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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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Mod-install loop

PreviousGame and Tools InstallationNextData files, Optimization, gfx

Last updated 2 days ago

As the Morrowind explained, Morrowind modding implies downloading plugins, files/folders with resources and scripts. Luckilly MO 2 does most of this for us. The main process to do from here on for each mod is: A. Download and Install a Mod B. Mod hygene/integration (can be done after waves, not each individual mod except when testing individual mods is needed) How to do it:


A. Download and Install Mod

  1. Open MO 2. Make sure you are logged into your Nexus account.

  2. Go on the Nexus mod page you want to install (or that this guide provides).

    1. Check "Requirements" page > Install those first. (as per below)

Note: MWSE is already packages with MGE which we already installed by now. If you see mods that mention "MWSE Nightly or Dev Build" required, do not worry, MWSE already comes in with MGE.

  1. How to install mods via MO2: Go to mod Downloads page in Nexus, click on "Mod Manager Download"

    1. This will open up MO2 Download. Check on Right panel "Downloads" Panel

    2. After mod download finishes in MO2, Right click on Downloads > Install

    3. This will either install directly or prompt for options if Mod has Patches/Configurable submods

    4. After mod is installed it will show on left panel. Check it = MO2 "applies the mod" and enables any plugins associated to it. No need for you to check the Right panel Plugin panel in MO2 except you want to manually exclude some esp.

MO 2 Left UI panel = entire Mod contents (including data files, folders, etc) which are automatically inserted by MO 2 into Morrowind at launch time when being checked. Order on right panel is like "mod folder loar order" but left panel takes pre-eminence at runtime. MO 2 Right UI Panel = Mod plugins (esp only) only, which shows plug-in load order. Other MO2 right panel tabs show things like Downloads, etc.

Left Panel order stacks up as you install mods. If you follow this guide in order you should have the proper Left panel order as well as Right (load order via PLOX). You should assure folder/general load order from Right Panel mostly matches Left.

TL;DR: If you install mods in order of this modlist, Left Panel should reflect order of install, PLOX should arrange Right Panel (=Load Order) automatically; Right Panel main manual use would be for Downloads>Install actions


B. Tool Mod integration / hygiene: After Mod(s) are added (=installed, aka show as checked in MO 2 left panel) the routine for safe and conflict free usage is:

  • Run PLOX > Click Accept. This arranges Load order by itself. (if any future conflicts exist, PLOX "accept" greyed out and conflict info shown)

  • Run Wyre Mash > Mods tab > Select all Plugins (or just recently added) > Right Click > Clean with Tes3cmd. This can take a while but it solves a lot of GMST errors.

  • Run Tes3Merge > let it do its thing > space/exit. This will generate a (new) Merged* plugin in the bottom of the load order that solves possible conflicts (self-check-in, no need to enable it).

If from a "stable" install, any mods were changed or reinstalled, (Especially Content/Landscape affecting Mods) repeat by also using MGE XE Distant Land Gen:

  • PLOX

  • Wyre Mash to:

    • Clean plugins: second step above

    • Clean save: Save tab> Right Click on save > Repair all ; If Master prompt, right tab, right click, enable Master plugins > Save. Resubmit Repair All. Should solve most conflicts Note: Better to use a new save if progress is not high after changing mods.

  • MGE Distant Land gen.

(MGE Distant Land regen steps below; Click on Dropdown) (Not needed now; only after phase 2 in Mod Installs)

MGE XE via MO2 ⇒ Distand 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 Tes3merge

  • Then re-run the game. Exit

Morrowind.exe and all Tools should be executed from MO2 Dropdown; where we added PLOX, Tes3merge, Wyre Mash, MGE .

Select Morrowind.exe from MO 2 Launch. Run the game That's it. Do the above Routine steps (B) now. Then run the game. If no errors (shouldn't be) : Move on too

very simple basics page
here
install the first mods