Land, Water and Quest Content Mods
At this stage you might want to test the game without going through the intro/char build. I recommend using Chargen Scenario which after being installed prompts on New Game a Menu — You can select Vanilla (boat>Census) or many other options to spawn you directly in certain towns in Vvardenfell or TR to test and check for any issues. You can walk around Balmora, Old Ebonhart, Sadrith Mora, etc just to check things then close without saving.
Continue with:
Tomb of the Snow Prince (Overhauls Bloodmoon expac; great stuff)
Install with options: GitD integration, Patch for Purists, Remiros' Ground Cover for TOTSP
Great Hive Baan Binif (implements Kirkbride artwork of a monumental Ashland edifice)
OAAB Grazelands (zone overhaul, Vvardenfell)
OAAB Tel Mora (same, great stuff from MelchiorDahrk)
OAAB Shipwrecks (TR compatible)
Ancient Foes (Small quest log by DarkElfGuy)
Of Musk and Mer (Sadrith Mora qust mod, very good)
Prince of Fate (small Hermaeus Mora quest mod in the Sea of Ghosts region; note: Shrine is North-west, thank me later)
install using settlement+dungeon option
Tamriel Rebuilt (!) (download latest build 25.05.xx)
Install Core + TR_Factions;you can decide later if you enable TR_Factions or not for your char. See Builds Discussions and herenote: Tamriel_data already installed during Step 1 mod data installs.
TR Soundtrack (MUSE pre-req already installed in Step 6)
MUSE 2 - TR Patch [Until MUSE 2 updates] (from TR Discord, not on Nexus, write me if you can't use Discord)
download zip, place zip in MO2/Downloads folder, then install via MO2 as usual
TR Intro Quest (a small TR-hook quest on Ebonheart made to take you to the Mainland)
Grass for Tamriel Rebuilt (download Remiros add-on; unselect from Data files; just in MGE during Distant Land ⇒
Note 1:You need to select Grass*TR (this mod) and unselect any REM * _TR plugins from og Remiro to avoid floating TR grass) ;Note 2:Grass for TR will get updated 22 May 2025 for GF landmass also; it is safe to update ground cover mods and regen MGE at any timeMines and Caverns (overhaul for Vvardenfell)
Repopulated Creatures (slight creature overhaul, lore-friendly, does not fill the map with Might and Magic VI levels of colorful mobs)
More Deadly Morrowind Denizens (makes the island quest/bosses harder, recommended as per modlist arguments
Content Mod integration: Important to Test before BcoM (moved to Step 8) to isolate any further issues. Perform all steps from Mod Install Loop - including MGE Distant Land Regen. Expand below:
[steps for conveniance]
Run MO 2 (already running I hope)
Run PLOX (via Mo2..) > Accept
Run Wyre Mash > Select all plugins under "Installed" tab > Clean with Tes3cmd. Drink some more water. Close after it finishes.
Run Tes3merge. Space to exit/close
Run MGE XE from MO2. Steps to configure:
Graphics Tab:
Set Resolution in Graphics Tab; Unselect windowed; Antialiasing Off (for me); AA 8x or 16x; Vsync off (you can run on if you want)
Enable Shaders > Shader Setup
Here I usually use just SSAO, Sunshafts + Underwater and Interior Caustics as I feel they look the best and closest to og feel. If you enjoy them, you can enable Bloom/DoF here as well. Save.
Distand Land Tab:
Click on Distant Land Generator:
Select all plugins, then uncheck just REM*_TR 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
Now Run Morrowind.exe
Boot-up New Game (with Chargen Scenario) — spawn in Balmora, Molag Mar, Sadrith Mora (whiever or more). Test, walk around 2-3 minutes. If all ok, proceed
The Big Test: Content Mod integration - repeating MGE Distant Land Regen
Again
Run MO 2 (already running I hope)
Run PLOX (via Mo2..) > Accept
Run Wyre Mash > Select all plugins under "Installed" tab > Clean with Tes3cmd. Drink some more water. Close after it finishes.
Run Tes3merge. Space to exit/close
Run MGE XE from MO2. Steps to configure:
Graphics Tab:
Set Resolution in Graphics Tab; Unselect windowed; Antialiasing Off (for me); AA 8x or 16x; Vsync off (you can run on if you want)
Enable Shaders > Shader Setup
Here I usually use just SSAO, Sunshafts + Underwater and Interior Caustics as I feel they look the best and closest to og feel. If you enjoy them, you can enable Bloom/DoF here as well. Save.
Distand Land Tab:
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. (Should be already selected)
Click on Create Statics. Wait, this might take a little
Upon success, exit MGE. Return to MO2
Now Run Morrowind.exe
Boot-up New Game (with Chargen Scenario) — spawn in Balmora, Molag Mar, Sadrith Mora (whiever or more). Test, walk around 2-3 minutes. If all ok, proceed
After succesfully testing/checking, proceed to final Section: Progression, Balance and Customization mods
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