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Nyarlantothep's Immersive Morrowind Modlist 0525
  • Intro
    • What, why, how
    • Who for? On TR and Vanilla Progression
    • How to follow this guide (Install order)
    • Credits
  • Screenshots Showcase
  • Tools ✨
  • Morrowind Modding basics
  • Game and Tools Installation
  • Mod-install loop
  • MODS ✔
    • Data files, Optimization, gfx
  • UI, Animation, Fixes
  • Misc. Fixes
  • Immersion: Mechanics and Dangerous Vvardenfell
  • Immersion: NPC and Voice mods
  • Immersion: Sound, Atmosphere and Weather
  • Land, Water and Quest Content Mods
  • Progression, Balance and Customization
  • Mod Configuration
    • MWSE tinkering: Levelling, Progression, Difficulty
    • TR_Factions Discussion
  • Suggested Builds / Factions
    • Roleplaying/ Faction Builds
    • Future builds for TR?
  • Outro
    • My Modlist .txt
    • Unsupported and/or Untested mods (WIP)
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Land, Water and Quest Content Mods

PreviousImmersion: Sound, Atmosphere and WeatherNextProgression, Balance and Customization

Last updated 1 day ago

At this stage you might want to test the game without going through the intro/char build. I recommend using 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:

  1. (Overhauls Bloodmoon expac; great stuff)

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

  2. (implements Kirkbride artwork of a monumental Ashland edifice)

  3. (zone overhaul, Vvardenfell)

  4. (same, great stuff from MelchiorDahrk)

  5. (TR compatible)

  6. (Small quest log by DarkElfGuy)

  7. (Sadrith Mora qust mod, very good)

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

    1. install using settlement+dungeon option

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 > 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

[Drum rolls]

BCOM Options

  • Default BCOM

  • MGEXE

  • None Waterfront (clutter)

  • Plaza - None

  • Concept Art Ghostfence (both) unckecked (Memento Mori will handle)

  • White Suran - Check

  • Seynda neen - No

  • Stav - Alternate + Hlaalu = GITS + Atlas

  • Ald Ruhn Vanilla

  • Outdoor Ald Ruhn - No

  • Vicec Atmospheric

  • Vivec Checks: Atmopsheirc Plazzas, FQ Bridge, Planters,

  • Molag Mar Closed Dome

  • Caldera MG - YES

  • Balmora Market — any non-waterworks option (I like default 2)

  • More Tribal - YES

  • Khuul Lighthouse - YES

  • Sadrith mora addons - NO, NO

  • Logical Census - NO (had conflicts with it)

  • GITR - YES

  • Concept Art camp - YES

  • Imperial Gatehouses - NONE

  • Balmora Bridges - NO

  • Eight Plates, RR, Vegetto - NO

  • HD - YES

    1. Check under Downloads for "Beautiful Cities of Morrowind - Patches"

    2. Install as separate Mod via MO 2 when prompted

    3. For options: Select: Patch for Purists Patch, TR patch, Area of Effect Patch, Sload and Slavers, Redoran Patrols Racer Dust Arms, Ashfall interop

    4. Install

[proceed after BCOM]

  • with BCOM patch

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

Content Mod integration: Important to Test before BcoM to isolate any further issues. Perform all steps from - including MGE Distant Land Regen

Boot-up New Game (with ) — spawn in Balmora, Molag Mar, Sadrith Mora (whiever or more). Test, walk around 2-3 minutes. If all ok, proceed

(amazing Vvardenfell City overhaul; watch out for options and patches below). I recommend these options for best compatibility and performance/looks. Expand below and follow each; I recommend below options for conflict reasons, but you can mix and match later if you choose to disable RealAshlaar's mods:

(very important)

(fabulos Ghostgate overhaul)

(!) (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 and

note: Tamriel_data already installed during mod data installs.

(Voice mod but had some dependencies, better installed now than before)

Boot-up New Game (with ) — 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:

Chargen Scenario
Tomb of the Snow Prince
Nordic Dagon Fel
Nordin Dagon Fel NPCs
Great Hive Baan Binif
OAAB Grazelands
OAAB Tel Mora
OAAB Shipwrecks
Ancient Foes
Of Musk and Mer
Shroomdoliers
Prince of Fate
Wake of Hanin
Drethos Ancestral Tomb
Gray North - Ruined Redaynia
Mod Install Loop
Chargen Scenario
Beautiful Cities of Morrowind
Beautiful Cities of Morrowind Patches
Memento Mori
Tamriel Rebuilt
Builds Discussions
here
Step 1
SWIT
Chargen Scenario
Progression, Balance and Customization mods