Immersion: Mechanics and Dangerous Vvardenfell
Last updated
Last updated
Let's continue with Content mods. Same as before, download from Nexus via Installer, Install via MO2, then integrate with Tools.
Again, each mod should be installed as described in the If any special install instructions are required they will be specified individually in the respective order below.
(harder MQ and Sixth House content, as it should be)
(same for Expac)
(same for Expac)
(New Quests + dialogue integration for missing content)
(faction quest expansion, lore friendly)
(allows for many mods to be used)
(THE Wilderness Survival Mod for Morrowind, integrates greatly with the base game, exploration and economy/skill treadmill. Highly configurable as most MWSE mods here)
(why not? there's a lot of fishing around the island. Works well with Ashfall)
(before you stone me: you can set it to a value such as 5% in Mod Config and symbolically regen several points of Magicka per day. I use it for flavour and option. Does not conflict with Ashfall)
(great mod that offers Praying mechanics. Joining a religious faction required, so benefits Temple/ Cult builds. Press "P" to Pray in-game! Select Prayer, then "craft")
(Skooma mechanic overhaul; enables trippy character roleplaying for your inner Khajiit)
(prompt to create poisons during alchemy, can apply to weapons, NPCs as well)
(random chance for Player to see Lock level and Traps; greatly adds to immersion and acts like a real-life scenario where you won't magically know the difficulty of a lock before trying it with a probe or lockpick)
(Masks Disposition number, leading to better Roleplaying and less cheese)
Install using Light Preset which is better balanced to Tamriel Rebuilt scope
(speechcraft overhaull and dialogue elements, ties in with others)
(one of the few combat mods I use, balanced and more logical projectile rpg behaviour)
[Optional] — allows repairing equipment only at forge and/or anvil. Great for immersion, pairs well with Ashfall; but for me it's a little too much. Install if you want this extra mechanic.
[Optional] — another Merlord mod that allows players to craft their own arrows. Great for archer/crafting roleplay; works well with Ashfall. Install if you want the extra mechanic.
[Optional] — -- mod that allows painting dynamic landscapes in game. Good for roleplaying artist-y chars, but a little too much for me. Great for Oblivion fans for obvious reasons; Install if you want the extra mechanic.
Stage 4 done. Congrats. Now to make it tidy:
Run MO 2
Run PLOX (via Mo2..) > Accept
Run Wyre Mash > Select all plugins under "Installed" tab > Clean with Tes3cmd. Drink some skooma. Close after it finishes.
Run Tes3merge. Space to exit/close
Run Morrowind.exe
Enter Mod Config in Main Game Menu:
Check that Ashfall, Skoomaesthesia, PRAY, MWSE magicka, Ultimate Fishing show in Mod config.
Close game. Return to MO2
Run MGE XE via MO2. Regen via
⇒ Distant Land Tab:
Draw Distance: 4.0 Cells — I find this option the best for a vanilla + feel, but you can use higher if you want. Don't go more than 5 or 6 cells for performance reasons and also it makes the world feel small
Water reflections: All
Click on Distant Land Generator:
Select all plugins > Continue
Land Textures > Wait > Continue (some warnings may show, its ok)
Land Meshes > Very High > Wait > Continue
Statics > Set 70% grass density (more is absurd for me but you can try); Mesh: Very High; Disable reflective water and misc objects
Check Use Lists of Statics... > Edit List > select Hide Grass.ovr from Morrowind\mge3 folder.
Click on Create Statics. Wait, this might take a little
Upon success, exit MGE. Return to MO2
Run the game again. If all is well (no errors during load), exit.
Run mod integration ; MGE regen required
Proceed with the quick-to-install