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Elder Scrolls Another Morrowind Mod List - RP and Content Mods

zool

Arcane
Joined
Oct 26, 2009
Messages
881
Eighteen years after the game's launch, the Morrowind modding community is still very active. Several quality mods released over the past two years by a handful of monocled modders (the most prominent among them AliceL93, Lucevar and Caeris) have prompted me to compile this mod list focused solely on RP-oriented, dialogue, immersion and faction expansion mods. In addition, mods on this list have to be both:

- lore-friendly (obviously)
- vanilla-friendly (meaning that they have to integrate as seamlessly as possible into the vanilla game through the quality of their writing and/or the use of mostly vanilla assets that don't stand out from the rest of the game).

Finally, a disclaimer: I haven't been able to test all of the mods on this list. I still decided to include some of the ones I haven't yet tested myself on the condition that they come from well-established modders whose attention to lore-friendliness and vanilla-friendliness is recognized and whose work I know through other mods of theirs I played.

This mod list assumes that you have Patch for Purists installed: this patch, among many fixes, squashes a lot of bugs that prevented vanilla dialogue and rumors from appearing in-game.

List of Contents:

Roleplay
Quest Alternatives
Gameplay Tweaks

Dialogue
Less Generic-type mods
Location Overhauls (w/unique dialogue)

Additional Dialogue
Inns & Taverns
Audio

Immersion
Consistency Fixes
Less-static world

Faction Expansion
House Redoran
House Telvanni
House Hlaalu
Tribunal Temple
Imperial Cult
Imperial Legion
Fighters' Guild
Mages' Guild
Thieves' Guild
Blades
Morag Tong
Dark Brotherhood*
Census and Excise*
Camonna Tong*
Twin Lamps*
Sixth House*
Imperial Knights*

Royal Guards*
Post Main Quest mods
Companions


* These factions were present but not joinable in the vanilla game.


Roleplay

These are the mods that add more opportunies to roleplay in the game, mostly through offering new alternative options in quests and tweaks to gameplay that enhance roleplaying.

Quest Alternatives

Main Quest Overhaul by AliceL93: this mod is actually a compilation of eleven mods aiming at giving more options with regard to the main quest. You can for example refuse the main quest from Caius Cosades, or roleplay a Dunmer nationalist who takes no orders from the Empire and instead chooses a second path to complete the Main Quest by taking the package in the first quest to a rival (vanilla, and lore friendly) faction. You can also roleplay a loyal servant of the Empire who doesn't want to contaminate his/her character page by joining the factions of the Ashlanders and still carry on with the Main Quest. Since version 2.0, this mod also includes addditional mods: Consequences for Looting the Andrano Tomb, Exterminate all the Brutes, Joinable Sixth House - So to Speak, Past Life Regressions, Sixth House Smugglers and Vampire Nerevarine.

The AliceL93 Vanilla Quest Tweaks RP Choices Consequences Super Mega Package - Ultimate Edition by AliceL93: disregard the (intentionally) stupid name of the mod: this is another compilation of twelve mods by AliceL93 modifying vanilla quests in order to offer more opportunities for RP and more choices and consequences. Includes, among others, the Morrowind - Immanuel Kant Edition mod which provides several RP choices in dialogue for an honest character who would never lie, as well as the Libertarian Magical Services mod, with which the vanilla Telvanni quest "Mages Guild Monopoly" will have consequences, if you successfully complete it: new Telvanni and independent mages will appear in Redoran territory, and the people will talk about the changes that occurred. Since version 2.0, this pack includes eight additional mods by the author which provide even more roleplay and C&C options: Immersive Neloth Reward, Therana vs. Trerayna, Teach Nels Llendo a Lesson, Hiring Guards for the Redoran Stronghold - Honorable Solution, Pacifist Options - When it Makes Sense, Harvest's End Festival, Fort Moonmoth Fundraiser Dinner and Fargoth in Distress.

Quest Tweaks and Alternatives by Stuporstar: this mod adds more options to Morrowind's original quests, fleshes out some quest related dialogue, and makes minor tweaks to a few quest rewards. This mod does not add whole new quests, and does not remove original content. It focuses mostly on Mages' Guild quests but also touches some Tribunal Temple, Telvanni, Fighters' Guild and Imperial Cult quests as well as misc quests.

Note: QTA is a wide-ranging mod that is bound to have some incompatibilities with other mods tinkering with vanilla quests, such as l1lartur0's Go Away Move Along, zelazko's Fighters Guild Questline Overhaul or Caeris' Religions Elaborated (except if you use the No Quest Modifications version for the latter). When they modify the same quest, the latest mod installed will take precedence over the others and, while there is always a chance that this will result in bugs, QTA is still very much worth installing in my opinion. An alternate link to v1.19 hosted on Google Drive can be found here while the author's site also hosts a slightly earlier version here.


Minor mods

Courtesy by chantox: a small mod that improves the dialogue and dialogue options (as well as fixes typos) in the imperial legion quest "Courtesy", which felt quite rushed. Makes the quest less trivial for high intelligence characters, and more rewarding for illiterate ones.

BDC-Seyda Neen by EnclaveKiller: BDC stands for "Better Dialogue Choices" and is a quest overhaul project focused on implementing rpg elements in dialogue while extending quests by giving the player multiple ways to complete them. This mod overhauls all Seyda Neen side quests. Topics relating to quests now simulate an actual conversation between the player and npc, allowing the player to roleplay their character and decide how they want to tackle the situation at hand, while maintaining realism and lore-friendliness. Different styles of characters can change the conversation in different ways, for example dialogue options known as skill checks will only appear if your character meets the requirements.

Note: I haven't tested the mod but it looks good. However, it is likely incompatible with LGNPC Seyda Neen as well as with a few of Drockman64's mods below. The mod's author did include a compatibility patch for AliceL93's Census and Excise Office Faction mod (see Faction Expansions / Census and Excise).


Choice and Consequence - Fargoth by Drockman64: adds several new options and tweaks for dealing with the Fargoth quest in Seyda Neen.

Choice and Consequence - Rogues of Pelagiad by Drockman64: adds several new options and tweaks for dealing with the two rogues at Pelagiad's Halfway Tavern.

Choice and Consequence - Shady Orcs of Caldera by Drockman64: adds several new options and tweaks for dealing with Bugrol gro-Bagul and Bashuk gra-Bat in Caldera.

Choice and Consequence - Other Friend in Deed by Drockman64: adds several new options and tweaks for the "A Friend in Deed" quest in Vivec.

Choice and Consequence - Foryn Gilnith by Drockman64: adds several tweaks for the "Death of a Taxman" quest in Seyda Neen.

Gameplay Tweaks

The following gameplay tweaks are not intended to fundamentally alter gameplay per se but rather to enhance your ability to roleplay through slight tweaks to the gameplay. As such, they have their place in this RP-oriented modlist, contrary to the many pure gameplay tweaks available for Morrowind.

More Exclusive Factions by AliceL93 and Lucevar: seriously restricts faction membership, taking into account lore and common sense, so that you can't join (and become leader of) nearly every faction of Vvardenfell. Making many of the factions mutually exclusive forces you to choose more carefully where your allegiances lie, and adds more roleplay flavour to a playthrough. Are you a common sellsword, a loyal citizen doing your duty to the Empire, or an honorable warrior seeking to prove yourself and gain glory for your House? Do you believe in the Three, or in the Nine? Will your partake in political life as a member of one of the native Dunmer factions, or help regulate it as an assassin for the Morag Tong? Also include flavorful dialogue for faction refusals.

Note: check the mod page and comments for a list of mutually exclusive factions and reasoning behind it. This mod will seriously restrict the number of quests that are available to the player but 1. there are still tons of quests in the game and 2. this mod does a wonderful job at forcing you to roleplay your character in a believable way rather than joining every faction for loot.

Leave Great Houses by HunterS: allows you to leave a great house you joined earlier. This is for players who joined a house early on, and then realized that house would not suit their character. You can only leave a house if you are a hireling and once you leave a certain house, you cannot join back. Requires you to have the Morrowind Code Patch installed with "Allow Faction Leaving" enabled.

Clear Your Name by Lucevar: in vanilla Morrowind, you have two options for clearing a bounty: turning yourself in to the guards or joining the Thieves Guild and paying them to make the problem go away. This mod adds more options, all RP friendly. The player can go to Nolus Atrius, the corrupt magistrate in Fort Moonmoth, while members of House Hlaalu and House Telvanni can talk to Odral Helvi or Fast Eddie and have their bounties removed at the same discount as Thieves Guild members, providing they meet a few conditions. House Redoran takes a dim view of such things, though, and members of that House will just have to talk to Nolus. If you use TriangleTooth's Missing Characters (see Immersion - Consistency Fixes below), you'll have to install to No Nolus version of that mod, which was made specifically to be compatible with Clear Your Name.

Note: since v1.3, the new character added by the mod has been renamed Carolus Allectus for better compatibility with Tamriel Rebuilt, which will have the missing Nolus Atrius appear on the mainland. Since I treat TR as a separate game, I don't care for it.

Merlord's Character Backgrounds by Merlord: adds 27 different backgrounds to choose from at the beginning of the game, each with their own unique effects. This is very similar to Arcanum's backgrounds or VTMB's UP histories. It adds, in my opinion, a lot of flavour to character creation and is a very nice help to roleplay.

Save the Date by Necrolesian: this mod implements requirements to begin (most) Daedric quests. Each of the affected quests can be started only on the Daedric Prince's summoning day - one day a year - like in Daggerfall. You must also possess an appropriate offering - usually ingredients - like in Oblivion. Several additional supporting changes have been made: formerly hostile worshippers in a few of the shrines are no longer hostile, and have new dialogue (with a new journal entry for each quest laying out the requirements for summoning the Daedric Prince), new NPCs with appropriate dialogue have been added to the Shrine of Azura, along with a few other items to make the place look a bit lived in (though still spartan), and finally, the Book of Daedra now lists the summoning days of the Daedric Princes.

Note: while enhancing roleplaying and adding more dialogue, this mod also makes it so that you may have to wait for a year in-game if you missed the Daedric Prince's summoning day. You might want to use Calendar by JaceyS to make sure you don't miss it!

Service Requirements Revised by Vahnikes, Dungeom and Sigourn: this mod, updated by our very own Sigourn, expands on the vanilla faction service refusal mechanic, where faction members sometimes refuse to offer their services to you if you are not of high enough rank. Generic service refusal lines from all different factions have been removed. In vanilla Morrowind, lines were repeated across factions, making the responses less unique that they could have been. In addition, they were filtered by race, but no attention was paid to whether the lines actually said something about the races that were refusing service to the player. To compensate for this, new, unique lines for each faction have been added (with a minimum of five per faction). Also, different factions have different requirements. Some are more common, others much more specific (see mod pages for details for each faction).



Dialogue

Soulless NPCs and repetitive, non-reactive dialogue hurt immersion and any sense of RP. These mods seek to remedy that by adding a huge amount of reasonably well-written new dialogue (and occasionally quests).

Less Generic-type mods

LGNPC by LGNPC team: this mod needs no introduction. While the quality of writing is sometimes uneven, there is no question that some of its content is top-notch: the PAX Redoran module, and more generally the Redoran-themed modules, are universally regarded as high-quality. However, don't install the LGNPC Pelagiad module, notorious for it bad writing, modder humor and numerous fourth-wall breaking references. In addition, don't forget to install Ostar's unofficial Less Generic Tribunal (links to a fixed version), Less Generic Bloodmoon and Less Generic Nerevarine mods. Be aware that Less Generic Nerevarine is unfortunately not compatible with Roleplay Options for House Hlaalu and OAAB Grazelands (see below for both mods) since it edits the vanilla "Ebony Trade" quest from the Zainab camp.

Note: after years of inactivity, the LGNPC team released in the past year or so two long-awaited modules: LGNPC Ebonheart and LGNPC Suran.

Carelessly Crazy Caldera Community by Team Suran Suran (incl. AliceL93): gives the equivalent of the LGNPC treatment to Caldera (which doesn't have its own LGNPC module): adds a new shop, 2 new NPCs, 17 new quests, and adds unique background, personality and dialogue to most of the NPCs of the town.

Note: if you don't like the weird placement of the new candle shop (outside of the city walls and with the entrance turned to the wilderness), RandomPal's made an alternate version of the mod that makes it so the new candle shop is now more integrated with the rest of the city and most of the production takes place inside the shop itself, so the addition feels more sublte.

People of Pelagiad by Caeris: a LGNPC-type module that adds unique personalities to the people of Pelagiad. This will prove most useful to replace the terrible Pelagiad module from LGNPC - the two are of course incompatible. Haven't had a chance to test it yet but Caeris is a great modder (you'll find a couple of his other mods in this list), so I have no doubt it is good.



Location Overhauls (w/ unique dialogue)

The following are location overhaul mods: they are included because they feature new unique dialogue for existing vanilla NPCs or for new NPCs, thereby bringing, in my opinion, much needed uniqueness to different locations in the game. They differ from the LGNPC-type mods above, which are stricly about adding dialogue and don't modify town layouts or looks.

Heart of the Velothi - Gnisis by Heart of the Velothi Team (incl. Lucevar and AliceL93): this is a heavyweight released in 2020, the product of a collaborative effort comprising a lot of talented modders (among them Lucevar and AliceL93 who were involved in writing and quests). It's supposed to be part of a HOTV series of mods but for now, it is the only notable one, along with Bloodmoon complete makeover Tomb of the Snow Prince, which was rebranded as HOTV Tomb of the Snow Prince. Heart of the Velothi - Gnisis overhauls the city of Gnisis top-to-bottom, emulating Bethesda's original concept art for the city. Gnisis is now structured much more coherently, accentuating both its indigenous and religious facets, as well as its robust eggmining industries and Imperial presence. The mod features new dialogue for various tradesmen and miners, as well as a new quest in The Gather - a market of traveling dust merchants & caravans often selling under-the-table contraband at over-the-top prices.

Note: I haven't been able to playtest it yet but the screens look beautiful, especially with the new concept art-inspired temple featuring a rotunda and a minaret. However, I'm not sure about how it interacts with some of the mods that affect NPCs in Gnisis, such as the Imperial Legion Expansion mod (see Faction Expansion > Imperial Legion). Some users of HOTV Gnisis complain that they experience framerate issues while in the town, which wouldn't be surprising with the new assets. RandomPal made an alternative overhaul for Gnisis called Lightweight Concept Art Gnisis based on some elements from HOTV Gnisis as well as from Gnisis Expanded: sadly though, his mod doesn't feature the unique dialogue that was included in HOTV Gnisis.

OAAB Grazelands by MelchiorDahrk: part of the Of Ash And Blight (OAAB) mod series led by Melchior Dahrk, this mod is an overhaul of Vos and Tel Vos, the land surrounding them and the two nearby egg mines, covering a large portion of the northern Grazelands. In addition to being a visual overhaul, this mod adds many new quests, dialogue, and scripted events. In total, the mod includes 16+ new quests with approximately 18,000 words of dialogue. This mod was built on months of research into what a logical expansion of Vos would consist of within the context of the original game as well as themes for new quests and dialogue. Many of the new quests focus on Telvanni characters, but there is plenty to do for other players as well.

Note: this mod has a minor incompatibility with the Less Generic Nerevarine mod (see Dialogue > LGNPC-type mods). Thankfully, the conflict is a relatively minor one that won't break the game or major quest advancement, so you can still play with both mods, you just won't see some limited content for OAAB Grazelands. OAAB Grazelands also comes with a compatibility patch for Trackless Grazeland (see Immersion > Consistency Fixes).

OAAB Tel Mora by MelchiorDahrk: this was the first entry in the OAAB series. OAAB Tel Mora enhances the city of Tel Mora by adding new buildings, new quests, detailing the landscape, and more. According to the mod's description, it accomplishes all this while staying lore friendly and without going over the top by making the city too big. In terms of unique dialogue, it's less ambitious than OAAB Grazelands and only adds a couple of new quests as well as giving some backstory to a vanilla NPC and adding a previously hidden rumor in the game to the inhabitants of Tel Mora. However, there is a LGNPC module for Tel Mora, so the two complement each other - though LGNPC Tel Mora is unfortunatley one of the weakest LGNPC entries in terms of writing.

Tel Aruhn Chronicles by Team Lazy Lame Corprus Stalkers (incl. Lucevar and our very own Brujoloco): an ambitious large scale overhaul of Tel Aruhn, the tower of Telvanni Archmagister Gothren, and the neighboring Yansirramus daedric shrine. It features a massive expansion of Tel Aruhn's Underground and, more importantly, unique dialogue for various NPCs in Tel Aruhn as well as new quests. In effect, this mod gives the LGNPC treatment to Tel Aruhn. Talented modder Lucevar was involving in writing the new dialogue and designing the new quests. The mod also features full OAAB_data integration and could be considered as part of the OAAB mod series since it follows the same modding ethos.

The Merchants of Sadrith Mora by Lucevar: Lucevar is at it once again with this small expansion mod for Sadrith Mora focusing on adding new merchants that provide services the town lacked, such as a bookseller. The mod also includes a small player house and one new quest, as well as some unique dialogue for the new NPCs.

Note: the mod is compatible with Hopsitality Papers Expanded (see Immersion > Consistency Fixes). Like Hospitality Papers Expanded, it is also already included in RandomPal's Sadrith Mora Seat of Power of the House Telvanni for those who use that town overhaul mod (and so presumably in RandomPal's Beautiful Cities of Morrowind, which includes all of his town overhauls).

Redoran Council Overhall by Vidi_Aquam, Leyawynn and Lucevar: not a town overhaul strictly-speaking, this mod overhauls the Redoran Council Hall in Ald'Ruhn, adding new areas of interest within the original cell as well as 6 new NPCs and unique dialogue for them. It is compatible with LGNPC Ald'Ruhn and will compliment it nicely.

Caldera Mine Expanded by Greatness7, Melchior Dahrk and TheDrunkenMudcrab: this mod enhances the Caldera Mine area, making it seem as important and high-priority as vanilla quests and dialogue made it out to be while making sure it is still the Caldera Mine from vanilla, just better. Features include a revamped exterior, new quests (3 new Great House quests and 5 new side quests centered around the Caldera Mine), new NPCS and unique dialogue added to nearly every vanilla NPC at the mine with many ordinary NPCs now serving important roles in quests. The mod authors have strived to keep a lore-friendly atmosphere and have taken pains to ensure that dialogue added to vanilla NPCs is consistent with their personality.

ReadMe - Library of Vivec Overhaul by seelof: this mod redesigns the Library of Vivec from scratch to make it look and feel like a true library, with many books added from Tamriel_Data and OAAB_Data for you to read (no skill books). There are also new NPCs for you to interact with, and two new quests that set you on the hunt for a unique book.

Note: alternatively, if you're looking for another tasteful Vivec Library redesign, you can try out Library of Vivec Enhanced by RandomPal and Vegetto88. However, it is purely a graphical redesign with no new dialogue.

Balmora Guilds Expanded by Lucevar: originally a purely low-key and tasteful visual overhaul of the Fighters and Mages guilds in Balmora, this mod now contains a few new NPCs with unique dialogues as well as a handful of new quests, thereby meeting our requirement for locations overhauls to be included in this list (i.e. that they contain at least some unique dialogue). What's more, it's made by Lucevar, so you can expect quality and lore-friendliness.

Note: an earlier version of this mod (when it was still purely visual) was included in BCOM, so the new version is incompatible with BCOM. However, Lucevar provided with his mod a .bat script to delete the relevant cells from BCOM, so you can still play with both mods installed if you want to use both BCOM and the latest version of Balmora Guilds Expanded.



Additional Dialogue

Django's Dialogue by VonDjango: the king of dialogue mods, recently updated after a long hiatus by VonDjango. Adds hundreds of new lines of text dialogue for NPCs, which helps to remedy the repetition and dialogue fatigue that came with the original game.

Greetings for No Lore by Caeris: replaces the three standard No Lore greetings with over sixty new ones. The new greetings take into account disposition, race (Khajiit vs non-Khajiit) and how many times you have spoken to the NPC. It is reported to work without any problem alongside Django's Dialogue and there is a patch for it to work alongside the LGNPC No Lore module.

Persuasion Response Expansion by Glassboy: adds a total of 703 new random responses from NPCs when the player uses the Admire, Taunt or Bribe dialog options, thereby adding a lot more diversity to how NPCS respond to your attempts at persuading them to do your bidding.

Local Lore - Silt Striders and Caravaners by Kilcunda: adds approximately 2000 words of unique lore-friendly dialogue to the caravaners across Vvardenfell regarding their trade and gives a unique name to each strider. Responses are designed to add more detail to the world without looking out of place alongside Vanilla dialogue text.

LDM - Context Matters by Lucevar: a compendium of many of Lucevar's Dialogue Mods (LDM), this pack edits, re-filters, or adds on to vanilla dialogue to add more situational nuance - tavern owners will no longer talk about themselves in third person, Ashlanders will no longer curse vampires in the name of Almsivi, slave owners won't talk lovingly about abolitionists, and thieves will be less blase about incriminating themselves to strangers.

Ultra Violent Camonna Tong by qwertyquit: This mod adds new dialogues for Camonna Tong members where they didn't have unique responses before. It serves as a replacement for Nastier Camonna Tong and Racist Service Refusal. The main difference is: more races are separately pursued, dynamic scenes, awareness of the destruction of the base in Balmora, random attacks or robbery.

Note: this mod is incompatible with Nastier Camonna Tong but compared to it, it has the advantage of having unique racist lines for Imperial, Nords and female characters, and not only for Khajits and Argonians. It is also incompatible with DD4n's Join the Camonna Tong (see Faction Expansion > Camonna Tong).


Minor mods

Mournhold Courtiers by TaiyakaJade: adds a couple of courtiers into the Royal Palace of Mournhold, which was very empty in the vanilla game. The new courtiers are advisors, nobles, ladies-in-waiting, ambassadors of the Great Houses and the other provinces and have unique dialogue and backgrounds. There's an opportunity to do a small fetch quest for one of them.

What Thieves Guild by VonDjango: this is one of VonDjango's oldest mods, recently updated to v1.31. It adds realistic individual cover 'backgrounds' for thieves in the South Wall, The Rat in the Pot and Dirty Muriel's. You'll now need to have high enough disposition with TG members before they reveal to your PC that they belong to the TG.

Raym's Vampire Rumors by Raym: attempts to add more possibilities to get intelligence on vampire activities through the "vampire" dialog topic. In the vanilla game, there was very little information about vampire, their lairs, their activities and so on. If you manage to talk to them (most of them are still hostile), vampires themselves will give you informations about their clan, even if you're not a vampire yourself.

Dual Faction Membership for NPCs by AliceL93: this mod adds unique dialogue for the "background" topic for seven vanilla NPCs which belong to two different factions. The goal of that unique dialogue is to reflect their dual membership.

Caius Gives You a Cover Story by RingComics: ever feel like you don't have any direction on what to do with your character before you're ready to tackle the main quest? With this mod, Caius Cosades will recommend you factions to join based on your skills the first time you ask about orders. Faction recommendations are based on how many of your character's Major skills are also a faction's preferred skills.

Legion Veterans by Endoran: this mod adds some small flavour dialogue and a quest to catch up with the comings and goings of several NPCs who are veterans of the Imperial Legion in-game.

Note: the mod might have technical and/or conceptual incompatibilities with People of Pelagiad (see Dialogue > Less Generic-type mods) since it adds dialogue to several Pelagiad residents. It might also have problems running alongside Imperial Legion Expansion (see Faction Expansion > Imperial Legion).


Inns & Taverns

Inns, taverns, clubs, tradehouses... Those are all great places to roleplay but in the vanilla game, they are disappointly dull, lifeless and empty. In this subsection, you'll find mods that greatly enhance some of them. Some include unique dialogues, others are are purely visual. Be aware that these mods were all made by different authors: while they add much-needed life and uniqueness to some of Morrowind's inns and taverns, they also do it through different means, which can occasionaly cause minor stylistic discrepancies. However, installing them is very much worth it in my opinion since the vanilla inns and taverns are so lacking.

The Publicans by Half11: this mod, made by the author of the Patch for Purists, fixes several places in the vanilla game that are set up like inns, but in which Bethesda for some reason has forgotten to add the option to rent a room to. Each new publican is also given some (limited) custom dialogue, which reflects their surroundings and the (lack of) services they are offering. Use the LGNPC-compatible version that resolves a compatibility issue with LGNPC Ald'Ruhn.

Atmospheric Delights by Lucevar: overhauls the interior of Desele's House of Earthly Delights in Suran to be more atmospheric. Adds several new NPCs with unique dialogue, including a bouncer and several new patrons. The NPCs now use a custom set of vanilla voice lines to better capture their role and personalities.

Atmospheric South Wall Corner Club by Balathustrius and RandomPal: this is a remake of Balathustrius' old South Wall Den of Iniquity mod, which aimed to revamp the South Wall Cornerclub in Bamora with the goal of creating an atmospheric, shadier and believable base for the Thieves Guild to operate in in Balmora through adding several new NPCs, quests, and hopefully enlivening the general atmosphere. RandomPal remade the mod with updated assets and also removed some of the more questionable and vanilla unfriendly parts of the original mod, such as gigantic dwemer ruins and tunnels under Balmora.

Even Seedier Eight Plates by Von Django and Lucevar: this is an update of VonDango's old The Seedy Plates mod, which overhauled the Eight Plates tavern in Balmora. Lucevar's new version includes a visual overhaul of the tavern, with the namesake eight plates appearing on the wall (and a new associated Thieves Guild quest to steal them!), animated NPCs to provide a more lifelike atmosphere and atmospheric sound effects. It also gives unique dialogue to vanilla NPCs in the tavern and adds 6 new NPCs, all with unique dialogue. It is compatible with Correspondences of Morrowind and Morag Tong Polished (through esp replacer patches) as well as with Django's Dialogue provided you load it before Even Seedier Eight Plates.

TGD 01 The Rat in the Pot by DebiDalio: overhauls the Ald'Ruhn inn The Rat in the Pot, which also serves as the local headquarter of the Thieves Guild. Adds a waitress with extensive dialogue that may vary depending on PC race, gender, affiliation(s), and disposition as well as some amusing little characters. Also adds a unique menu and the ability to buy the foods and drinks on the menu from the waitress. Compatible with LGNPC.

TGD 02 Aldruhn Council Club by DebiDalio: overhauls the Ald'Ruhn Council Club tavern. Adds extensive dialogue to the owner Darvam Hlaren, which may vary based on race, gender, faction, elapsed time, weather, disposition, and current events, as well as the ability to get directions to numerous local persons, places, and services. Also adds new rumors that change on a daily basis and have an element of randomness as well as a few intriguing papers here and there for flavor, some of which may lead to topics for certain NPCs. Makes it possible to buy a wide variety of drinks and a few snacks. Compatible with LGNPC.

Note: if you want a more lightweight, purely visual overhaul of the Ald'Ruhn Council, you can also opt to use instead The Other Council Club by Vidi_Aquam, though it does not add any unique dialogue.

TGD 03 The Lizard's Head by DebiDalio: overhauls the The Lizard's Head inn, in the waistworks of the Telvanni canton in Vivec. Adds extensive dialogue for six characters and minor dialogue for seven characters, which may vary based on race, gender, faction, disposition, current events, and quest state (make sure you revisit all topics occasionally) as well as a small quest for a poor soul. Also adds new books and various new objects added to enhance the environment as well as the ability to buy new meals and drinks.

Lively Black Shalk Cornerclub by Endify: a pure visual overhaul of the Black Shalk Cornerclub in Vivec. Features include an actual Black Shalk on the wall to match the name, a more busy feeling bar, a storage area downstairs, more clutter in all areas and no NPC changes for maximum compatability.

Dirtier Cozier Muriel's Cornerclub by MachiHamRandySandwich: an atmospheric, vanilla-friendly overhaul of Dirty Muriel's Cornerclub in Sadrith Mora, this interior overhaul attempts to breathe some character and personality into a criminally under-appreciated Thieves' Guild hangout. Comes with Tamriel_Data and OAAB integration and minimal changes to the original layout while maximizing neutral space, lighting changes, and introducing mild elements of environmental storytelling.


Audio


Idle Talk by VonDjango: adds over 200 new voice entries split between greetings and idles for NPCs, mostly using edited original voice files. Members of rival houses will now recognise your rival allegiance: Hlaalu will call Redoran stiff and stuffy, while Redoran will call Hlaalu fickly and untrustworthy. Your rank in a house will be noted, and rival houses will respond with greater respect as you climb in rank. Guards and members of your own House will respond differently if you are master of that house and have over 50 disposition with them. The Legion, Imperial Cult and the Temple all have some unique greetings: the Legion may praise the Emperor, while the Imperial Cult and Temple will invoke their Gods or religious sayings. Many more voice idles are added to male Dunmer.

Great Service by VonDjango: enables over 100 lines of voiced dialogue for shopkeepers that were shipped with the original game but never used. Although all races and genders recorded lines of dialogue for shopkeepers, for some reason Bethesda only ended up using the male lines for Dunmer, Altmer and Bretons. This mod enables all other races, plus the female lines for Dunmer, Altmer and Bretons.

It's a Deal by VonDjango: shopkeepers will now comment with a line of voiced dialogue on a successful trade. Mostly uses custom voicefiles chopped from the original recordings. Compatible with Great Service.




Immersion

Consistency fixes

Disconnect between narrative and mechanics is bad and immersion-breaking: modder Melchior Dahrk compiled a list of all the inconsistencies between the information provided in books or through dialogue and what actually appears in gameplay. The following mods seek to fix the most egregious of these inconsistencies.

Ald Redaynia Mod N.147 by AliceL93: in in-game dialogue, Ald Redaynia is said to be a a fishing village with a ruined wizard tower but when you go there, there is only the tower and no village. This mod brings back the village as an ancient settlement with a rich history that is now terrorized by the undead. The lore in this mod is based on the author's understanding of Velothi culture, the story of the failed incarnate Peakstar and the in-game book "The Axe Man". The mod features 7 new NPCs with LGNPC-ish dialogue (unique backgrounds and personalities) as well as a quest to get rid of the Skeleton War-Wizard terrorizing the village and then choose which faction should the village pledge allegiance to (one of the Great Houses or the Empire). The mod also includes a few smaller quest and the opportunity to acquire a (small) player home with a bed, a bookshelf and some modest storage.

Note: there are other mods seeking to fix this inconsistency, among which Redaynia Restored by Reizeron, which has some limited custom dialogue (villagers will provide you with directions to nearby quest locations, given enough disposition) and Ald Redaynia by WHReaper, which has only a few NPCs who live there and just a few new lines of dialogue.

Trackless Grazeland by Reizeron: according to Morrowind dialogue, "there are no roads or tracks in the Grazelands, but travel is easy across the rolling plains.". This mod accordingly removes the road textures and road markers in the Grazeland region, except around Vos and Tel Vos. The mod requires Slartibartfast's Land Texture Fix 2.0. For those using grass mods, RandomPal made a patch for Trackless Grazeland that covers both Remiros and Aesthesia's Groundcover mods.

Justice for Khartag by RandomPal and Vegetto88: changes Khartag Point, making it the high peak described in the in-game dialogues. instead of the disappointingly tiny rock you find in the vanilla game. The building scaffolds will appear accordingly to the Boethiah quest, as with the vanilla rock.

Lore-friendly Trade Restriction by KetGolosov: in vanilla Morrowind dialogue, it is mentioned that Dwemer artifacts, raw ebony and raw glass are illegal to sell and trade (as well as skooma and moonsugar of course). This mod enforce those limitations: if you have those items in your inventory, the merchants won't refuse to start the trade, but most merchants willl not buy these items. Additionally, the merchant might call the guards depending of his Disposition (Disposition ≥ 30 is required to prevent such an outcome). There are a few logical exceptions of course: Thieves Guild and Camonna Tong members will buy any illegal items, Khajiit merchants will buy moonsugar and skooma and Telvanni members will buy dwemer artifacts.
This mod also has a second component called "Trade Restrictions" which make it so that smiths will not buy tools, weapons and armor, alchemists will not buy potions, and enchanters will not buy unenchanted items. This is in accordance with the vanilla "My trade" dialogue for each of those professions.

Note: alternatively, if you don't like the "Trade Restrictions" component of the above mod, you can use Dwemer and Ebony Service Refusal by KiraMarshiku: it does pretty much the same thing (though it doesn't restrict the trade of raw glass): however, it does so like in vanilla for moonsugar and skooma, meaning the merchants will flat out refuse to barter with you as long as you have said items in your inventory, which can be quite irritating.

Hospitality Papers Extended by PoodleSandwich: In the vanilla game, you were supposed to have to purchase "Hospitality Papers" before being able to get services in Sadrith Mora. Dialogue suggested this, and the papers were available to buy, but the mechanic of service refusal was never actually implemented. This mod, building on quorn's original mod, fixes this and adds some more stuff: new audio and text dialogue for guards, harassing you about having papers, including newly recorded lines from original Morrowind voice actor Jeff Baker,

TriangleTooth's Missing Characters by TriangleTooth: adds nine new NPCs who were mentioned in dialogues but did not appear in-game. Also gives them new uniques dialogue lines that fit seamlessly into the vanilla game.

Expansion Delay by Half11: this mod restricts the constant, immersion-breaking references to Solstheim in the vanilla game dialogue options and rumors. Now only NPCs who are Agents or Scouts will tell you about Solstheim once you're level 6 or above, and only one random generic Imperial guard has had his son sent to Solstheim. This mod also delays the Dark Brotherhood attacks which start the Tribunal expansion and make them stop once you've reported them to the guards. Before, you were forced to travel to Mournhold and start the Tribunal quest to make them to stop.

Nerevarine Service Refusal by rumeely: adds extra service refusal dialogue once you progress further into the main quest. As per the author's words: "One of my main nitpicks with Morrowind's main questline is that the Tribunal Temple (and any other faction that is heavily associated with them), which is known for their hostility towards those who defy their principles, still allows you to peruse their wares even though you are commiting an absolute war crime by going against their established ideals and beliefs publicly. This mod adds additional service refusal dialogue so that any member of the Tribunal Temple, House Redoran and House Indoril (if you use the Tamriel Rebuilt version) will refuse to offer you their services as long as the persecution of the Nerevarine is still going on, or in the case of the Redoran, until you become their Hortator."


Minor mods

Quarantined Vvardenfell by AliceL93: the vanilla dialogue of Asciene Rane suggests that travel from Vvardenfell to the Mainland is restricted, due to the Blight disease. However, in the vanilla game nothing happens if you request teleport to Mournhold when you are diseased. This mod fixes that. In case you have a blight disease, Asciene Rane is going to reject your request, and won’t teleport you to Mournhold until you are cured.

The Dream is the Door by MelchiorDahrk: to align with what the in game dialogue suggests, the entrance to the Cavern of the Incarnate will now only be visible during the magical hours of twilight. This is accomplished with a new animation for the door being revealed.

Vivec Records Lore Friendly by ostar: fixes the Hlaalu Records and Redoran Records locations in Vivec that are supposed to keep records for their respective Houses, so instead of in-game books, the shelves are filled with five or so different version of generic record books for each house that gives you something like: [These are official records and documents for House Redoran. Dusty, dull, and useless to you.] when you open them. No quests use the replaced books, and there were no skill books in either cell, so it should have no impact on gameplay.

Redoran Freeloaders by AliceL93: now, if you are a Redoran, you can rent a room at the Flowers of Gold in Vivec for free, as the dialogue suggests.

Inscribed Maar Gan Rock by Leyawynn: in-game dialogue says that the rock in the shrine in the town of Maar Gan is suspposed to have an inscription but in the vanilla game, the rock is devoid of any such inscription. This mod simply adds a daedric inscription to said rock.


Less-static world

Main Quest Enhancers by Trainwiz (fixes by abot): ever thought that the main quest lacked a certain atmospheric quality? Didn't like that despite the ravings of the Sixth House getting stronger, you really didn't see them DO anything? MQE attempts to change that: as the main quest progresses, the player will witness the collapse of Vvardenfell and the ever-increasing presence of the Sixth House. Outlanders and dunmer alike will begin to take notice of the strange happenings around Vvardenfell, and react accordingly. Temples will begin to be crowded by the faithful and worried, infected will gather outside Tel Fyr, hoping for a cure, and some desperate souls will be waiting on docks for boats off the island. The Corpusarium will also become more crowded as well. The Sixth House will begin to harass outlander institutions, such as the Legion, the Guilds, and the Imperial Cult. They will begin to grafitti their buildings, nail ravings to their doors, and generally try to scare the mongrel dogs of the empire. The version linked to is the fixed version by abot.

Note: Main Quest Enhancers is incompatible with lots of town overhauls mods, so keep that in mind if you use some of those. Some players also find MQE sometimes a little too much "in your face" (Sixth House shrines in the middle of the streets, etc), so install with caution. Works well with in conjunction with the War Leader Nerevar mod (see minor mods below).

Ashlander Traders - Remastered by Brother Juniper and Lucevar: this is an edit of Brother Juniper's original Ashlander Traders mod, which added traveling Ashlander traders with unique dialogue who would sometimes appear in market squares in Suran, Balmora, and Ald-ruhn. Lucevar's edit brings a host of compatibility fixes, tweaks the dialogue to clean up typos and bring the writing style more in line with vanilla Morrowind's style, and adds seven additional Ashlander traders who will sometimes show upin Khuul, Maar Gan, Vos and other Ashlander camps.

Traveling Merchants 2.3 - Luce Edit by GhanBuriGhan, Cyran0 and Lucevar: this is an ironed-out version of GhanBuriGhan's and Cyran0's classic Traveling Merchants mod adding fourteen merchants travelling on scripted routes between towns, which added much needed life to the roads of Vvardenfell. Lucevar went through all the dialogue, greetings, and journal entries, and fixed any typos, spelling and grammar mistakes, or stylistic (eg excessive whitespace) issues in the original mod. This is a replacement .esp, you still need to download and install the original mod.

Go Away Move Along by l1lartur0: relocates some of the NPCs that would normally remain in the same place outdoors after their respective quests have been completed, adding some sense that the world and its inhabitants are dynamic.

Note: conflicts with Quest Tweaks and Alternatives as it modifies some of the same quests. Regardless, both mods send the NPCs to different locations, so the last-installed mod will take precedence over the other. Additionnaly, the author the GAMA is unsure about how it interacts with LGNPC but recommends loading GAMA after LGNPC.

Something's Not Right... by Cliffworms: adds randomly-choosen descriptive messages upon nearing a dungeon location and unique messages inside several dungeon informing what the character feels, smells or notices depending on the dungeon's type and inhabitants. There are also messages that show only once inside several locations, mostly main quest dungeons (main game, Tribunal and Bloodmoon), describing the overall atmosphere in key areas. The messages were inspired by those present in the Elder Scrolls II : Daggerfall and Arena.

The Bounty Hunter Bundle by AliceL93: this mod makes use of vanilla dungeons that are unused by vanilla quests by making a couple of NPCs offer the player quests to hunt down dangerous criminals and beasts in those dungeons in exchange for gold. A small backstory is also provided for each assignment (e.g. a Sixth House creature infecting villagers with Soul Sickness, a rogue Ashlander that bothers travelers etc.) for justifying that the player has to go there and kill them.


Minor mods

Frostmoth Repaired by Talthybius: this plugin repairs the walls of Fort Frostmoth as the Bloodmoon main quest progresses, thereby making the world seems a little less static.

Gnisis Docks by AliceL93: modify the vanilla Imperial Legion Widow Vabdas' land deed quest given to the player by general Darius, so that if the player choses the (vanilla) evil option, a new dock will be built up in three days, near the hut of Widow Vabdas, thus providing a way for the player to feel that his or her actions now really have consequences. Features include new docks at Gnisis (with a new shipmaster who offers fast travel to Ald Velothi, Khuul, and Gnaar Mok), an "in-between" stage after one day has passed (observe the construction of the docks, and talk with a new, interesting NPC, who is responsible for it), a simple delivery quest to offer a lore-friendly reason to visit the docks and unique dialogue from the people of Gnisis and Ald Velothi concerning the docks, based on their personality, current status, faction membership, and several other factors. The mod is compatible with mods such as LGNPC Pax Redoran and LGNPC Ald Velothi.

Correspondances of Morrowind by Cliffworms: adds new reading content to the game by placing around 190 new documents around Vvardenfell’s, Mournhold’s and Solstheim’s cities and dungeons. These new documents include correspondances between people, interesting potion recipes, special instructions, shopping lists, shop/tavern/temples handbills, lover letters and letters exchanged between bandits. Helps make the world feel more lived-in.

Hostages by AliceL93: changes four non-hostile NPCs that were present in the vanilla game in dungeons and clearly stood out from the rest of NPCs of the dungeon into hostages now, captured by the inhabitants of the dungeon (smugglers, bandits, rogue Telvanni etc.). Each of those hostages now has a unique background story to make the world feel more alive: A Khajit thief who tried to steal from a rogue Telvanni, a girl captured by bandits and so on. Kill the bad guys in the dungeon and talk with the peaceful NPC to see them expressing their gratitude for freeing them, and to get a reputation point.

Settled Jiub by Ava Aelius/OlivertheSkunk: gives Jiub a house near Buckmoth Legion Fort and connects his presence in Morrowind to his status as Saint Jiub the Eradicator in TES sequels. This mod acts as a stepping stone between Jiub going by boat with you to the East, to Vvardenfell, and his exploits in slaying cliff racers: you'll find Jiub on the road from Ald'ruhn to Ghostgate, near Fort Buckmoth, where he managed to get it through working with the Temple, who also helped him beat his skooma addiction. Most of his old connections from before his time in prison want nothing to do with him, and House Redoran wants even less to do with him. The Temple is Jiub's only honest way forward, and he's making the most of it. He's become a cliff racer hunter for the Temple, making sure the road to Ghostgate is safe for pilgrims. After the Nerevarine defeats Dagoth Ur and makes the area around Red Mountain safe again, he will decide to extend his cliff racer extermination to all of Vvardenfell.

Escort Caius by zariaq: during the main quest, Caius will at some point abruptly leaves. This mod lets you escort him to the Ebonheart docks, with some optional new dialogue if you take him to the Halfway tavern in Pelagiad, letting you give him a proper send-off. When he asks you to escort him, you can say no, and the game will continue as in vanilla.

War Leader Nerevar by Billyfighter: throughout the main quest, Nerevar claims the titles of Nerevarine and Hortator. This mod will give him an army to use at the battle of Red Mountain. As you progress throughout the main quest, Ashlanders and great house members will appear outside Ghostgate and in Red Mountain. After talking to Vivec, you can bring them into the battle. Includes compatibility patches for Resdayn Revival's Ghostgate Fortress, Beautiful Cities of Morrowind and Red Mountain Reborn.

Under Construction by Necrolesian: this mod adds construction materials and scaffolding at the Great House strongholds during construction of the later stages. In addition to the three main stages, there are also three intermediate phases during which various portions of the stronghold are under construction. Bethesda implemented the first intermediate phase (where the first stage of the stronghold is under construction), but did not fully implement the other two (where the second and third stages are in progress).The developers went to the trouble of creating the required objects (scaffolding, wood planks, buckets, and so on) and placing them in the world, as well as assigning them scripts to ensure they'll only be visible during the appropriate construction phases. However, they just never actually set the relevant global variable to the proper values to implement these later intermediate phases. This mod changes that.

Special Occasions by RedConversation: a dialog mod about holidays and anniversaries. Adds the topic "special occasion" and date-sensitive greetings. Now, guards will wish you a happy Harvest Festival one day every year. You can commemorate your arrival in Vvardenfell with Socucius Ergalla, or ask people if today is a "special occasion" to reveal a bit of the varied cultural or religious observances of Tamriel. Also adds several greetings in which stores and quest givers become unavailable for certain days., maybe not so as long as they could "realistically" close, no longer than three days at a time. The mod mostly focuses on outlander traditions, sourcing ideas for the calendar mostly from Daggerfall, Arena, and ESO's holiday stuff and the responses cover about 70 "special occasions" across a scattershot sampling of Tamrielic in-game cultures.


Factions Expansion

Faction quests are usually among the best quests in the game and faction climbing can be fun. Therefore, mods that expand them while remaining lore-friendly and vanilla-friendly are desirable.


House Redoran

Taken care of by the LGNPC mod (most notably LGNPC PAX Redoran and LGNPC Vivec Redoran).


House Telvanni

Taken care of by the Rise of House Telvanni - Uvirith's Legacy - Building Up Uvirith's Legacy combo which I have yet to test, as well as by LGNPC Tel Uvirith.

Rise of House Telvanni 2.0 by mortimermcmire: this mod gives a much needed facelift to one of the best known faction expansion mod - Pozzo's Rise of House Telvanni. This is a heavily expanded version of the original mod, adding quests for the Telvanni Archmagister, allowing him/her to gain more political power and strengthen House Telvanni. mortimermcmire went through the mod, cutting down out of place characters and doing lots and lots of dialogue changes. It also fixes scripts and aims to give the mod a more lore-correct approach overall.

Taskmaster of House Telvanni by Sage: this mod contains a wealth of new content for Telvanni characters, specifically 7 new quests, localized within Sadrith Mora and centered around master Neloth. All of the quests are designed with replayability in mind. Most have branching endings, with different dialogue and choices depending on who your character is, and what they're good at. If you are the Archmagister, you will have opportunities to exercise your power. If you are a meagre Hireling, you will not have the same rights and privileges as a disinguished member, in accordance with Telvanni law. In addition to your standing in House Telvanni, your rank in other Guilds may offer completely unique choices and dialogue options. Your skills will also come into play outside of their primary uses.


House Hlaalu

Roleplay Options for Great House Hlaalu by Caeris and luj1: This mod adds several new ways to complete vanilla quests for Great House Hlaalu. Persuade, bargain, and extort Hlaalu rivals to soar your way through their ranks as you learn to walk, talk, and act like a proper Imperial-boot-licking bureaucrat. Features new dialogue, expanded quests and lore-friendliness.

Hlaalu Rank Adjust by Ithilien87: this little mod gives a proper structure to House Hlaalu, with actual governors for Suran and Gnaar Mok, not just Caldera. The Treasury actually has a master now, and the Hlaalu quest givers have an official title. Rankings were adjusted to make more sense and now the player can actually become a Councillor - something that was impossible in the original game for some unknown reason. You can even talk to your subjects about local concerns when you reach the appropriate rank. Features a new "Yellow Register of Hlaalu" which lists all senior members from the rank of Kinsman upwards, including the player, which is updated as the player gains standing in the House.

Hlaalu Business by 4L0M: a relatively small mod that adds six more Hlaallu quests to the game, three to Dram Bero and three to Nevena Ules, who
are both members of the House Hlaalu Council. The quests don't give any Faction Reputation points so they don't affect your promotions through House Hlaalu.


Tribunal Temple

Religions Elaborated by Caeris: fleshes out the Imperial Cult and the Tribunal Temple by, among others, adding roleplay options to some persuasion quests. The mod also dsallows you to be a member of both factions and decentralizes the Imperial Cult quests away from Ebonheart. Religions Elaborated is not a massive overhaul but rather provides small quality of life changes that flesh out a few systems.


Imperial Cult

Religions Elaborated (see above).


Imperial Legion

Imperial Legion Expansion by AliceL93: this mod is a complete overhaul of the Imperial Legion faction with 8 new quests, bugfixes of vanilla Imperial Legion related bugs, better rewards for advancement and better personality for some of the NPCs, among other features. It also integrates the “Legion Papers” and “Knight of the Imperial Dragon Quarters” mods. Since version 2.1, the mod also includes an optional follower, legionnaire Publius Claudius, which was previously a separate mod.

The Fires of Orc by AliceL93: this mod lets you to join an Orcish clan in the Valenvaryon stronghold as part of your Imperial Legion missions, and do quests for them. Features include 9 quests, unique dialogue and personality for most of the Orcs in Valenvaryon. This mod is compatible with LGNPC Secret Masters.


Fighters' Guild

Fighters Guild Improved by FlinSunset: This mod overhauls the Fighters Guild questline while staying close to its vanilla vision by improving the background and narrative side of most of its quests, as well as adding more variety and new options to complete them. The mod also fixes many bugs and inconsistencies in the vanilla questline and adds more unique rewards for completing the quests. The mod's author provided compatibility patches for many other mods, including Balmora Guilds Expanded, Thieves Guild Overhaul, Quest Tweaks and Alternatives and Camonna Tong (all of which are in this list).

Note: Fighters Guild Improved is a much better alternative to the ambitious but unfinished Fighters Guild Questline Overhaul by zelazko: FGQO is fun-oriented and often deviates from vanilla style of quests while on the contrary, FGI preserves vanilla quest structure and mostly focuses on a better story, introducing alternative quest options only where they're the most suitable. More importantly, FGI doesn't have many egregious spelling and grammatical mistakes like FGQO in the unique dialogue it adds.

Imperial Factions by Danae: overhauls the Mages Guild, Thieves Guild and Fighters Guild by making it harder to climb the ladder through higher attribute and skills requirements to be promoted (a few quests have also been given a higher rank requirement). Also adds overhauls rewards for quest, often giving you the option to choose the rewards you prefer. Finally, for each rank, you will be given information about who now has quests for you and who will (finally) agree to train you or trade with you.

Note: use the custom Mlox rule provided on the mod page (or set your load order manually) to ensure compatibility with Imperial Legion Expansion, Morag Tong Polished, More Exclusive Factions and Religions Elaborated.



Mages' Guild

Magical Missions by Von Django: this mod adds five new quests for members of the Mages Guild given Master Wizard Folms Mirel in Caldera. New quests include delivering a coded message, solving a murder, investigating a heist, bartering with the Telvanni and retrieving a tome of dark power for the Master Wizard of Caldera.

Caldera Mages Guild Expanded by Lucevar: this mod is a lore-friendly and balanced expansion of the Caldera Mages Guild, with some quests and new NPCs. Features include four new NPCs with some custom dialogue, one new social-based quest suitable for low level characters, a library with books you can borrow depending on your rank in the Mages Guild and no overpowered loot.

Note: These two mods are compatible with each other as well as with the aforementioned Carelessly Crazy Caldera Community mod.

Imperial Factions by Danae: see above in Fighters Guild subsection.



Thieves' Guild

Thieves' Guild Overhaul by AliceL93: this mod is a complete overhaul of the Thieves' Guild faction. It offers new quests, tweaks for existing quests, items, and a lot more. It is basically a compilation of seven smaller mods including Thieves' Guild in Gnaar Mok and Bal Molagmer Add-On. It also includes the Smooth Moves - Romancing Ahnassi by Curmudgeon, for which our Codex resident Sigourn (aka Lucas9 on the Nexus) made a more purist-friendly version by removing the dubious overhaul of Ahnassi's home and the accompanying teleport item.

Thieves Guild Regained Trust by ProfArmitage: allows you to join the Thieves Guild even if you've completed the Fighters Guild code book quest, on the condition that you eliminate the Camonna Tong in Balmora. In the vanilla game, completing the Fighters Guild code book quest barred you from joining the Thieves Guild.

Strike at the Camonna Tong by ProfArmitage: expands on the Thieves Guild - Camonna Tong conflict by allowing you to hunt down Camonna Tong members. After completing Larrius Varro's "bloodbath" quest, speak to any of the three main Thieves Guild bosses about the Camonna Tong, and they'll give you the information you need to hunt down these violent gangsters. Not stricly restricted to Thieves Guild members but I advise to only install it if you plan on playing as a Thieves Guild member.

Note: This mod will almost certainly conflict with mods that require the Camonna Tong to remain alive, such as Join the Camonna Tong (see below). Also conflicts with ProfArmitage's other mod Thieves Guild Regained Trust (see above).

Imperial Factions by Danae: see above in Fighters Guild subsection.



Blades

Blades Informant by AliceL93: allows you to continue working for the Blades after Caius' departure and deliver useful information to them that you may have picked up during your travels. The way you learn "useful information" is triggered by the presence of certain items in your inventory, or certain journal entries. All of them are vanilla, but they are arranged in a way that no vanilla quest would be broken, if you decide to also inform the Blades about what you've learned.


Morag Tong

Morag Tong Polished by Caeris: from the author's description: "The Morag Tong Guild is the most poorly written faction in Morrowind. This mod fixes that by giving the guild a much needed touch up. Overall, you should now find role-playing as a badass temple-endorsed agent of chaos a lot more satisfying". Features includes bugfixes for vanilla Morag Tong quests, two restored quests and a number of minor modifications.

Morag Tong Expanded by Shuuda: adds more depth to the Morag Tong faction with the addition of extra quests which are slightly more varied than the usual writs, as well as a reason to visit the guildhalls outside of Vivec. The mod adds a number of quests for the guild masters in Balmora, Ald-ruhn, and Sadrith Mora, with at least three for each of them: these quests form three small story arcs in which the player deals with the Dark Brotherhood, Sixth House plots, and some questionable writs. The latest version also adds four new quests where the player can do work for the Night Mother of Vvardenfell (this does not make the Dark Brotherhood a joinable faction however).

Note: These two mods *should* be compatible according to Caeris (author of Morag Tong Polished) but it remains unconfirmed.



Dark Brotherhood

Vvardenfell Brotherhood by Caeris: allows you to join the Dark Brotherhood on Vvardenfell, in a semi lore-friendly (it expands lore) and enticing story, that stays true to the vanilla vision. It also encompasses the faction of the Cult of Mehrunes Dagon, because of the alliance established between the two, in vanilla Morrowind lore. Features include 30 new quests, 30,000+ words of new dialogue, multiple endings, oppportunities to roleplay and new lore that fits seamlessly with vanilla.

Note: the mod author warns that Vvardenfell Brotherhood is likely incompatible with some LGNPC mods, as it modifies dialogue for some vanilla NPCs.

To Serve Sithis by Emyn: an older mod than Vvardenfell Brotherhood, To Serve Sithis allows the PC to join the Dark Brotherhood and engage in several quests including ten murder contracts and several special assignments. The mod is largely dialog-based and there are journal entries for everything. There are some new (familiar?) faces and some more detailed personalities for relevant characters already in-game. You will join a new group of the Dark Brotherhood family, arrived from Cyrodiil to clean up the Vvardenfell Brotherhood, which seems fixated on Mehrunes Dagon and follows a mortal Imperial woman who calls herself the Night Mother.

Note: To Serve Sithis has been described by Caeris (who made the Vvardenfell Brotherhood mod) as doing a great job telling an enticing narrative but at the same time as too Oblivion-esque and not fitting with the rest of the Morrowind factions. However, if you still want to install both mods, zelazko has made a crossover patch that fixes bugs in To Serve Sithis and makes them compatible: you can join the two DB factions from each mod in a sensical manner and the crossover patch introduces a conflict at some point between Lucien Lachance's Dark Brotherhood and Severa Magia's Vvardenfell Brotherhood where you'll have to choose side.

Join the Dark Brotherhood by DD4n: another mod that lets you join the Dark Brotherhood, providing a third option if you don't like the two mods above. This mod attempts to create the Dark Brotherhood as it could have existed in the main game. Only vanilla Morrowind NPCs are used and it is lore-friendly to the Dark Brotherhood's depiction in Morrowind and contains no references to later games (Oblivion/Skyrim/etc.). The mod features 30+ quests.

Note: one user review does signal that the mod fits seamlessly with vanilla questlines but that there are "a mountain of typos and awkward lines of dialogue", so use with caution. Another review warns that it is incompatible with LGNPC Foreign Quarter.



Census and Excise

Census and Excise Office Faction by AliceL93: gives you the opportunity to join the Census and Excise Office and do quests for them. The mod allows you to roleplay as a Census and Excise agent: collect tax, process immigrants who want to enter Morrowind, make deliveries, conduct a census, ... It includes nine new quests for the Census and Excise Office aimed for low level characters, including multiple choice quests: will you be an honest, hard working public servant or a corrupt one who collects a little more tax for himself, and allows himself to be bribed? Will you do your tasks as well as you could, or will you not put a lot of effort into them?


Camonna Tong

Join the Camonna Tong by DD4n: this mod adds the Camonna Tong as a joinable faction (for Dunmer characters only of course) and provides more than 40 quests. It is intended to be as lore-friendly as possible and tries to resemble an ordinary Morrowind faction questline and is meant to "blend in" with the vanilla game.

Note: This mod is featured on this list for the sake of completeness. However, it is most likely incompatible with Nastier Camonna Tong and, more importantly, is reported by some reviewers as buggy and not very lore-friendly (while others on the contrary report this mod does a really good job of both expanding on the faction and sticking close to what was presented in the original game). Anyhow, I would personally favor using Caeris' mod below.

Camonna Tong by Caeris: this mod by talented modder Caeris lets you join the Camonna Tong. It features forty new quests, a "story of vice, betrayal, and a dangerous lust for power", and the opportunity to rule over the Camonna Tong. The author warns that the mod is likely to be incompatible with some LGNPC mods, as it modifies dialogue for some vanilla NPCs.

Note: here is what Caeris has to say about his mod in comparison with DD4n's Join the Camonna Tong (see above): "our mods differ here, as mine is played from the perspective of an Outlander, while his is played more from a Native's. Additionally, his mod is [...] likely to be more purist friendly, in that it would stick closer to the vanilla feel to the game". What Caeris means by that last sentence is that the quests in DD4n's mod will resemble more the simple quests in the vanilla game while the quests in Caeris' mod are more elaborated and thus are less like the quests in the vanilla game.

Errands for Orvas by unknown: this relatively unknown and relatively old mod allows you to become member of the Camonna Tong and do a few quests for Orvas Dren. Untested.


Twin Lamps

There are two mutually exclusive well-known mods covering the Twin Lamps factions: they are old mods from the 2000s but have both been recently fully overhauled and updated by Lucevar. I haven't tested any of them.

OAAB Brother Juniper's Twin Lamps by Brother Juniper and Lucevar: this is an updated version by Lucevar of Brother Juniper's venerable Twin Lamps mod. The original description of the mod reads: "This plug-in turns the Twin Lamps abolitionist faction into a faction similar to the others in the game, with 15-20 quests. Many of the quests have multiple solutions, and there is a branching storyline where you get to guide the overall strategy of the Twin Lamps. There are also large battles, mysteries to unravel, and the possibility of actually ending slavery on Vvardenfell.". Lucevar's 2022 update to the mod fixes bugs and typos, tweaks dialogue and quest options, and adds supporting dialogue where appropriate, so that quests should flow more smoothly now. It also upgrades the locations added by the mod with OAAB assets: locations which previously used mixed tilesets or made extensive use of kitbashing have been made more coherent.

Note: the original mod is available on the Nexus here and on Morrowind Modding History here.


Twin Lamps and Slave Hunters Cleaned - Edited - Minor Fixes by Nevena, l1lartur0 and Lucevar: this a cleaned and edited version by talented modders l1lartur0 and Lucevar of Nevena's original Twin Lamps and Slave Hunters mod (v1.5). From the original mod's description: "This plugin includes a complete fleshing-out of the Twin Lamps faction, building on the few existing quests that shipped with Morrowind and leading up to Abolition in Vvardenfell. Also, introduces the Slave Hunters faction. As a general overview, it includes: two new classes, one new faction, 3 new books (one of which is baaaad), ~20 misc notes, ~20 misc items, one new bed and a printing press (Dongle's), underwear, a skooma still 'Easter Egg' with a couple hidden new recipes including one new ingredient, two new weapons found via quests, ~50 NPCs, ~40 scripts, roughly 100 faction quests & subquests, a quest NPC with 100 random "restocking" quests, and probably more.". This version is just an .esp update, it still requires the original mod to be installed.


Sixth House

Likewise, there are two mutually-exclusive old mods which make the Sixth House playable. And likewise, I've never tested any of them.


Endrek's Sixth House by Endrek: thid mod allows you to join the Sixth House, rising through the ranks from Sleeper to Dagoth, and ultimately thwarting the Imperial agenda in Vvardenfell. This is a reupload on the Nexus of Endrek's original mod.

Great House Dagoth by The Mad God: this is another mod seeking to allows the player to join the Sixth House aka Great House Dagoth. According to the mod author: "This mod differs from Endrek's Sixth House mod in several ways. The two most significant differences are: 1.) I have used the shapeshifting scripts from Scripted Spells with Cortex's permission to produce a physical transformation in the player, allowing the player to advance through the stages of development from Ash Slave to Ascended Sleeper. 2.) I have kept the moral ambiguety present in Morrowind's original main quest. Dagoth Ur is no more evil than the Tribunal is good. The quests and dialogue reflect this.I feel the need to add that I mean no disrespect toward Endrek or his abilities. This is my interpretation of House Dagoth."

It is recommended to aslo install alongside any of those mods VonDjango's The Tribe Unmourned, which fleshes out the Sixth House with unique Dialogue for nearly all 40 named members of House Dagoth as well as new voices and dialogue items.


Imperial Knights

Imperial Knights Faction by AliceL93: the Imperial Knights is an obscure vanilla faction with minimal lore available. In dialogue, they are mentioned as the upper echelons of the Imperial Legion and the faction itself is available in the construction set. However, the faction doesn't have any members, and you cannot join them or do any quests for them. This mod remedies that, and adds the faction into the game. Even better, you can join them now. The mod features 14 new NPCs for the faction, properly integrated into the world (they are scattered around logical places in Ebonheart, such as the Grand Council Chambers or the Hawkmoth Legion Garrison) and the opportunity to join this faction and rise through their ranks by completing vanilla quests in a manner that is worthy of a knight (being fearless in battle, acting honorably, protecting the weak, standing up against injustice etc.). The goal of the mod's author was to to expand upon some obscure lore in the Elder Scrolls universe: by playing the mod, you will find answers to questions such as "What is the Imperial Knights faction, what is their story?", "How is the early Imperial Legion different than today's Imperial Legion?", "What is the story of cavalry and knights in Imperial military history?" and many others.



Royal Guards

Join the Royal Guards by AliceL93: when playing the Tribunal expansion, this mod gives you the opportunity to become a Royal Guard and do additional quests for the Royal Guards faction. This mod includes four new quests, a few new NPCs with their own backstories and personalities, some colorful tidbits of the lore involving the city of Mournhold (players of The Elder Scrolls I: Arena would especially find them interesting) and increased disposition with Imperial factions as being hand-picked as a Royal Guard of King Helseth earns their respect. In order to be eligible for membership in the Royal Guard, you need to finish the Tribunal Main Quest by siding with King Helseth. This mod is compatible with LGNPC Tribunal.



Post Main Quest mods

You've just killed Dagoth Ur and got congratulated by Azura. The game is over... but the end credits don't roll. Morrowind is one of those RPGs that lets you continue to play even after you've finished the main quest. That's great but the world makes a little less sense now that you're the Nerevarine and that the Blight is gone. The following mods try to remedy that by offering you new questlines designed specifically to be played after the MQ has ended or by seeking to bring the Nerevarine story to a proper end.

Vivec's Fate: the Ashlander Heresy by Brother Juniper: the oldest one of the bunch, made by Brother Juniper (who also made one of the two available Twin Lamps expansions mods). From the mod's (short) description: "This mod deals with the crisis in the Temple after the battle at Red Mountain. It tells the story of what happens after you complete the main quest in Morrowind - the resurgence of the Dissident Priests, and the crisis in the Temple. As events unfold around you, you must decide how to relate to them. You can play as an Ordinator, Ashlander hero, or find your own way. It breaks most (if not all) of the Temple quests, so if you want to run through those, do so before going too far in the storyline! "

The Rise of the Tribe Unmourned by SammyB27 and Caeris: this mod is actually an updated and buffed-up version by Caeris of the older and unfinished The Resistible Rise of the Tribe Unmourned mod made by SammyB27. From the mod's description: "Dagoth Ur has been defeated, but the continued presence of the Sixth House still poses a threat to Morrowind. The Scourge of the Tribe Unmourned has come out of the shadows in a sinister plot to resurrect Dagoth Ur. But hope is not lost, a new Spymaster for the Blades has arrived in Ebonheart; here to help the Nerevarine in their new struggle. With the aid of the Blades, the Nerevarine will finally be able put an end to the Sixth House's foul embrace over Morrowind once and for all".

After the Blight by Purist Pariah team (incl. luj1, AliceL93 and Caeris): a different and more peaceful alternative to the previous mod on what happens to House Dagoth post-MQ. Here, after Dagoth Ur dies, you will have the opportunity to meet a Dunmer related to House Dagoth, whose aim is to restore the house to its former glory. The house will blossom peacefully, and be filled with artists, philosophers, and researchers of magic. Will you choose to help this Dunmer in restoring House Dagoth? Or will you leave the house as no more than a relic of the past? The choice is yours. Features thirty new quests (help a struggling artist rediscover his roots and restore his exterminated tribe; conduct research in the ancient Chimer art of tonal architecture; and search for a deity worthy of worship for this new House Dagoth) as well as unique dialogue and personality for several vanilla NPCs and a redesigned Mamshar-Disamus Camp, the seat of House Dagoth’s power.

Note: according to Caeris (who is involved in the making of both mods), the Rise of The Tribe Unmourned and After the Blight are compatible since they both touch different areas of the game post-MQ. There's no references between the two mods though.

Epilogue - Sail to Akavir by AliceL93: the newest of the bunch, this post-MQ mod offers a completely different take on how to deal with the game once you've killed Dagoth Ur. Rather than offering you an entire new questline, this mod provides a way for closing your game by offering a new quest in which you can prepare for the Nerevarine's eventual expedition to Akavir, which was the Nerevarine's fate, at least according to a rumor in Oblivion. With this mod, you can reunite with Caius Cosades, your old friend, who has a new job for you: to lead a group of Blades to Akavir in order to give a report to the Emperor about the current state of the continent. To do this, you will defeat a group of pirates and take possession of their ship, acquire provisions for the voyage, gather information about Akavir, meet the crew of your ship (a Blades warrior, a battlemage, a captain and a first mate, along with your old friend Caius, and Elone, the Blade in Seyda Neen. Unique dialogue for all of them about their role in the upcoming expedition) and finally convince a maximum of five additional people to join your crew, from the friends you have made in Morrowind (based on the questlines that you have completed, you can have Mehra Milo, Ajira, Ahnassi, Fast Eddie or even Fargoth as a member of your crew). When everything is ready, tell Caius to set sail and the end credits will roll.



Companions

Although I don't use companions (aka followers) myself, as I prefer to enjoy Morrowind as a solitary experience, some people do enjoy having some company on their long treks through the Ashlands and Molag Amur. Here are a few companions mods released in the past few years which seem decent, but I haven't tried any of them.

Publius Claudius Follower by AliceL93: an Imperial Legionnaire follower named Publius Claudius with his own backstory and quest. Meant to be played as part of the Legion questline. It is already included in the Imperial Legion Expansion mod by the same author (see Faction Expansion > Imperial Legion).

Elisamsi Follower by AliceL93: an Ordinator follower named Elisamsi with her own backstory. Commentary on quests and some character development. Made by the same author than Publius Claudius.

Olyn Hleran A Redoran Companion by team The Mythical Beasts (LadyPhoenixFireRose, kiramarshiku, Pseunomix, and Danae): a Redoran warrior, meant to be played as you quest for House Redoran. Some of the art assets don't look very vanilla-friendly though.

Arvesa - An Armiger's Tale by Orion / masterofchim: from the mod's description: "An extensive companion and quest mod that hooks onto Morrowinds Main Quest and offers a serious perspective to the world presented. Team up with a complex character with her own faults, hopes, and dreams. Discover another side to the Sixth House and its seedy connections. Make choices and roleplay who you want to be.". It was released very recently and is still in beta.
 
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DraQ

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- lore-friendly (obviously)
I have but one problem with lore friendly mods for Morrowind. Allow me to illustrate:

Carelessly Crazy Caldera Community by Team Suran Suran (incl. Gavrilo93): gives the equivalent of the LGNPC treatment to Caldera (which doesn't have its own LGNPC module): adds a new shop, 2 new NPCs, 17 new quests, and adds unique background, personality and dialogue to most of the NPCs of the town.
47275-1572567711-1740246778.png
Author said:
OHAI I MADE U A LORE FRIENDLY MOD FEATURING WESTERN MERCHANT INEXPLICABLY WEARING ASHLANDER STYLE (GENERIC) PANTS AND SHIRT BECAUSE I AM A CLUELESS MORON WHO IS ALSO BLIND AND A MORON Y U NO DOWNLOAD
You see, I have no trust in assurance of lore friendliness coming from people who wouldn't recognize the lore if it stuck its milk-finger in their mouths then pierced their second aperture.
:obviously:

Morrowind has a lot of subtlety and hidden layers to its worldbuilding that are easily disrupted by clueless modding.
If you don't know what the fuck you are doing, then maybe stick to modding Oblivion, so that no one who cares actually needs to see your creations, or at least Skyrim which is a great deal less subtle.

The mod itself adds a few NPCs to town areas for ambience, similarly to Morrowind Comes Alive but using vanilla assets (so, no custom appearances or equipment). It doesn't go overboard with it so it keeps the desolate atmosphere. They're randomly generated from a list of templates every time you enter a town area - dunmer peasants, breton mages, imperial knights, etc. The effect is that it doesn't look like you're the only person traveling around anymore.

That NPC template in particular had an habit of attacking me on sight. Others have reported this problem too. My guess is that she was either designed as a thief or assigned a huge Fight value by mistake, but I didn't bother checking it out.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7749
Ok, I've gave it a whirl.

The idea is sound and the mode executes it reasonably well. I'd nevertheless advise against it. Why?
Not purist enough. :obviously:

As usual it comes down to minor details - in this case inappropriate clothing styles.

The thing with Morrowind is that while only the legion has actual uniform, many factions and cultures have their own clothing styles. As a rule of thumb Ashlanders dress differently from house Dunmer, who dress differently from westerners and so on. More so, Urshilaku ashlanders dress differently from, say, Zainab, each great house has their own clothing styles, often adorned with specific ornaments, dyed in specific colours or outright sporting house heraldry. Temple has it's own characteristic blue-yellow-black style, with robes adorned with religious inscriptions, Morag Tong assassins often wear rather characteristic shirts with lots of small pouches when not opting for generic lower class clothing, Morag Tong monks wear very characteristic (and rare) brick-red robes with crapload of pouches and so on.

This isn't some infallible rule - there are exceptions, there are generic clothes, there generic styles that, for example, allow you to identify the wearer as ashlander, but not really the tribe, but the clothing in Morrowind carries information - information about who are you talking to, information about how ashlander tribes live (for example Erabenimsun livein barren ashlands and their clothing is mostly animal hides, while Ahemmusa live in relatively fertile grazelands and wear something that looks like plant fibres laced together).
It's hidden information, it doesn't show up in item names* - you're a clueless outlander, after all (show, don't tell, motherfucker) - but it is there and it's vital to the look and feel of the world.

*) but it does in IDs, many clothes are postfixed by stuff like 'a', 'u', 'e', 'z' for ashlander tribes (but also generic 'a', 'b', 'c' in some cases), 'h'/'hh', 'r'/'rr', 't'/'tt' for great houses, numbering is also fairly systematic, for example postfix 03_b identifies Morag Tong garments.

And the mod? The mod fucks it all up. You have Imperial dudes parading around in robes of ashlander elders, Telvanni shirts mixed with Indoril pants, Imperial style shirts and ashlander pants, gardeners running around in ceremonial Morag Tong robes worn by monks of Mephala and all kinds of shit completely drowning the subtle information of the original and the original look and feel in the sea of random noise.

Yeah, the names tend to be ok and some characters blend in *perfectly* (as in "wait, was this dude/dudette in the original?"), it's just that the majority of them don't.
If Morrowind is to be a cultural simulator, this mod breaks it completely.


...
Annoying outlanders.

tl;dr
Give me lore friendly that is actually lore friendly and not shit, you n'wah.
:obviously:
 

octavius

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- lore-friendly (obviously)
I have but one problem with lore friendly mods for Morrowind. Allow me to illustrate:

Carelessly Crazy Caldera Community by Team Suran Suran (incl. Gavrilo93): gives the equivalent of the LGNPC treatment to Caldera (which doesn't have its own LGNPC module): adds a new shop, 2 new NPCs, 17 new quests, and adds unique background, personality and dialogue to most of the NPCs of the town.
Author said:
OHAI I MADE U A LORE FRIENDLY MOD FEATURING WESTERN MERCHANT INEXPLICABLY WEARING ASHLANDER STYLE (GENERIC) PANTS AND SHIRT BECAUSE I AM A CLUELESS MORON WHO IS ALSO BLIND AND A MORON Y U NO DOWNLOAD
You see, I have no trust in assurance of lore friendliness coming from people who wouldn't recognize the lore if it stuck its milk-finger in their mouths then pierced their second aperture.
:obviously:

IIRC merchants are hard coded to wear the "best" apparal they have in stock.
Anyway, what do you know about the merchant's fashion sense?
 

zool

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I remember that discussion about Starfire NPCs - believe me or not, I had actually planned to write a special DraQ disclaimer about the whole concept of lore-friendliness but forgot to include it in my post. :lol:

These mods are lore-friendly, just not DraQ-level lore-friendly.
 
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HarveyBirdman

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Author said:
OHAI I MADE U A LORE FRIENDLY MOD FEATURING WESTERN MERCHANT INEXPLICABLY WEARING ASHLANDER STYLE (GENERIC) PANTS AND SHIRT BECAUSE I AM A CLUELESS MORON WHO IS ALSO BLIND AND A MORON Y U NO DOWNLOAD
You see, I have no trust in assurance of lore friendliness coming from people who wouldn't recognize the lore if it stuck its milk-finger in their mouths then pierced their second aperture.
My high school English teacher insisted on wearing traditional Ghanan garb every day. He is 100% Irish and had never been to Ghana. His name is Dexter.
Dude taught class looking this every day:
externalcontentduckd.jpg

Only, you know, with skin whiter than freshly driven snow.

He taught me many wonderful things, not the least of which was how to dress like a real man, but also including the beauty of cultural relativism and that Things Fall Apart is the greatest book ever written.
The knowledge he imparted to me took root, and so several years later I wrote about how Things Fall Apart teaches the lesson that white people are evil for my AP Literature exam. Got a 5. Thanks Dexter.

Perhaps this shopkeeper is a lore friendly progressive. Show some goddamn respect.
 
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DraQ

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My high school English teacher insisted on wearing traditional Ghanan garb every day. He is 100% Irish and had never been to Ghana. His name is Dexter.
Dude taught class looking this every day:
externalcontentduckd.jpg

Only, you know, with skin whiter than freshly driven snow.
Traditionally:
Pics or it didn't happen.
 

HarveyBirdman

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Traditionally:
Pics or it didn't happen.
Stupid 15 year old me me never took any pictures, and it looks like everything that used to be on the school website has since been taken down. I bet he got all self-loathing for appropriating Ghanan dress.
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
Those mods are lore-friendly, just not DraQ-level lore-friendly.

If you're really into Morrowind's lore, DraQ-level lore autism is the only way to go.

That's why the only content mod I'll be installing for Morrowind is Tamriel Rebuilt when it's done :obviously:
 

Molina

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That's why the only content mod I'll be installing for Morrowind is Tamriel Rebuilt when it's done :obviously:
There is as much content in TR as in Vanilla Morrowind...
So... why are you waiting ?
 

Open Path

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I have only tried minimally a few "new content" mods of the last years but many seem interesting. The new patches, mechanic improvements and challenge enhacements are notable also.

There is indeed a true MW modding renaissance in which there were created more than 2400 mods in the last 3 years, so 15 to 18 years after the game original release. I don't know if there is some other similar example at all, not among rpgs for sure. The active player base probably grew exponentially also -according to downloads count-.

According Nexus mods data, new Morrowind mods monthly average in the last year and a half was far superior to The Witcher 3, Oblivion or any Dragon Age. In absolute terms, MW mod production was only surpassed by the work of the hordes of modders that still create Skyrim or Fallout 4 mods -however and contrary to MW, both games mod production is in a clear decline, as any other game older than 4-5 years-.
 

Open Path

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I have but one problem with lore friendly mods for Morrowind.

Besides the lore-friendly consistency, something that I want in additional content mods is a minimal amount of common sense in worldbuilding to don't mix the fictional world with the game representation. Many additional content mods I ever tried fail in this regard by the inclussion of metadata, artificial dialogues or absurd ideas linked with scaled and only slightly simulated gameworld.

For example some examples in a mostly good quality and ambitious mod, included by OP, Redoran sections of LGNPCs, we have examples as those:

- Npcs talking about the total absence of fresh water in Ald R'uhn and surroundings and how all the water has to be brought from Ald Velothi or Khuul: The author imagine a weird -to not say impossible- context in which a regional capital is located in a place in the middle of the island with no access to fresh water and instead to build deposits, the rulers decide to bring the water not from a near natural well or from the next city but from "hundreds of kilometers" on the coast and the modder decided to use this surreal logistics dialogue -and some quest I think- because the game, in its limited simulationism doesn't provide cisterns, wells or aqueducts in Redoran city. Game doesn't provide examples of sanitation in any settlement, so probably Vvardenfell inhabitants don't shit at all.

- Npcs describing how Ald R'uhn is the third most populated city in Vvardenfell -actually the second-, but not so populated as Vivec "which host more than 300 people": Author seem to ignore that Vvardenfell is a scaled game representation of a obviously bigger "real" place, with thousands of sq Kms instead of game's 15, whith hundreds of settlements instead only 20 and hundred of thousands inhabitants -and still the island would be mostly underpopulated- instead of 3000. Vivec over 330 unique npcs are a simplification, a scaled image of a bigger reality -just as tiny Tarant in Arcanum, Britain in Ultimas or The Hub in Fallout are-.
 
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IIRC merchants are hard coded to wear the "best" apparal they have in stock.
Anyway, what do you know about the merchant's fashion sense?
There was the classic issue with the blacksmith that sells the female-specific "LeFemm" DLC armor discovering some new things about himself due to that feature.


A small consolation is that he doesn't sell the dominatrix armor set.

My high school English teacher insisted on wearing traditional Ghanan garb every day. He is 100% Irish and had never been to Ghana. His name is Dexter.
Maybe he was inspired by the history teachers in the persona games.

 
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Self-Ejected

RNGsus

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Now if only somebody could just put gothic skill progression in morrowind. These games should not be apart.
 

zool

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Updated the OP:

- added an introductory note about Patch for Purists
- removed Balmora Rumour Fix (integrated into the latest versions of PfP)
- removed Solstheim Rumor Fix - Fixed - Fixed (replaced by the more robust Expansion Delay by Half11)
- removed Ald Redayna by WHReaper as the default mod for Ald Redaynia (replaced by the more elegant and vanilla-friendly Redayna Restored by Reizeiron)
- moved the Roleplay Options for Great House Hlaalu mod to the Faction Expansion - House Hlaalu subcategory since it only modifies the Hlaalu faction quests.
- added one RP mod (Pacifist Options by Gavrilo93)
- added one Dialogue - LGNPC-type mod (People of Pelagiad by Caeris)
- added six Dialogue - Additional dialogue mods (Persuasion Response Expansion, What Thieves Guild, Mournhold Courtiers, Local Lore - Silt Striders and Caravaners, LDM - Context Matters, Raym's Vampire Rumors)
- added two Immersion - Consistency Fixes mods (Redaynia Restored, Expansion Delay)
- added three Immersion - Less-static world mods (Ashlander Traders - Remastered, Traveling Merchants - Luce Edit, Frostmoth Repaired)
- added six Faction Expansion mods (Rise of House Telvanni 2.0, Hlaalu Rank Adjust, Religions Elaborated, Fighters Guild Questline Overhaul, Bal Molagmer Add-On, Blades Informant)

That's it for now, I may update this list in the future with other mods, including mods allowing to join factions which were present but not joinable in the vanilla game, new lore-friendly (but not lore-correct, so this will be in a separate part of the list) quality factions, or recommandations for good quest mods.
 

soulburner

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Now... all this is very interesting, but installing all those mods is what scares me. Could a single package be created with all of them, so... like... I don't know, extract all the files to the game directory and be done with it? ;)
 

d1r

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Updated the OP:

- added an introductory note about Patch for Purists
- removed Balmora Rumour Fix (integrated into the latest versions of PfP)
- removed Solstheim Rumor Fix - Fixed - Fixed (replaced by the more robust Expansion Delay by Half11)
- removed Ald Redayna by WHReaper as the default mod for Ald Redaynia (replaced by the more elegant and vanilla-friendly Redayna Restored by Reizeiron)
- moved the Roleplay Options for Great House Hlaalu mod to the Faction Expansion - House Hlaalu subcategory since it only modifies the Hlaalu faction quests.
- added one RP mod (Pacifist Options by Gavrilo93)
- added one Dialogue - LGNPC-type mod (People of Pelagiad by Caeris)
- added six Dialogue - Additional dialogue mods (Persuasion Response Expansion, What Thieves Guild, Mournhold Courtiers, Local Lore - Silt Striders and Caravaners, LDM - Context Matters, Raym's Vampire Rumors)
- added two Immersion - Consistency Fixes mods (Redaynia Restored, Expansion Delay)
- added three Immersion - Less-static world mods (Ashlander Traders - Remastered, Traveling Merchants - Luce Edit, Frostmoth Repaired)
- added six Faction Expansion mods (Rise of House Telvanni 2.0, Hlaalu Rank Adjust, Religions Elaborated, Fighters Guild Questline Overhaul, Bal Molagmer Add-On, Blades Informant)

That's it for now, I may update this list in the future with other mods, including mods allowing to join factions which were present but not joinable in the vanilla game, new lore-friendly (but not lore-correct, so this will be in a separate part of the list) quality factions, or recommandations for good quest mods.

Could you show your current mod list? The last time I modded Morrowind was pre-Skyrim, and I sadly lost my build I had been working on for a year or so. I actually might be inclined to come back, just for TR alone.
 
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Now... all this is very interesting, but installing all those mods is what scares me. Could a single package be created with all of them, so... like... I don't know, extract all the files to the game directory and be done with it? ;)
It's more complex than that, you'd need an installer like that Morrowind Overhaul one. But they all come with installation instructions so it's more time consuming than difficult.
 

soulburner

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Now... all this is very interesting, but installing all those mods is what scares me. Could a single package be created with all of them, so... like... I don't know, extract all the files to the game directory and be done with it? ;)
It's more complex than that, you'd need an installer like that Morrowind Overhaul one. But they all come with installation instructions so it's more time consuming than difficult.
I remember having issues with moving a modded Morrowind, Oblivion or Skyrim to another PC. I often play on both my laptop and desktop and sync savegames with onedrive. Maybe at least I'll find some tips about that...
 

zool

Arcane
Joined
Oct 26, 2009
Messages
881
Updated the OP:

- added an introductory note about Patch for Purists
- removed Balmora Rumour Fix (integrated into the latest versions of PfP)
- removed Solstheim Rumor Fix - Fixed - Fixed (replaced by the more robust Expansion Delay by Half11)
- removed Ald Redayna by WHReaper as the default mod for Ald Redaynia (replaced by the more elegant and vanilla-friendly Redayna Restored by Reizeiron)
- moved the Roleplay Options for Great House Hlaalu mod to the Faction Expansion - House Hlaalu subcategory since it only modifies the Hlaalu faction quests.
- added one RP mod (Pacifist Options by Gavrilo93)
- added one Dialogue - LGNPC-type mod (People of Pelagiad by Caeris)
- added six Dialogue - Additional dialogue mods (Persuasion Response Expansion, What Thieves Guild, Mournhold Courtiers, Local Lore - Silt Striders and Caravaners, LDM - Context Matters, Raym's Vampire Rumors)
- added two Immersion - Consistency Fixes mods (Redaynia Restored, Expansion Delay)
- added three Immersion - Less-static world mods (Ashlander Traders - Remastered, Traveling Merchants - Luce Edit, Frostmoth Repaired)
- added six Faction Expansion mods (Rise of House Telvanni 2.0, Hlaalu Rank Adjust, Religions Elaborated, Fighters Guild Questline Overhaul, Bal Molagmer Add-On, Blades Informant)

That's it for now, I may update this list in the future with other mods, including mods allowing to join factions which were present but not joinable in the vanilla game, new lore-friendly (but not lore-correct, so this will be in a separate part of the list) quality factions, or recommandations for good quest mods.

Could you show your current mod list? The last time I modded Morrowind was pre-Skyrim, and I sadly lost my build I had been working on for a year or so. I actually might be inclined to come back, just for TR alone.

I don't have any ongoing vanilla Morrowind game, only a TR one with a handful of TR-related mods installed (I only intend to visit the mainland). Sorry.
 

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