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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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Progression, Balance and Customization

PreviousLand, Water and Quest Content ModsNextMWSE tinkering: Levelling, Progression, Difficulty

Last updated 1 day ago

Good. Almost done. What is left is to add the leftover Difficulty mods and the Balance/Progression mods. The cherry on the top.

  1. (overhaul for Vvardenfell)

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

  3. (makes the island quest/bosses harder, recommended as per )

  4. (MUSE pre-req already installed in )

  5. (a small TR-hook quest on Ebonheart made to take you to the Mainland)

  6. (Levelling mod that allows for dynamic attribute increse based on Skill usage. Highly recommeded and configurable. Check after finishing install)

  7. (library for Progresion mod)

  8. (MWSE, key balance and progression mod)

  9. (economy and Mercantile rebalance, MWSE based, configurable)

  10. (MWSE Enchanting overhaul)

Congrats! You have now ascended.

But you know what's left (hint hint) :

Modlist integration and hygiene. Final Round; Fight !

  • 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

  • Run Morrowind.exe. 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.

That's it. You did it.

Before jumping in, be sure to check the and optionally the and

Mod config page
TR_Factions
Builds/Factions discussion
Mines and Caverns
Repopulated Creatures
More Deadly Morrowind Denizens
modlist arguments
TR Soundtrack
Step 6
TR Intro Quest
MULE Levelling Mod
Mod Config Page
herbert lib
Proportional Progression Expanded
Smart Merchants
Enchantment Services Redone