Progression, Balance and Customization
Good. Almost done. What is left is to add the leftover Difficulty mods and the Balance/Progression mods; and some left-over content mods that better fit here to avoid errors.
MULE Levelling Mod (Levelling mod that allows for dynamic attribute increse based on Skill usage. Highly recommeded and configurable. Will configure after after end of section)
NOTE: MULE was updated in May 2025; for this Modlist I recommend using the 2019 version from the Nexus Downloads page — as it plays more nicely with the Progression mod below (and tested). I will test the new MULE version and update back; but for now use the 2019 version.
herbert lib (library for Progresion mod)
Proportional Progression Expanded (MWSE, key balance and progression mod)
Smart Merchants (economy and Mercantile rebalance, MWSE based, configurable)
Enchantment Services Redone (MWSE Enchanting overhaul)
It's important here to do another check:
Modlist integration and hygiene. Almost done!
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
Continue Installing via MO 2 last content mods (put here to avoid some errors due to Wyre Mash and BcoM)
Beautiful Cities of Morrowind (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:
Beautiful Cities of Morrowind Patches (very important)
Check under Downloads for "Beautiful Cities of Morrowind - Patches"
Install as separate Mod via MO 2 when prompted
For options: Select:
Patch for Purists Patch, TR patch, Area of Effect Patch, Sload and Slavers, Redoran Patrols Racer Dust Arms, Ashfall interop
Install
[proceed after BCOM]
Memento Mori (fabulos Ghostgate overhaul)
with BCOM patch
SWIT (Voice mod but had some dependencies, better installed now than before)
But we still have the final round:
Final Check/ Mod integration: Follow as instructed here specifically to avoid some strange BcoM errors
Run PLOX
Run Tes3Merge
Drink some water (Do not run Wyre Mash here! We already did above before BcoM; if WM is ran here on BcOM plugins, BcoM will throw some inoffensive errors ref. Seyda Need and Pelagiad; still checking why )
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, ! Uncheck REM _TR plugins (outdated) > 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
Start Morrowind.exe via MO2. Fingers crossed. Email me if you're angry something didn't work.
New Game - spawn in a char somewhere. Test. Check Mod Config — see that you have Smart Merchants, MULE, etc.
Before starting your playthrough, be sure to check the Mod config page and optionally the TR_Factions and Builds/Factions discussion
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