tested Presets after the end of the Mod Install guide/steps; see [Mod config](https://nyarlantotheps-morrowind-modlist.gitbook.io/nyarlantotheps-morrowind-modlist/mod-configuration/mod-configs-levelling-progression-difficulty) page).\
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Another reason is because Morrowind Graphics Extender (MGE) does not work on OpenMW. There are a lot of graphical mods for OpenMW but personally I prefer the look of og engine MGE+texture mods.&#x20;

If you prefer ease-of-installation over the aesthetics of MGE and the benefits of MWSE mods, you can use OpenMW's Auto Installer presets by choosing one from [here](https://modding-openmw.com/guides/auto/). Feel free to compare to this [modlist](https://nyarlantotheps-morrowind-modlist.gitbook.io/nyarlantotheps-morrowind-modlist/outro/my-modlist-.txt) and choose what you prefer. I try to offer a stable and powerful base to add content for MWSE-friendly builds.

**Disclaimer 2:** This Modlist was made and tested on Windows 10/11. I am not sure if MWSE runs well on Linux, Linux users usually prefer OpenMW because of this.

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