8Progression, 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.

  1. MULE Levelling Modarrow-up-right (Levelling mod that allows for dynamic attribute increse based on Skill usage. Highly recommeded and configurable. Will configure after after end of section)

    1. 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.

  2. herbert libarrow-up-right (library for Progresion mod)

  3. Proportional Progression Expandedarrow-up-right (MWSE, key balance and progression mod)

  4. Smart Merchantsarrow-up-right (economy and Mercantile rebalance, MWSE based, configurable)

It's important here to do another check:

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  • 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)

  1. Beautiful Cities of Morrowindarrow-up-right (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:

chevron-rightBCOM Optionshashtag

  • 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. Beautiful Cities of Morrowind Patchesarrow-up-right (very important)

    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]

  1. Memento Moriarrow-up-right (fabulos Ghostgate overhaul)

  • with BCOM patch

  1. SWITarrow-up-right (Voice mod but had some dependencies, better installed now than before)

chevron-rightCongrats! You have now ascended. hashtag

But we still have the final round:

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  • 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.

chevron-rightThat's it. You did it. hashtag
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