7Land, Water and Quest Content Mods

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Continue with:

  1. Tomb of the Snow Princearrow-up-right (Overhauls Bloodmoon expac; great stuff)

    1. Install with options: GitD integration, Patch for Purists, Remiros' Ground Cover for TOTSP

  2. Great Hive Baan Binif arrow-up-right(implements Kirkbride artwork of a monumental Ashland edifice)

  3. OAAB Grazelandsarrow-up-right (zone overhaul, Vvardenfell)

  4. OAAB Tel Moraarrow-up-right (same, great stuff from MelchiorDahrk)

  5. Ancient Foes arrow-up-right(Small quest log by DarkElfGuy)

  6. Of Musk and Merarrow-up-right (Sadrith Mora qust mod, very good)

  7. Prince of Fatearrow-up-right (small Hermaeus Mora quest mod in the Sea of Ghosts region; note: Shrine is North-west, thank me later)

  8. Gray North - Ruined Redayniaarrow-up-right

    1. install using settlement+dungeon option

  9. Tamriel Rebuiltarrow-up-right (!) (download latest build 25.05.xx)

    1. Install Core + TR_Factions; you can decide later if you enable TR_Factions or not for your char. See Builds Discussionsarrow-up-right and herearrow-up-right

  10. TR Soundtrackarrow-up-right (MUSE pre-req already installed in Step 6arrow-up-right)

  11. MUSE 2 - TR Patcharrow-up-right [Until MUSE 2 updates] (from TR Discordarrow-up-right, not on Nexus, write me if you can't use Discord)

    1. download zip, place zip in MO2/Downloads folder, then install via MO2 as usual

  12. TR Intro Questarrow-up-right (a small TR-hook quest on Ebonheart made to take you to the Mainland)

  13. Grass for Tamriel Rebuiltarrow-up-right (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 time

  14. Mines and Cavernsarrow-up-right (overhaul for Vvardenfell)

  15. Repopulated Creaturesarrow-up-right (slight creature overhaul, lore-friendly, does not fill the map with Might and Magic VI levels of colorful mobs)

  16. More Deadly Morrowind Denizens arrow-up-right(makes the island quest/bosses harder, recommended as per modlist argumentsarrow-up-right

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chevron-right[steps for conveniance]hashtag

  • 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 Scenarioarrow-up-right) — spawn in Balmora, Molag Mar, Sadrith Mora (whiever or more). Test, walk around 2-3 minutes. If all ok, proceed

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The Big Test: Content Mod integration - repeating MGE Distant Land Regen

chevron-rightAgainhashtag
  • 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 Scenarioarrow-up-right) — 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 modsarrow-up-right

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